DraQ
Arcane
Recent discussions got me thinking about use based systems - tree-like skill structure, multiple skills per action, etc. etc.
Today I wondered if use-based could be somehow used for attributes as well and not in derpy TES multiplier way.
On one hand I like to think of attributes as static - representing innate potential. On the other it's hard to deny that you can hone them by practicing. Combined with aforementioned trees and difficulties with representing abilities like running speed in terms of use-based skills (no failure condition) I hereby propose following system:
Base attribute scores are static, determined at chargen and modified by race, sex, etc. They would modify both checks, modifiers and gain rates/probabilities (depending on the system) for all dependent skills.
Apart from those there is intermediate skill-attribute tier. Skills from this tier form roots of skill trees and each of them corresponds to a single attribute. Progress in those skills is similarly slowed by some function of total amount of skill gains in it, as should be the case with normal skills - it's goal is to discourage JoAT grind, by making levelling stuff not relevant to the build penalized by it impacting the development of relevant stuff.
Now, the idea of attribute-skills is capturing some of the ever elusive "experience". Apart from skill gains trickling down the trees (skill gain in any skill higher in the tree will up the entire branch down to the root, possibly with additional limitation of increase only applying to the nodes with lower value than newly increased skill) there would be high-level checks running in the background at slow rate and without RT restriction allowing for increasing the attribute-skills directly.
For example, surviving torture or large/difficult battle (numerical strength) would have chance of directly increasing willpower.
Beating an encounter with much less losses than would be expected from raw numerical strength or achieving quest goal without passing through expected intermediate phases would up intelligence (implying good tactics or creativity).
I'm not sure about other attributes, so suggestions are most welcome.
For example: maybe speed could directly depend on amount of successful non-trivial (again, via effective score comparison) pursuits/escapes?
So are other thoughts and opinions.
Discuss!!
Today I wondered if use-based could be somehow used for attributes as well and not in derpy TES multiplier way.
On one hand I like to think of attributes as static - representing innate potential. On the other it's hard to deny that you can hone them by practicing. Combined with aforementioned trees and difficulties with representing abilities like running speed in terms of use-based skills (no failure condition) I hereby propose following system:
Base attribute scores are static, determined at chargen and modified by race, sex, etc. They would modify both checks, modifiers and gain rates/probabilities (depending on the system) for all dependent skills.
Apart from those there is intermediate skill-attribute tier. Skills from this tier form roots of skill trees and each of them corresponds to a single attribute. Progress in those skills is similarly slowed by some function of total amount of skill gains in it, as should be the case with normal skills - it's goal is to discourage JoAT grind, by making levelling stuff not relevant to the build penalized by it impacting the development of relevant stuff.
Now, the idea of attribute-skills is capturing some of the ever elusive "experience". Apart from skill gains trickling down the trees (skill gain in any skill higher in the tree will up the entire branch down to the root, possibly with additional limitation of increase only applying to the nodes with lower value than newly increased skill) there would be high-level checks running in the background at slow rate and without RT restriction allowing for increasing the attribute-skills directly.
For example, surviving torture or large/difficult battle (numerical strength) would have chance of directly increasing willpower.
Beating an encounter with much less losses than would be expected from raw numerical strength or achieving quest goal without passing through expected intermediate phases would up intelligence (implying good tactics or creativity).
I'm not sure about other attributes, so suggestions are most welcome.
For example: maybe speed could directly depend on amount of successful non-trivial (again, via effective score comparison) pursuits/escapes?
So are other thoughts and opinions.
Discuss!!