Human Shield said:
An XP to buy skill points system? Are stats set at the start and are they changable or a pure skill-based system?
Stats are set at the start and you can't increase them later on. Quests give you XPs, probably between 1 and 5, you use them to improve skills. It takes more to increase a higher skill.
I would like weapon skills like sword/ax etc to be sub-skills to melee combat, giving bonuses to melee skill when using said weapon.
That's how it's going to be, you will be able to generalize or specialize or mix of both. I made some more detailed posts above on that.
The most common and best weapons will be used by players, try finding a paladin in BG2 that doesn't end up with two-handed sword skill for using that uber-sword.
No uber swords. Only your skills would make you uber, if that's what you want.
If fallout had handgun/shotgun/SMG/Rifle stats, who would turn down assault rifles, or who wouldn't pimp out a gauss pistol (FO2).
That's why I have generalize/specialize system. Pick what
you like, it's up to you. If you want to keep your options open, keep 'em that way. If you really want to be a sword master, be my guest. The bonuses and perks are different of course.
XP for buying skill ponts is nice but I don't think perks should be instant shopping or that even all skills should be open at the start.
Some skills wouldn't be open like some exotic weapons specialization untill you find one. Perks are not instant shopping, you get one when your skill is reasonably improved.
Melee skills are bought through XP and shows how well the character becomes familar in fighting with weapons, better handling, stronger wrists etc...
Check
This is great for brawling but learning advanced abilities should come from an outside source. Gaining perks could be from staying with a teacher, reading a book, or even observing someone using the perk.
Check. That's quest perks. Skill perks are minor, see few examples above. They are not designed to increase abilties but to apply them in ways other then direct damage if it's melee, for example.
Perks should have levels of effectiveness, where they make sense. They could even open new skills, I'd make the player have to figure out how to use magic instead of putting it on a starting character.
I think that handling magic items should be a skill like lore but more practical. No skill, no magical bonus, just a nice glow-in-the-dark sword
A master swordsman would be pretty deadly with an axe but an average swordfighter might be poor with an axe.
I think that master swordsman would still suck with an axe assuming that his skill comes mostly from specialization. The techniques are too different.
The difference is that the bonus given to the melee skill by using the weapon class decreases as melee skill goes up. So at 100 melee skill, 50 longsword would give a 5 point bonus but at 10 melee skill 5 longsword would give a 15 point bonus. This allows the character to get good with one weapon but learn to become good with all of them.
That sorta works againts my generalize/specialize system (GS for future references). I like your system but it forces a player to spend points a certain way. I want better flexibility allowing to create any character you want. Anyway, what do you think of my system, any weaknesses that I missed?