by Patrick » Tue Apr 25, 2006 10:49 pm
Karl's description and Joe's arguement sound a lot like a certain online game I played named Asheron's Call. Their idea was that each skill cost a certain amount of XP to raise to the next level, but by using the skill, you could reduce the cost to a more managable amount of XP. They also added the concept of specialized skills, which your character progesses in naturally more quickly (selected at character time, irreversible), and trained skills, which do not increase as quickly. Their idea was that level doesn't make a person more powerful, the wise use of XP on skills makes the person.
The benefit of that was that a level 50 could be beaten by a level 45 who spent more time improving his melee skills, or a level 10 warrior might be able to defeat a level 30 alchemist who doesn't know how to fight.
Oddly enough Fable had a way of solving the problem of killing a 100 monsters with an axe and increasing in alchemy skill, which was present in Asheron's Call. The basic of the idea is that you get points to distribute like Karl's idea, but the points are only effective to a certain degree: they increase only skills of the same class. For example, XP earned with an axe applies directly to any number of heavy headed weapons on a shaft, such as maces, hammers, axes, and perhaps spears, but not to something such as alchemy. At the same time, general XP, that is XP that is classless and spendable on any class, was also given. Perhaps you could add a conversion factor such as:
25 Melee XP -> 1 Alchemy XP.
to spice things up a bit, such that idiots can continue to hack away at skeletons and receive *some* benefit, as if perhaps they pondered on alchemy while they fought.
A more radical design was implemented in System Shock 2 and skill points are given for completing a quest, although in this case, it would be more appropriate to be done in a level-by-level basis like "Baldur's Gate: Dark Alliance". The idea is that you get these credits, more each time you level, to spend on skills that cost increasing amounts. For example:
* = 1 skill point, or whatever
Alchemy: ** cost = 3 credits
Axe: ***** cost = 15 credits
Trading: * cost = 1 credit
Next Level: 10 credits
Current: 8 credits
This can defeat the idea that using a skill does not equate to progressing in that skill since one can purchase upgrades.