Instead of "ways of", what about knowledges or masteries or trainings ? I know it is beta, and don't expect at all to see it in game, just some shared thoughts about this...

Initiative knowledge:
Novice (requires 1 training point (TP) and speed 6) + 1 initiative
Compagnon (requires 2 TP speed 8) +2
Specialist (requires 4 TP speed 10) +3
Master (requires 8 TP speed 12) +4
Legend (requires 20 TP speed 15) +8 (big gap, because legendary skill should be legendary, to get and in its effects.

Powerfull Draw :
Novice (requires 1 training point (TP) and strength 6) + 1 shooting range
Compagnon (requires 2 TP strength 8) +2 shooting range
Specialist (requires 4 TP strength 10) +3 shooting range
Master (requires 8 TP strength 12) +4 shooting range
Legend (requires 20 TP strength 15) +8 shooting range, +50% chance victim "falls"

Sword mastery:
Novice (requires 1 training point (TP) and strength 6) + 10% to hit
Compagnon (requires 2 TP strength 8) +20% to hit +10% damage
Specialist (requires 4 TP strength 10) +30% to hit
Master (requires 8 TP strength 12) +40% to hit +20% damage
Legend (requires 20 TP strength 15) +70% to hit, +30% damage 50% chance to inflict heavy bleeding.

And so on.
Create tons of them, who cares. Organize them in fields, like mele combat, ranged combat, Social, technical, magic (NOT WARRIOR, WIZARD, SURVIVOR. This is confusing)

They would require only TP and attributes levels only (so it would require more attributes...)

Now give 5 training points every levels or so (so a player could become pretty fast a jack of all trade, or require time to have legendary level. And have more consistant to dispatch, beside a loosy point.)

Very important is that the legendary level MUST trigger some kind of special skill or effect. This is important.

And what is better in a coop RPG than to show your mate the incredible effects of your newly acquired legendary skill ?

My 2 cents.


Last edited by Cromcrom; 15/04/14 05:35 AM.

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