Of the three categories of character statistics, Attributes and Skills were easy to label. The third concept, which up to this point I've been referring to as Abilities and Qualities, I've decided to go with Talents for as a label. It's a term common in character information, isn't too wordy, and I feel it generally captures the idea.
Now to get a little deeper into why I feel terminology is somewhat important. Character development really takes off as you delve into the Talents aspect, with a lot of various effects and a suggestible prerequisite tree. By structuring these more clearly, it helps make it more evident how the traits are designed to work for the character and with each other. This gives us minor labels such as Active or Passive, and Class(a newer concept to the system).
I've designed the system around a build-point system in which the character spends the Experience they earn to improve their character, whether by buying new Talents or increasing Attributes or Skills. Like previously stated I suggest a prerequisite tree for them and I will work it into the system once it's restructured and core completed. That being said, it is designed to be a class-free or free-class system(it really does work both ways), the prereqs are to help set proper growth patterns and also represent the necessary groundwork needed for such a Talent.
I feel a new post coming on...
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