(This is my own proposal for a renewed experience system. I don't pretend it is the way to go - it is just a proposal. I announced this two weeks ago on IRC, but since luckily my whole life isn't Crossfire-aimed, I was only able to post it today) Crossfire Alternate Skill rules proposal ======================================== I. Summary ---------- The aim of this proposal is to provide a better skill/experience points system. The system should stay simple enough to be understandable without reading the manual, and should promote selective character progression in a relatively natural way, without preventing generalist characters to exist. II. Basic principles -------------------- Here are some very basical rules, 'axioms' over which the new proposal is built. 1. Any earned experience points falls into a given Skill Group (the one containing the skill used to get the points). 2. A player can distribute the Skill Group experience points to Skills related to that Group whenever (s)he wants, in the way (s)he wants. 3. Attempting to learn a skill consumes experience points in the related Skill Group. 4. Once experience points are allocated to a given Skill, you cannot put them back in the Skill Group 'reserve'. 5. There's a maximum amount of experience points you can globally earn. III. Deep dive -------------- Now, let's explain in more details what those axioms mean and why I suggested them. - Skill Groups are quite equivalent of today's experience categories. They're simply several skills grouped together. A Skill Group has an associated experience score (again, just like it is now). - Skills are a little different. In my system, each skill has a level and an amount of experience points. Each skill is included in one and only one Skill Group. Skill Group experience influences all dependent skills; to compute the level in a given skill, a formula like this one could be used: LVL = Skill Group Exp * F1 + Skill Exp * F2 With (F2 >> F1); it means that, although Skill Group experience is more 'general' (it has an influence on several skills at once), it isn't as 'efficient' as exp. put in a specific skill. The player thus gets the opportunity to be a powerful specialist, or just a less powerful 'generalist'. The question of 'How much should be F1 and F2' can only be determined by playtesting; that's why I'll not suggest any value for them here. What rule Nr. 1 means is that by default, all experience points are assigned to a Skill Group, and not to the specific Skill used. This is roughly what the current system does. Rule Nr. 2 simply tells that the player can allocate Skill Group points to related skills without constraints. The Skill Group experience can be seen as a 'reserve' of points to distribute in the various skills. Note that you're not forced to distribute them. There's no supplementary cost for that distribution. Rule Nr. 4 says that once you distributed points to skills, you cannot put them back as Skill Group points. Experience distribution is thus an one-way process: you can always do Group->Skill transfers, but never Skill->Group transfers. This forces the player to think about what they want to do with their characters before distributing points. Rule Nr. 3 is related to learning new skills. The way you can learn skills is not relevant here - it could be the standard Skill Scrolls, a teacher, or whatever you may think about. The point is: there's always a price to pay to learn new skills. To try to learn a new skill, you have to pay Skill Group experience points (from the related group). If you don't have enough points, you cannot learn the skill. If you've enough points, then you can *attempt* to learn it. Note that you cannot be sure you'll succeed - learning could cost you more than what you expected. Probably the difficulty factor and experience cost should be related to the way you attempt to learn the skill - a teacher could cost you less exp. points than a Skill Scroll and could also be less risky to fail. You could also imagine spells increasing your chances of success, but a cost of more experience points. All of this is mostly a playbalance problem and isn't directly related to the rule itself. Again, only playtesting would be able to properly set amounts of experience required and failure % for each skill and each teaching method. Rule Nr. 5 is there to make it harder (if not impossible) for players to be "perfect in everything". The rule says that the total amount of earned exp. cannot go above a definite limit. Note that the word 'earn' is important here. The total amount not only takes into account the current amount of experience in each Skill and Skill Group, but also the experience points used to learn new skills. Only the 'depleted' experience (remember the Grim Reapers ?) points are not counting in the total. It means that a player will have to choose in which fields (s)he wants to put experience in, and how much in each of them. It also imposes a tradeoff between the number of skills and the mastering level in them. IV. Optional rule ----------------- An optional rule could maybe be interesting: 6. Skills may require other skills (not) to be known to be learned. Rule Nr. 6 puts dependencies between some skills. For example, you cannot learn Death Magic if you already have Life Magic. Or you would need Missile Weapons before learning Bowyer (Those are just examples). Probably interesting, but could also be harder to implement for limited results - that's why I put it under 'optional'. V. Notes -------- 1. As I underlined above, there are no quantification in my proposal for the various parameters. I have my own idea about those, but IMHO, they should be discussed with players and tested; playbalance is always difficult to achieve, and I see no better way than the good old 'try and ask' method to preserve it. Besides that, they're just parameters - whatever they're, the base rules are always the same. 2. I haven't told anything about how the skills themselves should be redone. This was not the main topic of this document. Basically, I'd use the current groups as a workbasis, just splitting the wizardry skill into the various magical paths. Skill reorganization is independent of the rules themselves, that's why I said nothing about it here. 3. I don't pretend this system is perfect. This is just a proposal, nothing else. If you don't like it, rip it apart, shred it into small pieces, and give them to feed your favourite Demon Lord. The purpose wasn't to start another flame war, but just to provide another viewpoint to the actual discussion. Y. Chachkoff ------------------------------------------------ Help supporting JXFire ! ( http://jxfire.sf.net ) ------------------------------------------------