I'm more interested in a skill-based progression than a level-based progression.
I'm inspired by the skill level system in the MUD After the Plague II, where there were... a lot of levels.
Taking some from ATP, removing a few, and fitting them to a 10-point scale:
very low [0]
low [1]
poor [2,3]
average [4,5]
good [6]
very good [7]
excellent [8]
brilliant [9]
prodigious [10]
These would influence how well a person would learn skills (by group) and spells (by school).
Skills and spells might have the following scale (again, simplified from ATP):
none [0]
beginner [1]
poor [2,3]
modest [4,5]
good [6]
very good [7]
excellent [8]
expert [9]
master [10]
legendary [11] -- should only be accomplished when wielding an artifact.
This is a permadeath roguelike, not a MUD, so I won't expect people to spend days of in-game time grinding on skills, and I'm definitely not going to worry about skillrot, etc.
I'm thinking there should be some kind of falloff for learning skills with aptitude, and also some kind of falloff for learning skills as they're advanced. That's going to take some tuning. Of course, skills should be come substantially more powerful as they're advanced... but this game isn't really about that. I'll settle for a decent verbose skill system.
Acceptance Criteria
[ ] I've pondered this idea at length and have opened a followup issue to address my findings.
Story
I'm more interested in a skill-based progression than a level-based progression.
I'm inspired by the skill level system in the MUD After the Plague II, where there were... a lot of levels.
Taking some from ATP, removing a few, and fitting them to a 10-point scale:
These would influence how well a person would learn skills (by group) and spells (by school).
Skills and spells might have the following scale (again, simplified from ATP):
This is a permadeath roguelike, not a MUD, so I won't expect people to spend days of in-game time grinding on skills, and I'm definitely not going to worry about skillrot, etc.
I'm thinking there should be some kind of falloff for learning skills with aptitude, and also some kind of falloff for learning skills as they're advanced. That's going to take some tuning. Of course, skills should be come substantially more powerful as they're advanced... but this game isn't really about that. I'll settle for a decent verbose skill system.
Acceptance Criteria