As long as we want to be game more role playing there should be target oriented reward system rather then dead body counter. Story might be bloody, oor story might be about sneaky investigation. One way or another reward for reach the target should be same amount of xp. There one issue with rewarding for non-bloody players. We get used that heroes steal stuff. In fact majority of hero's income is made by stealing from killed bodyes. There should be a way how to deliver item reward for those who fallow non-violent path.
I like what you're saying, but I actually disagree a little bit here.
I don't think that there should be a single pool of XP covering everything. I mean, why should talking improve your combat ability? I think that taking a non-violent approach should provide a form of XP that improves your non-violent approach.
You are opening another issue. Leveling system. Currently there is only one type of story reward - xp. Doesnt matter how it gets them character proceed. Please keep this interesting topic on the root. :-]
>>> How to combine hack&slash RPG and point&click adventure games to the one game The DOS:2 regarding story progress. <<<
That´s not true! - Page 52
Kill Victoria = 2745 XP
Kill Eglandaer = 2550 XP
Fool Eglandaer = 2400 XP
Arrest Eglandaer = 2100 XP
nice try for solution we are talking about. It was one side quest. How to make similar solutions for another quest?
Lets brainstorm Black cove alternative progress. ^^