Imperatus Rex
Semper Imperatus
Many of us have grown up around, or at least have played, games that involve an EXP/XP system. The drill is, you kill stuff or do something skillful, and get these points that mean you are more experienced at it. Over time you learn new skills and get stronger with EXP. The question is... why isn't it used in written roleplays more often?
Since the beginning of time it seems like god modders have plagued roleplaying. Whether this is just their preference or if it is just them not noticing, it can be awful to experience and read. With an efficient EXP and skill system, perhaps this can be taken care of, or at least better monitored.
This goes beyond anti-god-modding, it gives the player a better sense of their abilities. They also feel accomplishment upon getting strong enough to crush skulls with one glance.
Here are some concept layouts for an experience system that could be better revised.
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A simple combat system that involves XP upon killing enemies or finishing a task. Attack speeds and strength are based on vague guidelines of their stats.
"The warrior slashes at the goblin with his sword, decapitating it due to his excessive agility and strength. [+17 xp] However, his recovery from such a blow was too slow to prevent a goblin from clawing at his legs."
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A combat system that would be more difficult to utilize, with the success of attacks based on a D&D dice roll. XP upon killing or completing tasks. This would need some heavy revisions to be useful. Might not be good for immersion either. Note: Cheating is far too easy with this system.
"The warrior slashes at the goblin with his sword (d8=7), decapitating it due to his excessive agility and strength. [+17 xp] Recovering from the slash (d20=17), he barely spun around in time to block the other goblins attack."
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A Level-Up system that utilizes a set number of skill and stat points per level. The Level up might be a separate post, depending. I sampled the D&D attributes for this example. Attributes strengthened are bolded to make them easily seen.
Stat Points: 2
Strength:12+1=13
Constitution:9
Dexterity:14
Intelligence:18
Wisdom:15+1=16
Charisma:13
Skill Points: 1
Quarter-Staff: 4-Competent, +1=5-Skilled
Bartering: 12-Master
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This is just a rough concept, feel free to discuss a better method. If you want, suggest a different system you like.
Since the beginning of time it seems like god modders have plagued roleplaying. Whether this is just their preference or if it is just them not noticing, it can be awful to experience and read. With an efficient EXP and skill system, perhaps this can be taken care of, or at least better monitored.
This goes beyond anti-god-modding, it gives the player a better sense of their abilities. They also feel accomplishment upon getting strong enough to crush skulls with one glance.
Here are some concept layouts for an experience system that could be better revised.
---------------------------------------------------------------------------------------------------------------------
A simple combat system that involves XP upon killing enemies or finishing a task. Attack speeds and strength are based on vague guidelines of their stats.
"The warrior slashes at the goblin with his sword, decapitating it due to his excessive agility and strength. [+17 xp] However, his recovery from such a blow was too slow to prevent a goblin from clawing at his legs."
---------------------------------------------------------------------------------------------------------------------
A combat system that would be more difficult to utilize, with the success of attacks based on a D&D dice roll. XP upon killing or completing tasks. This would need some heavy revisions to be useful. Might not be good for immersion either. Note: Cheating is far too easy with this system.
"The warrior slashes at the goblin with his sword (d8=7), decapitating it due to his excessive agility and strength. [+17 xp] Recovering from the slash (d20=17), he barely spun around in time to block the other goblins attack."
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A Level-Up system that utilizes a set number of skill and stat points per level. The Level up might be a separate post, depending. I sampled the D&D attributes for this example. Attributes strengthened are bolded to make them easily seen.
Stat Points: 2
Strength:12+1=13
Constitution:9
Dexterity:14
Intelligence:18
Wisdom:15+1=16
Charisma:13
Skill Points: 1
Quarter-Staff: 4-Competent, +1=5-Skilled
Bartering: 12-Master
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This is just a rough concept, feel free to discuss a better method. If you want, suggest a different system you like.
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