Since this is an RPG and not an action-adventure, I’m hoping the player will be able to assign some skills to the PC right from the start, rather than starting off as a ‘blank slate’ character who can do just about anything. For example, since Henry is a blacksmith, he ought to start off with at least a halfway-decent crafting skill. Obviously this might require some explanation in the case of certain skills - would your average blacksmith be likely to have any combat training? - but it’s better than giving the impression that your character never did anything at all before the start of the game. Thoughts?
It would depend on what level of achievement Henry (i.e. the PC) has made as a Blacksmith. Is he still an apprentice, a journeyman, etc. Henry’s starting age should be a good indicator what his skill level might be.
As for combat abilities. It would likely be rough across the board but if they are ones that typically repair or make weapons they might have a few ideas or skills in how to use them.
Maybe with an introduction showing his childhood… Like you would be given the choice to go hunt (starting skills in archery), go play the knight with other kids (hand-to-hand combat skills), or learn how to forge with your dad… Something quick maybe even by text like in Warband.
Yes, I was thinking along those lines as well. I also think that it shouldn’t be possible to be good at everything, which can be a problem in ‘increase skills through use’ systems.
I would also like to have at the start some choices about his early life in order to make his skills. And I also would like very much to see the actual leveling system. Is it with points, with use?
How do you think this limitation can be done in a plausible way considering the realism the game is aiming for?
In other games it’s easy, when your freely distributable points are at zero the limit is reached.
[quote=“Zaratoth, post:5, topic:8301, full:true”]And I also would like very much to see the actual leveling system. Is it with points, with use?
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As far as I know, it’s like in reality, the more you do it, the better you get at it.
"How do you think this limitation can be done in a plausible way considering the realism the game is aiming for?"
Well, maybe they could do just like real life ! When you don’t practice something, you start losing it. For example, if one day you decide to train as much as possible with a bow and forgot about the sword, your character would be less skilled at it.
Well, the obvious answer is to treat it realistically: if you’ve never done something before, you won’t be any good at it and it will take you a long time to improve. An example of a game that works this way is Morrowind: just try fighting with a weapon you’re not skilled with, or casting a spell from a school you haven’t studied.
Of course, the problem with this approach is that it might get too difficult to build up your skills. Perhaps it should be relatively easy to improve them at a low level, but much more difficult to become an expert.