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Old 04-15-2008, 05:58 PM   #40 (permalink)
Millie
Loves the Powerglove. It's so bad!
 
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Join Date: Jan 2002
Posts: 5,796
Quote:
Originally Posted by Chrisb3 View Post
Remove levels, make everything item based.

You can only be as powerful as the items in the dungeon, so you can't out level anything. Finding rare/hidden stuff can give you an edge of course.

Items can increase the amount of spells you have or stats or whatever you want.

You can still put in a few 'outleveling' mechanics maybe, perhaps by getting a small amount of exp in things like magic casting and combat which can give you a little boost based on time invested.
That's actually a very interesting idea. Very radical, but interesting nonetheless. I must admit, as a "classicist," I enjoy time-honored mechanics like level progression and such. But making everything item-based is a very interesting idea. The idea isn't without its drawbacks, though (it's hard to make magic users item-dependent; the complete absence of natural progression without items might get boring after awhile; you'd have to create 5 billion items to keep things from getting stale; etc.).

Ultimately, as you suggest, I think a decent solution is to find a halfway point between level-based progression and item-based progression. Maybe levels don't bump up your stats all that much, but are mainly used to get more skill allocation slots? Meanwhile, equipment dictates stats to a large degree (kind of like FFT) but is restricted by base class.

Alternatively, you can always make a traditional RPG with typical level-based progression and item-based progression, and just accept that some people are going to level-cheese their way through the game. After all, you really can't stop people from playing your game the way they want to play -- even if it means cheapening the experience for themselves. FF4, for instance, is much more fun and challenging if you aren't overleveled -- but it's on you to make that decision; the game doesn't force your hand either way.
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