That really sounds amazing! I love that you are allowed to mismanage resources because I like that kind of a game where character building is a challenge!
Now I have several questions
.
Are the stats permanent like in E:C?
How are attack toHIT and Damage calculated?
Are there character levels? Or just skill points?
Does HP depend on the level?
I really like the class-free concept. That is a goodish step towards more flexible builds and Role Playing. But I am now very curious as to how you are handling the potential overlap between characters. Can one specialize into a role and create a stronger character? Or the jack of all trades is viable? I have always felt that making the latter as strong as the specialized character in every action takes away any strong motivation to specialize. This is especially so if the skill branches come front-loaded. This often happens in D&D where players would just DIP into a class to get its best ability or at least one of it's best features while completely ignoring its weaknesses. Are you doing anything specific to avoid that? Like keeping the important rewards of the skill branch at the middle or the end?
In that respect, I must ask; although it sounds to me you already took care of it, how are you economizing the experience? This question is intimately related to the previous one. If there is too much experience nothing would stop the players from fully exploring a branch of the skill tree and going towards the next. Being a bit restrictive with it can really help with the replayability of the game.
Also, I would love to have some more details of one of the skill trees. Any example you like to present would be appreciated!
I'll try to answer all of them for you:
- Primary stats in Expeditions: Viking include: Strength, Endurance, Finesse, Perception, Sense and are permanent in that you set them at the start of the game and then cannot rearrange them later. There will be some special events that can reward you with an additional stat point, but are very rare as an incriment of +1 can have significant effect.
- Melee Attacks always hit, but characters have a Block chance (based on their Finesse stat) - blocking reduces the damage, but doesn't eliminate it completely. Ranged Accuracy is based on your Perception stat and the relevant Weapon Skill and gets lower as you get further away from the target. Melee Damage is based on the Strength stat and the relevant Weapon Skill.
- There are not character levels, but we plan to use total skill points earned to restrict speeding down one particular skill progression. That way folks can't unlock the end-game types of abilities until later on.
- HP depend purely on endurance, but can be boosted a bit with the Hardened passive skill.
- Specialization is good, we like specialization and specializing in certain stats (like strength and endurance for someone you want to be a tank) and unlocking higher tiers of skill progressions that play into that character's ability scores will be worthwhile. The skills system will reward those who focus on a path, but there are many ways to do that with various combinations from the different categories of active and passive skills.
- We have a plan for "experience progression" or in our case skill point allocation, but are still working on it. We definitely want players to feel the benefits of different skills and abilities so it's a matter of balance and upgrade restrictions based on progression (for now our method will be keeping certain tiers of a skill locked by total skill points earned as mentioned in answer #3).
Examples of Skill progression
Progression for skills is linear so it doesn't branch in various directions, it follows a path. Variation is found in other skill progressions or one-off skills.
Let's look at the
Weapon Skill progression for
Axe as an example.
Rank 1 = +1 to damage multiplier (unlock ability
Shield Hook)
Rank 2 = +2 to damage multiplier (no ability unlock)
Rank 3 = +3 to damage multiplier (unlock ability
Cleave)
Rank 4 = +4 to damage multiplier (no ability unlock)
Rank 5 = +5 to damage multiplier (unlock ability
Sunder)
Shield Hook: Uses the axe to the pull the opponent's shield away, giving the target the
Exposed status effect (no block chance until next round).
Cleave: Ignores the target's
Damage Reduction, and gives the
Bleed status effect, but only does 25% Damage.
Sunder: Destroys the target's shield but does no damage.
And to show you a different progression let's also look at the
Offensive Skill: Dual Wielding
Rank 1 = no penalty to dual weild (unlock ability
Hook and Slash)
Rank 2 = +5% damage (unlock ability
Parry)
Rank 3 = +10% damage (unlock ability
One-Two)
Hook and Slash: Use the axe to pull away the opponent's shield and immediately make an unblockable attack with the main hand weapon.
Parry: Applies the
Parrying status effect to the user: User gains +50% Base Damage Reduction, as well as one free counter attack at half damage.
One-Two: Attack with both weapons at full Damage.
NOTE: It may go without saying, but I want to say it anyways, this is how things are being developed today as I write this, but are subject to change as we progress in development of the final version.