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<blockquote data-quote="kenada" data-source="post: 9209804" data-attributes="member: 70468"><p>Is it a correct assumption that once you decide to bank the SP (e.g., to buy a level in something), it’s no longer available to spend on skill advancement or perks?</p><p></p><p></p><p>What’s “DB style leveling”?</p><p></p><p></p><p></p><p>Let me restate to confirm my understanding. I used the forum search to try and fill in some gaps.</p><ul> <li data-xf-list-type="ul">Characters have classes with levels. Classes have abilities. Are which abilities you have level-based?</li> <li data-xf-list-type="ul">Characters have a profession and bloodline. Professions have ranks, which can be increased. Professions also have perks. Do bloodlines have perks?</li> <li data-xf-list-type="ul">Characters have a number of skills. Skill use generates SP. Skills also have perks.</li> <li data-xf-list-type="ul">Characters have talents, which are derived from your skills. Talents appear to be similar to attributes or ability scores in other games.</li> <li data-xf-list-type="ul">Characters have energies, which are also based on your skills. Energies are things like stamina and HP.</li> <li data-xf-list-type="ul">SP may be spent to gain class levels, profession ranks, perks, and skills. SP spent on skills and skill perks must be generated by the skill being improved.</li> <li data-xf-list-type="ul">Edit: These things may have requirements such as prerequisites you must meet before you can take something or thresholds (of talents?) to meet that determine what effects you get from perks.</li> </ul><p></p><p></p><p>Testing is definitely going to be important. I particularly like doing it iteratively. That’s been very helpful when working on my homebrew system.</p><p></p><p>The most obvious thing that sticks out to me (as a good thing to test) is there are a lot of different ways to customize a character that use the same currency. Having different pools (as you considered in <a href="https://www.enworld.org/threads/your-harebrained-ideas.701337/post-9209413" target="_blank">post #29</a>) might be easier to balance and provide clarity to players about what they should be increasing when.</p><p></p><p>For example, if I focus just on skills, which I think should maximize my Talents, is that character going to be better or worse than one that spreads SP or another that focuses on a group of options (related skills, perks, etc)?</p><p></p><p></p><p>I like it when games make it possible to reconcile builds to make sure they were done correctly, which is something I try to do in my homebrew system (i.e., it is possible to add up the EXP spent skills, specialities, and proficiencies with unspent EXP, and the sum should match your total EXP), but making the game still function in the facing of cheating seems like it ought to be a non-goal.</p><p></p><p>What if players write 10000 for all the numbers on their sheets or takes three capped classes? If the game is still balanced in that scenario, then it seems like character builds don’t actually matter all that much to play. However, that doesn’t appear to be the intent behind offering the character-building aspect. I also expect it would undermine the positive feedback loop needed for playing-style reinforcement, which I assume you want.</p></blockquote><p></p>
[QUOTE="kenada, post: 9209804, member: 70468"] Is it a correct assumption that once you decide to bank the SP (e.g., to buy a level in something), it’s no longer available to spend on skill advancement or perks? What’s “DB style leveling”? Let me restate to confirm my understanding. I used the forum search to try and fill in some gaps. [LIST] [*]Characters have classes with levels. Classes have abilities. Are which abilities you have level-based? [*]Characters have a profession and bloodline. Professions have ranks, which can be increased. Professions also have perks. Do bloodlines have perks? [*]Characters have a number of skills. Skill use generates SP. Skills also have perks. [*]Characters have talents, which are derived from your skills. Talents appear to be similar to attributes or ability scores in other games. [*]Characters have energies, which are also based on your skills. Energies are things like stamina and HP. [*]SP may be spent to gain class levels, profession ranks, perks, and skills. SP spent on skills and skill perks must be generated by the skill being improved. [*]Edit: These things may have requirements such as prerequisites you must meet before you can take something or thresholds (of talents?) to meet that determine what effects you get from perks. [/LIST] Testing is definitely going to be important. I particularly like doing it iteratively. That’s been very helpful when working on my homebrew system. The most obvious thing that sticks out to me (as a good thing to test) is there are a lot of different ways to customize a character that use the same currency. Having different pools (as you considered in [URL='https://www.enworld.org/threads/your-harebrained-ideas.701337/post-9209413']post #29[/URL]) might be easier to balance and provide clarity to players about what they should be increasing when. For example, if I focus just on skills, which I think should maximize my Talents, is that character going to be better or worse than one that spreads SP or another that focuses on a group of options (related skills, perks, etc)? I like it when games make it possible to reconcile builds to make sure they were done correctly, which is something I try to do in my homebrew system (i.e., it is possible to add up the EXP spent skills, specialities, and proficiencies with unspent EXP, and the sum should match your total EXP), but making the game still function in the facing of cheating seems like it ought to be a non-goal. What if players write 10000 for all the numbers on their sheets or takes three capped classes? If the game is still balanced in that scenario, then it seems like character builds don’t actually matter all that much to play. However, that doesn’t appear to be the intent behind offering the character-building aspect. I also expect it would undermine the positive feedback loop needed for playing-style reinforcement, which I assume you want. [/QUOTE]
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