Which stat leveling system do you prefer in RPGs and similar games?

Brawndo

New member
Jun 29, 2010
2,165
0
0
The way I look at it, there are three major types of "leveling" stats:

1. Allocate points to skills how ever you like.

The best example is the Fallout series - when you gain a level you X number of points to place into Guns, Speech, Lockpicking, etc, which allows you to make large leaps in abilities in a short-time, and allows very specific character builds (ex. Unarmed/Sneak ninja-type character)

2. Improve skills with use.

This is not technically an RPG, but the Jagged Alliance series would upgrade your characters' skills relative to how they used them during the campaign. For example, diffusing and setting bombs would improve their Explosives skill over time, and running long distances with heavy guns would improve their Endurance skill. If you had a medic character who rarely fired his gun, his accuracy would remain shit during the whole game regardless of his advancement in overall levels.

3. Level stats relative to each pre-designed character.

This is common in the Final Fantasy series and most JRPGs, where certain characters were pre-designed to be the tank, mage, or healer archetype whether you like it or not, and would level stats accordingly. Example - compare the stat growth between Steiner (tough melee fighter) and Vivi (black mage) in FFIX, you have very little say in how they grow.



Personally I like #2 the best because it is the most realistic.
 

Akisa

New member
Jan 7, 2010
493
0
0
Actually I would prefer that one day there would be a rpg without a leveling system, instead focus mainly on the role-playing aspect.
 

Chal

New member
Aug 6, 2010
293
0
0
I like skills raising with use, though I really wish TES returned to using the Daggerfall system of leveling up/character creation.

The main reason I enjoy it is because it feels like whatever I'm doing affects character growth. Just getting the XP and allocating it however I like feels like what I've been running around doing the whole time is meaningless to the character.
 

Brawndo

New member
Jun 29, 2010
2,165
0
0
Akisa said:
Actually I would prefer that one day there would be a rpg without a leveling system, instead focus mainly on the role-playing aspect.
How would you increase the difficulty as the game progressed without making tougher enemies, which consequently require a means the improve the heroes' stats? Unless you just want to play an RPG without combat, but that's more of an adventure game like Siberia or something
 

Flying-Emu

New member
Oct 30, 2008
5,367
0
0
Option one.

I don't want to feel pidgeonholed into one skill just because I punched a rat one too many times.
 

Gigaguy64

Special Zero Unit
Apr 22, 2009
5,481
0
0
I would say one but i also like 3 a lot.

I think a mix of one and three could be cool.

You have a Brawler type character, but you get to alter his stats to create a brawler type YOU like.
And then find the skills that fit your character and improve them.
 

hermes

New member
Mar 2, 2009
3,865
0
0
I prefer 3 since it forces you to have different elements in your party and use them effectively.

1 is good, but its easy to mess a character up by specializing in things the game doesn't let you take advantage of later on. For example, in Alpha Protocol, allocating points in talking or stealth skills is useful until you find the unskippable boss fight that can only be won by gun fighting; or some unskippable challenge rooms in Dante's Inferno that are easy if you use a certain Holy skill, but incredibly difficult if you choose to focus in the Unholy path.

2 is good, but it can lead to you grinding on stupid ways just to level up. For example, in Oblivion you can increase your agility by jumping, or increase your stealth by sneaking. So, an easy way to get to max those stats is to jump instead of walking or sneaking on sleeping NPCs (think of it like just leaving a button pressed).
 

RandallJohn

New member
Aug 21, 2010
797
0
0
I like #2's realism, but #1 can make for an easier game. Most RPGs I see nowadays mix both by adding a talent tree or some such.
 

Squidden

New member
Nov 7, 2010
241
0
0
Definitely 2. 3 is just boring, which is part of the reason I don't like JRPGs. I like to create a character, not just choose one. Another reason I hate Vindictus with a passion.

1 is alright, I don't have much of a problem with it.
 

