I play a lot of tabletop games of varying stripes, and pretty much the biggest distinguishing factor between all of them is how they handle the idea of character progression. As players, we like seeing our numbers go up. It's nice to pick up a new shield and see your health gauge shoot up, it's nice to add points to your stats each level and watch your character start doing more damage.
CoC used a pretty simplistic progression system. You have a level, each level you get some free stat points and a perk of your choice from a huge list. Some are level-gated, some are stat-gated, but if you want to grind at level 1 for long enough to shoot up to 40 in one go, you can get all the perks on one character. Your stats are always 1-100 values and you can max them out whenever you like. This is a simplistic system, but it has advantages:
Were a rewrite of the level system in the cards, what I would like to see is a move to a talent tree system similar to those seen in games such as Final Fantasy Tactics, Pokemon Tabletop United, Dungeons: the Dragoning, and the newest version of Adeptus Evangelion. A very similar system is also used in Fall of Eden. In such a system a class is essentially a package of talents which is progressed through independently of the core level. Trees may be freely available but are often gated behind something such as learning the tree from a trainer, and progression within a tree is typically level-gated either directly or because you need certain things to progress that can't be gotten until you've gotten to a certain part of the game. This is my preferred class/level system because it puts more emphasis on horizontal growth than vertical growth, that is to say it increases how many options you have for how to approach problems but doesn't do much to increase how powerful each of those options are. This means that playing Pokemon and unlocking all the various abilities isn't necessary and doesn't significantly increase Steele's power compared to just taking a few, but exists as an option for someone who wants to be able to switch around between various tactics for the sake of variety.
Just for example, the three existing classes might be a choice of which of three major talent trees is available from the start of the game. Through significant interaction with NPCs of the appropriate roles (Syri, Saendra and Anno come to mind as examples of a Mercenary, Smuggler and Tech Specialist), Steele might unlock the ability to progress in the other trees, at the expense of not progressing in his/her current tree while doing so. Characters like Tanis would offer trees built around the use of bows, with other similar trees available for other weapon types keeping them all competitive without requiring juggling the balance of bows and bow perks. Psionics, similarly, would be handled as just another type of tree that you can unlock and progress through, offering options parallel to the main class trees.
Obviously such a large change would come with plenty of implementation issues, but I think it's worth consideration or at least discussion.
CoC used a pretty simplistic progression system. You have a level, each level you get some free stat points and a perk of your choice from a huge list. Some are level-gated, some are stat-gated, but if you want to grind at level 1 for long enough to shoot up to 40 in one go, you can get all the perks on one character. Your stats are always 1-100 values and you can max them out whenever you like. This is a simplistic system, but it has advantages:
- There's no one-true-build, since all characters can get all perks.
- Balancing encounters is hypothetically simple, as all players have the same maximum potential. Puzzle bosses can be built that emphasize using particular abilities. In practice, the combat system and enemy AI doesn't really have enough depth to make particularly interesting puzzle bosses, with a few rare exceptions. Urtaquest is closer than most other parts of the game.
- Characters can approach combat from many different angles: you can handle one fight with spells, the next with teasing and a third with physical attacks.
- You aren't locked into a bad decision unless you level up so much that you can't get XP. You can build to use both magic and swordplay equally well, and for many people this is nice.
- Level-gating encounters is much easier when players can't have 100 Strength and Toughness within thirty minutes of booting up the game. Mhen'ga does this best so far.
- The progression paths offer different gameplay experiences via their special attacks that encourage use of different weapons, and come with hooks for your vision of Captain Steele as a character.
Were a rewrite of the level system in the cards, what I would like to see is a move to a talent tree system similar to those seen in games such as Final Fantasy Tactics, Pokemon Tabletop United, Dungeons: the Dragoning, and the newest version of Adeptus Evangelion. A very similar system is also used in Fall of Eden. In such a system a class is essentially a package of talents which is progressed through independently of the core level. Trees may be freely available but are often gated behind something such as learning the tree from a trainer, and progression within a tree is typically level-gated either directly or because you need certain things to progress that can't be gotten until you've gotten to a certain part of the game. This is my preferred class/level system because it puts more emphasis on horizontal growth than vertical growth, that is to say it increases how many options you have for how to approach problems but doesn't do much to increase how powerful each of those options are. This means that playing Pokemon and unlocking all the various abilities isn't necessary and doesn't significantly increase Steele's power compared to just taking a few, but exists as an option for someone who wants to be able to switch around between various tactics for the sake of variety.
Just for example, the three existing classes might be a choice of which of three major talent trees is available from the start of the game. Through significant interaction with NPCs of the appropriate roles (Syri, Saendra and Anno come to mind as examples of a Mercenary, Smuggler and Tech Specialist), Steele might unlock the ability to progress in the other trees, at the expense of not progressing in his/her current tree while doing so. Characters like Tanis would offer trees built around the use of bows, with other similar trees available for other weapon types keeping them all competitive without requiring juggling the balance of bows and bow perks. Psionics, similarly, would be handled as just another type of tree that you can unlock and progress through, offering options parallel to the main class trees.
Obviously such a large change would come with plenty of implementation issues, but I think it's worth consideration or at least discussion.
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