Resisting the Influence
I am probably the worlds worst. When I see something I like in a game, it always causes me to rethink the design on my own game. I also find myself questioning things when I read through the comments on a blog. I have been trying desperately to nail down the final aspects of the stats and skills section of the design doc so I’m not floating on my ideas, but with no luck yet. I kinda like the AD&D, but at the same time kinda frustrated with them in a CRPG. Fallout has a good system, but it still lacks a few things I would like to add. I would love to add classes back into my game, but the nature of the gameplay just doesn’t justify it at this point.
The oddest thing I keep doing lately is trying to justify my decisions based on what I see in jRPG’s, and to a degree it is within reason, but I think things would get wierd fast. For instance, the stats in Chrono Trigger stay low for a while and damage and HP is both balanced and challenging. Something I see as an improvement over Final Fantasy where the HP and damage rolls are just too high for comfortable stat management.
Gurps is probably the closest thing to what I would invission my rule system as. There is one stat in particlular in the game that can’t be allowed to exceed a certain point or the game will offer no challenge what so ever. While I don’t like low stat caps, I ponder the reasoning in capping some stats and leaving others free, maybe even making that skill cost more skill points to increase. I actually have most of these stats and skills working for the most part in the game already, they just lack level management and proper creation right now.
So with the same base stats I have had from the beginning, I am hoping to just change up the skills section and make them manageable with game balance. I keep telling myself there’s no rush, I still have dozens of denizens to animate and many levels yet to build, but the constant flip floping and re-tweaking is about to drive me crazy.