Akisa

New member
Jan 7, 2010
493
0
0
Brawndo said:
Akisa said:
Actually I would prefer that one day there would be a rpg without a leveling system, instead focus mainly on the role-playing aspect.
How would you increase the difficulty as the game progressed without making tougher enemies, which consequently require a means the improve the heroes' stats? Unless you just want to play an RPG without combat, but that's more of an adventure game like Siberia or something
Same way Half Life gets more difficult as time progress... Except that your character actually speaks and you can choose various responses (aka dialog choices), and the world and NPCs reflect your responses. You can be a total jerk and people would hate you in one play through, while on an other people could like you and make certain missions easier for you or Town A recovers.


Certain story lines doesn't lend well to leveling and/or item systems, take Mass Effect for example. You're suppose to be bass-ass who was able to take down Threshwer Maw (sp?), fight of way of enemies units by yourself, or... dam I forgot third option, but the point is you're bad ass, but you start as level 1 with the worst weapon in the game. In other words you're a recruit and the Alliance military is so under equipped that they might as well be carrying flint-locks.


Though if I must have leveling and inventory system, I would say a point buy system with enough points to spend that it feels like the character you're making. If you start as a farm moister farmer on a desert planet I'm find with giving him equivalent of level one, but if you introduce him as the top ace make him feel powerful stat wise and don't have him start as level 1. Likewise for inventory system, if I start in metropolis don't give me wooden swords and have that back water village sell Massumne and Holy Avengers just because they're the last town before the end.
 

shado_temple

New member
Oct 20, 2010
438
0
0
I do appreciate Fallout's system of upgrading certain "skills"; it really allows you to approach the game in different ways at the beginning, with a true need for specialization later on.
 

moretimethansense

New member
Apr 10, 2008
1,617
0
0
I like all three pretty much equal, depends on the game it's in, if you used Fallout's system in Final Fantasy it would shatter any semblance of game and character balance.

If you're talking tabletop however My favourite is the point buy system from The World of Darkness
 

viranimus

Thread killer
Nov 20, 2009
4,952
0
0
Honestly, one of the most enjoyable ones I have seen is the one of Demon Souls. Its honestly about as good as you can get in its sheer simplicity and effectiveness.

Sure I would like some things like special moves and combos, but sheer overall effect, I havent seen anything that is quite as good.

Sometimes complex is not the best route.
 

rathorn14

New member
Jan 21, 2010
105
0
0
I'd like to see a combination of 1 and 2, but if I have to make a choice between the options, #1, because I like to micromanage character development, and number two is fine as long as you don't mind grinding with one skill until you max it out. I know you don't have to, but I'm a compulsive "power leveler"
 

EBass

New member
Nov 17, 2009
101
0
0
I do actually like Bethesdas system in Eldar scrolls. Your "tag" skills level up faster (relative to same use), whereas your minor skills still raise but at a much slower rate all based on use. It works for me
 

Frotality

New member
Oct 25, 2010
982
0
0
1 is my obvious favorite; being a total control freak and all.

3 works in FF, but only because there are other ways to customize; overall though, i still hate it; your control is so limited, there might as well not be any leveling system.

2 works very well in oblivion and i very much like it in that game, but others (namely the fable series, in its increasing taking away of player control) need to realize that it only works when you have the freedom to use whatever skills you wish for any given situation; as in not become a master of some skill you could care less about because the game railroads you into using it to get past a very linear section... or linear whole game. 2 works very well in a sandbox like oblivion, not so well anywhere else.
 
Sep 14, 2009
9,073
0
0
personally i would really like a hybrid of 1 and 2, if you are using stuff a bunch it kind of levels up slowly on its own, but each level you get points to allocate depending on your stats beforehand and depending on what you've done, so you can level up stats that might not be easy to level up by just semi grinding them.

also i would like to have a stat/ability system thats built off the story more, so depending on who you add to your party or side with or whatever, you might get their perks or their abilities or w/e. i think it adds to replay value to see what the whole game has to offer not just story but ability wise.