What system do you prefer for RPG?

What system do you prefer for RPG?

>Class-based
>Skill-based

>Leveling up through usage (of skills/talents)
>Leveling up through Xp gain/Level

Something else?

Other urls found in this thread:

underrail.com/wiki/index.php?title=Oddity_XP_System
youtube.com/watch?v=bNXYrAkUntU
twitter.com/SFWRedditImages

The oblivion system of starting classes just pushing you in a certain direction works well, but designed classes with skillsets often play better.

I much prefer leveling up through skill usage rather than Xp Gain. The problem is with these systems is that a lot of these games will use level scaling, it's no good when a game punishes you for developing non-combat skillsets.

I actually don't like leveling up as much as I like equipment based progression. As for classes vs skills, I do like classes specialization but I don't like it to be fully rigid or static.

I'd prefer class based over unrestricted skill picking. Restrictions and limitations give direction and encourage creativity. Unrestricted skill picking just means you'll pick the overpowered warrior/mage.

Underrail leveling with collecting oddities for XP.

...

>The problem is with these systems is that a lot of these games will use level scaling, it's no good when a game punishes you for developing non-combat skillsets.

This so much.
Do you guys know any games with usage-based growth and no level scaling?

skill usage + exp

runescapes is cool. tho it was one of the first rpg's i played, so it might just be nostalgia talking.

>combat skills were meaningfully different(exception being atk and str)
>overall combat level gave a decent indicator of your experience as a player
>quests required non combat skills to bee leveled
>pures were classes for the wild
>it took a lot of grinding and quests for high level equipment
>grinding generally made players favor specific skills over an other

Oblivion has the right idea of classes being a jumping off point but there should be more wiggle room. Maybe I want to be an assassin that only uses his fist or a Knight that uses only gunpowder.

I see the appeal of Talent leveling, I just need a game that executes it well.

class and skill system like in morrowind or oblivion. Class system with set skills is more organized and constantly reminds me the type of character I'm playing as and more importantly what I SHOULD be playing as.

Darklands.

The best leveling system i ever saw in rpg was in Underrail where you gain experience though finding oddities which greatly benefits the exploration and not just combat, even though some oddities are only dropped by enemies. This way you feel motivated to explore everything.

As far as class systems go, i like everything that gives a sufficient amount of freedom in how you approach building your character. If there's a class system that allows multi/dualclassing, that's great.

Oblivion with mods.

You can create a custom class in that game

What game gets the cooking skill right?

underrail.com/wiki/index.php?title=Oddity_XP_System
Pretty good way to balance encounters.

>Oblivion has the right idea of classes being a jumping off point but there should be more wiggle room. Maybe I want to be an assassin that only uses his fist or a Knight that uses only gunpowder.

Oblivion had a very good system, because it also has the birth signs which reinforce your choice, plus the race characteristics. So between race, class(or custom class) and birth sign there is a ton of variability to choose from. It's great.

Oblivion has my favourite stats and leveling of any game I've played. You can start the roleplaying right away because you can start with a character who has solid attributes.

dragon's crown

How are you supposed to know what you want your first time though? You don't know how the game works.

You need room for experimentation and the option to respec but if you give complete freedom you just end up with Heavy Armor stealth archers using Illusion magic.

>basing your rp around meta shit like "what if the devs made this spec bad"
grow a pair

Morrowind

>Maybe I want to be an assassin that only uses his fist or a Knight that uses only gunpowder.
>How are you supposed to know what you want your first time though?
???

Multiple playthroughs. Whenever I play open-world rpg games, my first playthrough is just a trial and error run where I just get a feel of the game. Then the fun begins when I've gotten sorta familiar with the game and create a character with builds that I want. If you feel like you messed up your build, well then... just start a new game.

Not what I'm saying

When I played Dragon Age Origins for the first time I played a Mage, but how mages play in that game they are mostly standing still doing their drawn out staff animation unless you needed to line up a spell to keep friendlies out of your AoE. I didn't restart until I got to play as a rogue companion and found out he was much more fun constantly circling around enemies.

Context is important when roleplaying. In Oblivion's case you obviously you can't be a Knight with a gun, all the options you are aware of are given to you from the beginning, and most create-a-class characters are just edits of the pre-existing ones

>not playing games that are literally(literally) impossible with a bad build

Rune Factory is a mix of classc levelling and skill levelling, fun tihng is that non-combat skills like Farming and Walking for example will still indirectly increase your health and stamina so you're actually rewarded for doing your job as the town's farmer when you go exploring and fighting.

Small sample of the skills on Rune Factory 4:

Short Sword, long sword, fist, fire magic, love magic, farming, fishing, logging, cooking, forging, walking, sleeping, eating, resist poison, bathing, taming, bartering, throwing.

All of these will increase at least one battle relevant stat.

This was sweet.

>bard class
>you cant sing or play any instrument

I'm watching a little gameplay right now. How does this game compare to say Harvest Moon or Stardew Valley?

Rune Factory is what Stardew wanted to be.

Skyrim

Holy shit this looks great, and I have an old 3DS floating around somewhere to boot.

Any major weaknesses in the game?

it seriously just depends on mood

sometimes i want the turbo autism of minmaxing and multiclassing, being really shit at early levels to build up to a fucking god
other times i love individual skill based progression (not really elder scrolls style though)

In regards to RF4, RNG events.

