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Roleplay & Mechanics, Interacting more with the world.
#1
I could probably make a suggestion about this, but I honestly do not have a good enough idea on what people would like to see, nor on how I would fully implement such a thing. Just rough ideas and the reasons why I would like to see them. Maybe other people have better ideas or can refine on my random uncollected thoughts.

TO PREFACE THIS, THESE ARE NOT MEANT AS A BE ALL-END ALL SOLUTION, BUT AS ALTERNATIVES TO ENHANCE ROLEPLAY AND NOT DICTATE IT.


Alright, with that out of the way, I would like for us to have an entirely new Skill-Tree with different altogether new points to invest in. Something for those that know, akin to SL1 yet a little more in depth.

the tree would have different archetype skills in them, some of which are directly opposed to another, others would simply be stuff like Strength or Dexterity checks, where you can press a boutton next to it and it would roll on screen for everyone 
Roll (Might) 1d20 + X (X being your investment)

These things could be used in everyday roleplay, and would better represent your character and how you have build them over Gentlemans agreement. Reason why not "Just roll a d20 fivehead" is that I hate rolling a d20 to decide on IC situations. Its just a coinflip, it has nothing to do with your characters and what they are supposedly excel at..For Example:

Peter is 14 years old level one Soldier and wears a heavy selfmade armor, with christmas light ornaments and serval bells! He has no idea what he is doing but he sneaks up on Laura!
Rolls a 8! Laura rolled an 6 for perception! Peter succeeds!
Himothy is a Legendary level 120 Assassin, wearing a cloak of concealment, boots of silent steps and casts an illusional veil upon himself to further blend in! He sneaks up on Laura too for some raisin.
Rolls a 2! Laura instantly notices that pleb of an assassin! Assassin? More like fat nerd!

Exaggerated, but it should get my point across. Rolling non-weighted dice in certain situations make just no sense what-so-ever. It breaks immersion to me, because it makes ne sense for a master of something to have the exact same chance at something as a completely untrained person. It would be nice to be able to build a set of Skills, that are on a sheet in game and everyone is referring to, and able to access from the game.



Thats just the roleplay aspect of it however, I would personally go a step further beyond that and tying back to SL1, which I personally think was one of the coolest things about it.

Having Skills like Sneaking or Perception that directly go against each other would be cool, to have more ways of interacting with the world. Let me just randomly throw some examples into this so you see what I mean. I probably work on a d100 system, as most in SL2 does. can be translated to a d20 system easy enough.

Stealth:
Stealth is everything from hiding yourself or items or generally trying to do something someone else is not supposed to notice.

base chance versus perception: 50% +5% per level in Stealth
Other Modification: -25%(+weight of armor) for Heavy armor, -15% during the day, +15% during the night +10% if umbral race, +25%(-weight of armor), +Concealment rank, Guile bonus? (all just example but I like it when things like race, your traits, talents and build matter for these things)

Grants active out of Combat Skill: Hide Presence: You player icon turns into a Generic black shadowy figure, for all people that did not succeed a Perception check against them. People hiding their presence can not be examined or their profile looked at (or get a generic profile with no flavour text).
Its enough for one person of a Party to perceive you, for everyone in that party to see you! Its enough for one member of your party to be perceived for the whole party to be visible!
If you start a PVP battle while hiding your presence, against someone unaware off you get the Option to "Assassinate!" which starts the battle giving you a back attack round. 
PvE mobs also take longer to aggro against you, while you hide your presence.


Perception:
Perception is your abillity to perceive things or generally notice things in your surroundings and general awareness of things that might be hidden to others.

Base Chance versus Stealth: 50%+5 per level in Perception
Other Modification: Traits such as Keen eyes, Scout talent, (day and night time are already covered in Stealth aswell as armors),Skill bonus?
Grants Passive Skill: Abillity to roll against people trying to hide their presence via Stealth, every person rolls once against a person. Only one person in a party much succeed the check for the rest to also perceive the hiding person.

Grants Active out of combat Skill: Scavenging/Hunting. While in the wilds you can searach for materials or something to hunt. it costs physical stamina but you can find things based on your Perception, maybe even tie it to a minigame like the archery minigame for hunting? Its mostly for fun and to have more ways to gain certain Materials.
One thing I dislike about current SL2, is the scarcity of certain very important crafting items. Gunpower is one of the main offenders, being used in Alchemy and for bombs, and bombs specifically being extremly useful for high level content for dodgies. But I rarely use them, because I rather save them for actually dangerous situations.

Eiter a new archetype skill or part of perception: Investigation: This skill alows you to use Detective mode! PvP Battle Symbols leave scars behind only visible to you, clicking the scar allows you to determine who participated in a fight and if successful, see footprints of the people that you can follow! You roll against the peoples Stealth and can only follow the footsteps of those you succeeded the roll against. (Could also have like an arrow pointing in the general direction of a person.) The time you can see the scars and footprint depends on your invastigation skill.


outside of that we could have general adventuerer Skills. Swimming, diving, climbing, acrobatics, performance or what have you. certain races could get advantage on there, like thenos for water related skill checks, herons for musical, shaitans for strength, etc.
These would be used to traverse difficult terrain in dungeons, giving more depth to them, reach areas that are otherwise hidden, exmaple: Dive in a specific pond, reach some underwater cave? Performance would basically allow you to play songs that you want, or learn new ones, certain songs could be used for World Puzzles, etc.

Just things that could enhance the exploring bit. Have your character able to reach certain spots that others might not, have failed skill checks damage you or cost mental or physical stamina, etc. things to just have more interactions with the world.

I'd probably seperate the things between core stats, that are difned by your actual build stats and then proficency in certain tasks you are good at, and have maybe some stats give boons to the Adventerer skills, roughly like that with not specifically thought out skills and just quickly thrown together for visualization.
[Image: Screenshot-5.png]
Evasion could be something like general roleplay purpose die roll, but in the world it could be whats rolled when you step in a trap, or have a "Quick-time" event sort of dodge, like falling rockslide. Like I said, just random ideas thrown in, but I always thought that our traps in the game are kinda a joke.

There could be rare, random event nodes in dungeons, that open a Adventure style narrative and present you with options on what you could attempt to do, and be rewarded/Punished if you succeed, with a difficulty shown while showing your party members and how good they are at something..Somethings would only need one party members, others might effect everyone. 

Alot of random thoughts thrown in, but I wonder what other people here think of the game possibly having such things. obviously with a little more thought put into it and progressively added to the game.

P.S. I cleary had too much time today.
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Roleplay & Mechanics, Interacting more with the world. - by Shujin - 07-25-2024, 07:46 PM

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