What is your favorite character advancement system?

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Voltano

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Dec 11, 2008
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I'm an amateur Game Master/developer here with plans on getting into game development in the future after I'm finished with college. Lately though I have developed two (though never published) paper RPGs as a means of practicing game design but also to build small adventures through. So far I think the two I have here are pretty cool, though each one has made me think of something about RPGs I rarely see discussed: Character advancement mechanics.

The two most common forms of "character advancement" I seen would be a "Point-Based" (PB) and a "Level-Up" (LU) system. The PB system is where a character is given points that they spend to upgrade skills, abilities and statistics. Where as an LU system is where a character earns a number of points that triggers an "upgrade" event for the character. From my experience, the paper RPG "Shadowrun" and "GURPS", along with "Fable" or "Prototype" have a PB system. Where as common RPGs from Japan and most western games (KOTOR, Fallout, Diablo) use a LU system.

Personally I prefer a PB system as I think it gives more options to the player in customizing their character, like how a player could choose to develop their character into a mage/rogue/warrior build in a "Fable" game (though I also recognize that a character in those games could be good in all three with no penalty to the other fields). However some LU systems like "Diablo" offer choices to players as well in modifying their character, where as some don't (like some JRPGs).

What do you think is the best character advancement system you found in games, and why?
 

forgetaboutme

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Feb 20, 2008
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I think Level Up systems give gamers more of a clear goal to reach for, and they feel a better sense of achievement once they reach the next level.
 

x0ny

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Dec 6, 2009
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LU combined with PB. Like WoW, you level up and you have a skill/talent tree to customize character. Fallout 3 didn't have a skill "tree" but i felt the perks thing was similar anyway.

What I also like is leveling up a proficiency with, for example,a weapon. So the more I use pistols to kill, the more "proficient" I become with them. Eg: damage boost when using pistols, or less recoil, increased accuracy. This can also be applied to healing items. GTA San Andreas, WoW, and I think borderlands had this.

I feel this can help you specialize your character to your playing style. Although this "proficiency" thing can be easily implemented into a talent tree, I feel it's better if it's earned with regular use, than just simply putting a "point" into it.
 

MetallicaRulez0

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Aug 27, 2008
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I like a combination. Leveling up gives a sense of accomplishment, and it just plain feels right to me. The points based system is good as well, allowing customization to your character in skills, abilities, and fighting style. I see no reason that the two can't be combined, like they are in most WRPGs (Mass Effect, WoW, Diablo etc.). The leveling up is the progression (initially, later on progression becomes gear), while the points (or talents, or skills, or whatever) become the customization.
 

SantoUno

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Aug 13, 2009
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It really depends, there are far more variations of the two you mentioned, those two are certainly not the only ones.

Mine is definitely the kind in which your skills and abilities advance as you use them, kind of like in Oblivion. This way you don't have to wait till the next level to raise anything. Though the only problem with this is that all your unused skills remain low and if you want to raise them you have to use those too, so it feels like work.
 

j0z

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Apr 23, 2009
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I like the Oblivion system of leveling (you get better in the skills you use most often). It might be such a big jump from level to level, but I think it feels more natural than the jolts that classic leveling schemes have.
 

Onyx Oblivion

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Sep 9, 2008
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I liked the Elder Scrolls system, of getting better through practice. That said, I don't like skill points, especially when there is many options involved, and in so games, you can be punished for making a bad decision with placing points. See "Dragon Age" for the most recent example.

I like the standard "Level Up" second most. Giving you little freedom in character archetype lets you focus on mastering the character and how they play.
 

Suskie

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I like games that distribute points for skills when the players actively use them, like in Crackdown. It forces players to work for what they want and rewards effort.
 

fix-the-spade

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Feb 25, 2008
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The shooter system.

You can equip and use anything from the start, the onus is on you to find it.

Works best in Stalker though, provided you have the spare carrying weight nothing is off limits, after the Agroprom section there is nothing to stop you running off deep into the game to hunt down some serious heavy duty weapons and armour. In fact even at the very start there's nothing to stop you skipping out and going to do other stuff, come back to the plot armed like the Terminator.

I dislike arbitrary advancement systems intensely, anything based around points, money, exp whatever just ends up being grind-tastic. I'd rather be able to get anything from the beginning, but have the challenge (and longevity) placed in figuring out where it is, how I'm going to get it and working out how the damn thing works once I have.
 

ffanxii4ever

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Voltano said:
I'm an amateur Game Master/developer here with plans on getting into game development in the future after I'm finished with college. Lately though I have developed two (though never published) paper RPGs as a means of practicing game design but also to build small adventures through. So far I think the two I have here are pretty cool, though each one has made me think of something about RPGs I rarely see discussed: Character advancement mechanics.

The two most common forms of "character advancement" I seen would be a "Point-Based" (PB) and a "Level-Up" (LU) system. The PB system is where a character is given points that they spend to upgrade skills, abilities and statistics. Where as an LU system is where a character earns a number of points that triggers an "upgrade" event for the character. From my experience, the paper RPG "Shadowrun" and "GURPS", along with "Fable" or "Prototype" have a PB system. Where as common RPGs from Japan and most western games (KOTOR, Fallout, Diablo) use a LU system.

Personally I prefer a PB system as I think it gives more options to the player in customizing their character, like how a player could choose to develop their character into a mage/rogue/warrior build in a "Fable" game (though I also recognize that a character in those games could be good in all three with no penalty to the other fields). However some LU systems like "Diablo" offer choices to players as well in modifying their character, where as some don't (like some JRPGs).

What do you think is the best character advancement system you found in games, and why?
Using Pen and Paper as a basis I would have to say that I like both level up systems and point based systems when they are done right
I think that Mutants and Masterminds has a superb method of character advancement: it is primarily point based, but at certain times, when appropiate, you get a bunch of points to assign as you will rather than the small trickle, and your Power Level increases which increases the maximum for your powers, skills etc
But as for purely level based, not point-based with psuedo levels like Mutants and Masterminds, I have to say that I really like how Star Wars Saga Edition is. The way that it is done in Saga Edition is that there are only a few base classes, each of them very generic. However, you can get a feat or a talent or something EVERY level, there is no dead levels. This means that you can continue to be a very general "soldier" archetype good at everything but a master of nothing, or you can specialize, specialize, specialize and be f***ing AWESOME at something.
The important thing is to make every level (if you go level based) give you something new to do, or at least the option to get something new to do, and not have dead levels where all that happens is your stats increase. Boring.
And this goes for both level based and point based systems: you MUST have a lot of choices and flexibility available, so much that it is IMPOSSIBLE to "max out everything" otherwise you end up with characters like those in Oblivion; generic and as such without any sort of originality or creativity, completely and utterly without flavor
 

internetzealot1

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I like being to level up individual skills. Makes more sense. Also, I think leveling systems should make your character specialized, not some juggernaut.
 

DoomyMcDoom

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My top fav in lvling system was the one from Fallout... you level up you get skill points to put into stuff to increase your effectiveness at different tasks... every 3 levels, you get a perk, which adds more flavour and variety to your character... aside from that you can use anything you find at any time... just don't expect to not blow yourself up with a rocket launcher when you have a big guns skill of 10%...
 

lenneth

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Aug 17, 2008
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I love JRPG's so LU is my favourite, but go PB or a Hybrid if you want a larger degree of Character customization