Anonymous
6/22/2025, 12:52:01 AM No.3788292
Thoughts on progressive stat systems vs static stat systems?
I'm trying to design an RPG stat and leveling system. I can't decide which style I want to go with. Static ones seem to be more traditional, where you choose (or roll) your stats at the beginning, and barring few exceptions, they remain the same. Sort of like in Fallout where you can get implants, bobbleheads, or perks to raise your SPECIAL stats, but it's limited so you aren't meant to get everything to 10 on every character. These systems are pretty good for constantly feeling the consequences of your character, even as you get more advanced. Your starting 3 in strength is always going to limit your ability to use Physical weapons, or carry heavy things.
Then there's the system that I mostly know from Elder Scrolls (my main inspiration for this game), where the skills you advance determine what Attributes you can raise at level up. If done properly, it's possible to get all attributes to 100, or you can fall horribly short at high levels based on how well you optimize. The issue then becomes "How do you make playing at low attribute levels acceptable and normal while still making high levels something desirable" If your starting Spell Points feels like it's already enough, why should a player put points into Intelligence? If your starting speed is fast enough, why put more points into speed? It's not necessarily a hard question to answer, but it's the approach and method that holds all the nuance.
People who have played many older RPGs, what games do these sorts of stat systems good and bad, and Elaborate on why.
I'm trying to design an RPG stat and leveling system. I can't decide which style I want to go with. Static ones seem to be more traditional, where you choose (or roll) your stats at the beginning, and barring few exceptions, they remain the same. Sort of like in Fallout where you can get implants, bobbleheads, or perks to raise your SPECIAL stats, but it's limited so you aren't meant to get everything to 10 on every character. These systems are pretty good for constantly feeling the consequences of your character, even as you get more advanced. Your starting 3 in strength is always going to limit your ability to use Physical weapons, or carry heavy things.
Then there's the system that I mostly know from Elder Scrolls (my main inspiration for this game), where the skills you advance determine what Attributes you can raise at level up. If done properly, it's possible to get all attributes to 100, or you can fall horribly short at high levels based on how well you optimize. The issue then becomes "How do you make playing at low attribute levels acceptable and normal while still making high levels something desirable" If your starting Spell Points feels like it's already enough, why should a player put points into Intelligence? If your starting speed is fast enough, why put more points into speed? It's not necessarily a hard question to answer, but it's the approach and method that holds all the nuance.
People who have played many older RPGs, what games do these sorts of stat systems good and bad, and Elaborate on why.
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