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Skills determining attributes - rpg

Started by September 27, 2000 01:01 AM
11 comments, last by Paul Cunningham 24 years, 2 months ago
I was thinking about having implants that give skills but i kind of thought it would be fun if implants were only used for adjusting ability scores. I don''t know why.

But to follow your example ahw... If you did have implants that taught you skills then it would make sence to me if the more you used them the more you gained from them. So if you had a chip that acted as a translator then when it''s removed you would only remember (and vaguely at that) what you used from it and nothing else so if you never used it then you gain ziltch. That''s the way i''d like it anyhow *shrug*

I love Game Design and it loves me back.

Our Goal is "Fun"!
Two ideas for the chip implant.

First, have it so if your chip takes damage, from being shot or an EMP blast, you take permenant brain damage as it explodes in your head!(-1 intelligence?) Alright! Ok that''s harsh, so maybe have that be repairable, but expensive.
Second, heres an idea if you want to be able to learn something from the chip, that is to have the knowledge of whatever is on the chip permenantly transferred to a character''s stat/skill. Put a cap on the particular type of chip. ie. A singing chip may give you a +10% ability to singing (you will have a singing skill, right?) Let''s say that you can only permenantly learn up to 10% of any type of given singing skill chip. That means you can learn up to 1% permenant singing skill from this chip. If you later found a chip that gave +100% ability to singing, you could suddenly learn up to 10% singing skill permenantly. You should, however, not have the effects of multiple chips be cumulative. For instance, with these two chips if you learn the 1% from the 10% chip, and then buy the 100% chip and learn 10%, it should not go to 11% (the first chip plus the second chip). Instead whatever chip has the highest % determines your limit. Meaning you can have two chips of the same kind, but only the best one will determine what the limit is. In this case a max of 10%.

WHEW. I''m done. I gotta learn how to make my posts less wordy. Thanks all!
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Slim, i had some thoughts just like what you were talking about when i woke up this morning but i can''t remember what it was for the life of me. But i do remember that it was very similar.

I was thinking about what happens when the player removes implants and how the body adjusts to this change. It was along the lines of what Ahw was talking about earlier but slightly different. I''ll probably edit this later when i remember and add it in. Damn.

I love Game Design and it loves me back.

Our Goal is "Fun"!

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