Town events, which include the requirements to marry and the last 1/3 of the game's story, are triggered randomly.
Almost perfect if not for that.

>pick any class in Oblivion
>still end up a stealth archer

thats Skyrim you retarded faggot kill yourself

>stealth archery wasnt still broken in Oblivion
Retarded faggot kill yourself

>stealth archery wasnt still broken in Oblivion
do you even english you humungous retard

I like class based better, but I think skill based is generally a more robust way of doing things.

Dungeon Siege

Rainbow Six Siege is better

Right kid you clearly never played oblivion if you think abusing quad damage headshots started in Skyrim

you clearly never played any of them or attended any english class

UPVOTE. RIGHT FREND xd?

It really truly wasn't. Archery was mediocre at best, it was custom spells and enchantments that broke the game for me.
t. 5,000 hours in oblivion

>Leveling up through usage (of skills/talents)
definitely not
one of the worst gameplay design choices you can do

Quake rpg when?
Storing quad damage pills in your pack sounds radical.

.t redit baby.
Rpg is a bad genre son, accept that.

Why not just give a decent amount of skill points during creation and not have level up at all?

the problem is the shitty leveling
lv6->dwemer armor invasion

Skill-based, level through xp.
I don't mind multi-classing or having a fuck-ton of class choices, though. Just nothing too restrictive and well designed stuff, but sometimes I want to mix shit up anyway. As for xp, leveling up through usage only forces you to grind, and punishes you for using skills you've already maxed out. Level through xp lets you do whatever the fuck you want and spend the stats/points as you like once you've leveled.

Any single player rpg where you learn skills by doing an action or levelling other relevant skills?

that's not how you use "t.", you massive retard

Stat-based system where your distribution of points unlocks the ability to learn certain skills if the requirements are met. Experience should be separated between personal exp and class exp.
Having more skills within an archetype should strengthen your alignment with the associated playstyle, and continued usage of that playstyle should gain class exp, while you gain regular exp from standard sources.

>Healer
>Major skill
>Destruction
>Playing a healer in an Elder Scrolls game

Worst system of all.

Skill based + gaining exp through a variety of different means.

Fallout 1,2, 3 and NV got it perfect.

Class based and leveling up through usage, I love Grandias Skill and Magic system for that.

I like your starting class being a starting point, giving you a few appropriate items and stats, but being able to develop anywhere from there, with stats developing mostly through your actions with a few freely distributable points granted on leveling and perks being gated by your stats.

>we will never have a TES game with classes again
>or with all birthsigns available at the start

>performing acts related to a skill doesn't level it up
>all exp comes from killing blows and completed quests
>choose to level up any skill or attribute you want when you get enough exp

Destroy all games that do this.
In fact, I'm just sick of experience points.

EXP became outdated as soon as it left tabletop rpgs and got put into video games. EXP in a crpg is the result of patent creative bankruptcy. Pure laziness that makes the rest of the rpg suffer to make work.

I enjoyed Star Wars Galaxies approach, you have classes but they each have different tiers that can be leveled up to get into a more advanced class, and the only way to level up the tiers is to get experience by using a particular weapon or skill for each tier.

For example, if I wanted to be a Pistoleer and a Smuggler, I would need all of the pistol tiers in Marksman and all of the unarmed skills in Brawler until I can become a Smuggler and a Pistoleer.

Class based
In an RPG you shouldn't be able to start out as a fucking tank and switch to a sneak thief

What game is this?

read the thread

What do you call the kind that's in Path of Exile where stats are gained by levels but skills are (learned) from items?

Fallout with swords

dumb

I liked how Enderal managed this. Instead of just leveling some skill after dping something related to it like in Elder Scrolls you just get XP and when you level up you get learning points that you use to increase any skill you want. This means you can lockpick everything you want without worrying of that skill leveling up if you dont want it to.

fuck class based, if I want to play as a necromancer monk, then let me play as a necromancer monk

Right now in Original Sin 2 I'm playing a tanky Necro/Hydro mage who uses a wand with a shield and has the talent to heal on blood pools. I honestly think it's pretty rad that I can make a character like this.

It's probably the best system when it comes to exploration. I love how in Underrail if you are early stuck, you can just go to the big city, explore everything and get 2-3 levels doing so.

What RPG has the most fun mage/wizard classes? It's a shame sand/time mages are so cool but never done cool enough other than just having haste/slow.

Do people really select the default classes in Elder Scrolls games??? Why?

daily reminder that morrowind is the best game.

proof: youtube.com/watch?v=bNXYrAkUntU

Either works depending on how it's executed. I simply have no preference either way and always find it weird when people mod games to change something so fundamental.

I like level up by use, but I can't recall a single game that did it right in a way that couldn't be obviously gamed or was otherwise flawed. Romancing SaGa, for example, expects you to grind the same actions on same characters over and over again so they "level up" enough in a particular role.

I want full classes with sub-classes specialisations/prestiges.

Classless will always be the ideal, but I rarely find it implemented in a decent way.

>Play table top rpg my whole life
>MFW people think any TES has good rpg system.

It is amazing these people have fits over skyrim perk system when oblivion and morrowind had just as shitty systems if not maybe even worse.