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Game Design Theory / Designing an Experience system for my RPG Engine...

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jasuk70
23
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Joined: 3rd Dec 2002
Location: Hemel Hempstead
Posted: 31st Dec 2004 10:15
I'm currently working on an Experience system for my RPG Engine http://www.tyranntrpg.org

Below is what I've come up with so far as a way of rewarding experience. The engine runs on a Party system of 6 players. What do people think and any suggestions?

1) Every round of combat a player who is conscious is rewarded 1 xp
2) Every combat movement is rewarded 1 xp
3) Attack Success is rewarded the Damage caused in xp * level
4) Attack failure is rewarded 2 xp (Learning by Mistakes)
5) Combat damage taken is rewarded 4 xp * Damage amount
6) Spell Cast success is rewarded the amount (See Magic system thread) * level or (Spell Level * character level) for spells not using an amount.
7) Spell Cast failure is rewarded 2 xp
8) Thief Skill Success is rewarded 2 xp * Level
9) An encounter may have experience points attached, so those points are divided between all conscious players.

Every Guild/Class will advance levels at the same rate using the following formula for each level increase.

100 points are stored for next advancement level, that number is added to by 25% each level afterwards so the first 20 levels will be as follows:



Jas

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IanM
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Location: In my moon base
Posted: 19th Jan 2005 07:25
Quote: "3) Attack Success is rewarded the Damage caused in xp * level"

What logic here? As you go up in level, it becomes easier to hit ... so shouldn't the experience earned be reduced instead?

Quote: "5) Combat damage taken is rewarded 4 xp * Damage amount"

I don't get this one at all. Basically, at low levels you'll earn more experience by deliberately taking damage than by winning the fight.

The most natural system I've seen for experience was Dungeon Siege. 1 point per kill, 100 points allows you to 'buy' an increase in a skill set. The monsters that you met were basically placed so well throughout the game that the challenge increased slightly as you progressed maintaining the game balance.

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jasuk70
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Joined: 3rd Dec 2002
Location: Hemel Hempstead
Posted: 19th Jan 2005 22:15
3) I see your point here, It gets easier to hit and you do more damage so dropping the Level multiplyer is a good idea.

5) The idea is you learn by your mistakes. So when you start out you benefit by getting hit, and later on you will learn less and less in the overal scheme of things. Getting hit early on isnt advisable as depending on damage rolls and defence rolls 2 hits could probably kill some of the characters.

The reason I'm doing the old style leveling up is due to liking it so much when playing the older games. In future projects I'm going to probably adopt the Wizardry 8/Morrowind style so you have a mixture of spending points and learning from experience. But for this game I'm currently working on, I'm going to use the old style.

I used to enjoy gaining a level and wondering what new spell I had got etc. etc.

Cheeers,

Jas

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"What is this talk of 'release'? Klingons do not'release' software. It escapes leaving a bloody trail of developers and quality assurance people in its wake!"
Wiggett
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Location: Australia
Posted: 21st Jan 2005 14:57
yeah but when you can take it later on in lefels, 100 poitn sof damage = 400 point sof expereience, so levelling up wont take longer the higher level you are, instead it would all average out and you would level up mroe often than most rpgs.

zircher
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Posted: 21st Jan 2005 21:33
It also really penalizes archers and magic users that fight at a distance and probably can not take much damage.

I think a skill system where you increase in the skills you use with practice is much more natural. While slaughter based XP systems are common, they're nothing like real world experience where you learn by doing, reading, or being taught.

Perhaps you should get like .5 xp for failing and 2 or 3 for successing with a variable amount for finding scrolls or a mentor.

Bruises, scars, and blood loss do not make learning easier (although they may motivate some types.)
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RiiDii
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Joined: 20th Jan 2005
Location: Inatincan
Posted: 27th Jan 2005 02:17
Quote: "1) Every round of combat a player who is conscious is rewarded 1 xp
2) Every combat movement is rewarded 1 xp"


Wouldn't these encourage combat styles like "kiting" (getting the enemy to chase you around)? The longer I can stay in combat and not kill my opponant, the more xp I get?
Also, if someone can trigger the combat flag in your code, without actually being in combat (i.e. I press my 'attack button', but I am not close enough to the enemy for the ai to trigger a response attack), it's free xp.

These are also duplicating some xp: doing damage (combatflag=1 combataction=1 *is a given*), receiving damage (combatflag=1 combataction=1 *maybe*), and getting xp for being in combat.

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