I think it will be interesting a Pnp putting in place a system like elderscrolls, where you gain abilities in things you do.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?
e.g. Everytime you get a sword based succesful attack, you get a point, and those points can go into a group of sword based skills.
I play a few PnP games and I wouldnt mind a system like that.