doctorbadwolf
Heretic of The Seventh Circle
So, I have a skills based game I'm building, and as I dial things in via iteration, I come around to having to deal with the lower tiers of "problems" in the system. The stuff that isn't too problematic, really, but that could definitely be improved. Stuff like the fact that my system has weapon skills, and they take up most of the Physical Skills group of skills, and all they are is lists of type of weapons that you can specialise in, essentially working like proficiencies in dnd except you just have a skill rank.
To be more specific, one such skill is One-Handed Weapons, with the specialties Axes, Blades, and Bludgeons.
In comparison, using a skill that is still very tangible and has a lot of combat usage, we have Pyromancy, with it's specialties; Combustion (set stuff on fire, with some degree of pyrokenesis possible), Convection (transfer heat, heat up your weapons, heat up an object you're interacting with, etc), and Luminescence (create light, includes illuminating magically hidden things, stuff like that).
So, the weapon skill is a list of weapons, while the fire magic skill is a list of ways to do magic with fire. The fire magic skill is more interesting, not just because it's magic and who doesn't like fire, but because it speaks to types of actions.
All i've been able to think of to do differently with mundane combat skills is to have like...aggressive melee, keep the enemy at bay/control focused melee, and reactive/counter-focused melee, and then maybe fast shooting, precise shooting, and mobile shooting? But then I've turned 7 skills into two skills. Even if I keep martial arts separate, that's 3 skills. Less than half as many, and Physical Skills are already the smallest group, with 1 less skill than Interaction Skills and Magical Skills.
Maybe keep the weapon groups, but have the usage based specialties in each group? So One-Handed Weapons and Two-Handed Weapons would both have, Aggressive, Control, and Counter, specialties? Bows and Firearms would both have the aforementioned Fast, Precise, and Mobile, specialties?
I'll answer any questions you need if anyone has any thoughts on this. I think typing all that out is already helping, and the idea I've put forth may very well work, but I'm not 100% sold on it. I'd really appreciate any thoughts, as long as it's not "don't make a skills based game no one does that anymore you old!"
To be more specific, one such skill is One-Handed Weapons, with the specialties Axes, Blades, and Bludgeons.
In comparison, using a skill that is still very tangible and has a lot of combat usage, we have Pyromancy, with it's specialties; Combustion (set stuff on fire, with some degree of pyrokenesis possible), Convection (transfer heat, heat up your weapons, heat up an object you're interacting with, etc), and Luminescence (create light, includes illuminating magically hidden things, stuff like that).
So, the weapon skill is a list of weapons, while the fire magic skill is a list of ways to do magic with fire. The fire magic skill is more interesting, not just because it's magic and who doesn't like fire, but because it speaks to types of actions.
All i've been able to think of to do differently with mundane combat skills is to have like...aggressive melee, keep the enemy at bay/control focused melee, and reactive/counter-focused melee, and then maybe fast shooting, precise shooting, and mobile shooting? But then I've turned 7 skills into two skills. Even if I keep martial arts separate, that's 3 skills. Less than half as many, and Physical Skills are already the smallest group, with 1 less skill than Interaction Skills and Magical Skills.
Maybe keep the weapon groups, but have the usage based specialties in each group? So One-Handed Weapons and Two-Handed Weapons would both have, Aggressive, Control, and Counter, specialties? Bows and Firearms would both have the aforementioned Fast, Precise, and Mobile, specialties?
I'll answer any questions you need if anyone has any thoughts on this. I think typing all that out is already helping, and the idea I've put forth may very well work, but I'm not 100% sold on it. I'd really appreciate any thoughts, as long as it's not "don't make a skills based game no one does that anymore you old!"
