Stat idea
Posted: Sun Dec 16, 2018 5:12 pm
Played a few games that dealt with balance issues this way so thought id throw it up here.
One is skill trees with all chars having the same primary stats and you add your own stats to whatever as you level as well as focusing on what ever part of the skill tree you want your char to max lvl in to. So one path follows caster another healer and the last melee, beauty of a skill tree you can mix and match combos.
Also have played a few games where they didnt have any real classes, you had 3 primary races to choose from and then added stats as you lvld, each lvl gave you stat points and each character had 3 categories to put those points into, str which added hps as well as dmg if you were going melee, dex for agility and tohit and then int if you were focusing on the magic skills, all classes could learn all the skills just the mage type skills were more effective/stronger the higher your int. Basically a pure str character would hit as hard as pure int character or a pure dex would hit alot more on both those combos but not as hard. Dodge worked the same way whether it was a caster attacking you or a melee. You could respect all your stats for free the first time then it was a mil gold every time after that, this way you could try diff combos and not have to relevel a char to max for testing.
Just a couple ideas ive seen from other games that left it up to the players to keep the game balanced instead of the coders.
One is skill trees with all chars having the same primary stats and you add your own stats to whatever as you level as well as focusing on what ever part of the skill tree you want your char to max lvl in to. So one path follows caster another healer and the last melee, beauty of a skill tree you can mix and match combos.
Also have played a few games where they didnt have any real classes, you had 3 primary races to choose from and then added stats as you lvld, each lvl gave you stat points and each character had 3 categories to put those points into, str which added hps as well as dmg if you were going melee, dex for agility and tohit and then int if you were focusing on the magic skills, all classes could learn all the skills just the mage type skills were more effective/stronger the higher your int. Basically a pure str character would hit as hard as pure int character or a pure dex would hit alot more on both those combos but not as hard. Dodge worked the same way whether it was a caster attacking you or a melee. You could respect all your stats for free the first time then it was a mil gold every time after that, this way you could try diff combos and not have to relevel a char to max for testing.
Just a couple ideas ive seen from other games that left it up to the players to keep the game balanced instead of the coders.