Section8
Cipher
So having talked about skills in general, it's time I elaborated a bit.
Basically, each of the skills described in the previous post denotes the root of a skill tree, and give a general description of how Primary Stats interact will the skill tree in general. For example, there is no Brawling skill as such that the player invests points into for scalar increases in efficiency, there are instead a variety of defining facets, such as a skill that lets you throw an uppercut, or a one-two punch.
Why? Because I just don't think scalar skill increases are particular interesting for the player. All they do is reduce the difficulty of encounters, so the gameworld must respond accordingly. It's not all bad though, the mechanic of barring certain areas/locations by putting difficult combat encounters between the player is pretty natural and makes the player feel they've achieved and grown. So we're not completely discarding scalar increases, though they're part of the skill tree and now must be weighed against extended actions.
So the intention here is pretty straightforward. Skills clearly delineate characters. Consider Dave, a skillful brawler in contrast to Andy, a brainiac who has never thrown a punch in his life. Rather than both characters acting the same way in a fist fight, with Andy landing less punches and doing less damage, Dave acts more like you'd expect a boxer too. He has an arsenal of punches - jabs, hooks, uppercuts, haymakers, etc. - he knows how to block incoming punches, how to counter punch, how to breathe effectively.
There is a framework of many abilities within a skill tree that differentiate is obvious ways. There is also a layer of scalar improvement attached to skills. Bob may also develop these various facets further. Being able to throw an uppercut is one thing, being able to throw a devastating uppercut is something else. By tying these linear improvements into individual abilities, it's possible to improve vastly different facets. A character who invests in Accuracy will land more punches though perhaps at the cost of a broader repertoire. A character who invests in Breathing will be more enduring in a fight. Dodging will keep a character out of harm's way, and so forth.
This is were the system deviates into a more chaotic sprawl than the very neatly ordered pairs in previous Character threads. It takes that fairly rational and hopefully intuitive basis and then lets the player go wild. It's fairly simple to classify physically superior characters as combatants, but the actual breakdown of how they approach combat and what aspects they excel in will hopefully make even two pugilists different, let alone someone who fights by grappling, with melee weapons or with the entirely different Firearms skill tree.
There are also Traits to be discussed at some point which are functionally similar to Skills, but conditional. For instance - Wife Beater: Improved accuracy vs female opponents, higher fear incurred vs male opponents - as a purely hypothetical example. But Traits will be done in depth at a later date. For now, do Skill Trees make sense?
Basically, each of the skills described in the previous post denotes the root of a skill tree, and give a general description of how Primary Stats interact will the skill tree in general. For example, there is no Brawling skill as such that the player invests points into for scalar increases in efficiency, there are instead a variety of defining facets, such as a skill that lets you throw an uppercut, or a one-two punch.
Why? Because I just don't think scalar skill increases are particular interesting for the player. All they do is reduce the difficulty of encounters, so the gameworld must respond accordingly. It's not all bad though, the mechanic of barring certain areas/locations by putting difficult combat encounters between the player is pretty natural and makes the player feel they've achieved and grown. So we're not completely discarding scalar increases, though they're part of the skill tree and now must be weighed against extended actions.
So the intention here is pretty straightforward. Skills clearly delineate characters. Consider Dave, a skillful brawler in contrast to Andy, a brainiac who has never thrown a punch in his life. Rather than both characters acting the same way in a fist fight, with Andy landing less punches and doing less damage, Dave acts more like you'd expect a boxer too. He has an arsenal of punches - jabs, hooks, uppercuts, haymakers, etc. - he knows how to block incoming punches, how to counter punch, how to breathe effectively.
There is a framework of many abilities within a skill tree that differentiate is obvious ways. There is also a layer of scalar improvement attached to skills. Bob may also develop these various facets further. Being able to throw an uppercut is one thing, being able to throw a devastating uppercut is something else. By tying these linear improvements into individual abilities, it's possible to improve vastly different facets. A character who invests in Accuracy will land more punches though perhaps at the cost of a broader repertoire. A character who invests in Breathing will be more enduring in a fight. Dodging will keep a character out of harm's way, and so forth.
This is were the system deviates into a more chaotic sprawl than the very neatly ordered pairs in previous Character threads. It takes that fairly rational and hopefully intuitive basis and then lets the player go wild. It's fairly simple to classify physically superior characters as combatants, but the actual breakdown of how they approach combat and what aspects they excel in will hopefully make even two pugilists different, let alone someone who fights by grappling, with melee weapons or with the entirely different Firearms skill tree.
There are also Traits to be discussed at some point which are functionally similar to Skills, but conditional. For instance - Wife Beater: Improved accuracy vs female opponents, higher fear incurred vs male opponents - as a purely hypothetical example. But Traits will be done in depth at a later date. For now, do Skill Trees make sense?