R Arceneaux
Mongoose
Experience for the purposes of the below is the past history of success of a character (player character or NPC) being given a bonus while doing certain things with age and previous injury factors added in to tweak in a negative fashion as required.
And BEFORE yall say it: More charts to complicate the game!!!!
Reality sometimes requires certain mechanics however the complexity can be limited/mitigated to a large degree by applying the adjustments to certain situations rather than on a daily basis/per session basis. Say when a character loses a limb, goes thru skill training over a period of game sessions (provided of course that the situation is such that there would expected to be skill training sessions) certain bonus to success would be given the the character.
Example:
I make a fighter pilot fresh out of training school having base skills. After a certain number of battles and taking out a certain number/required numbr of the enemy I would earn bonus adjustments to manuvering and hitting targets due to experience in combat based on a chart. After taking a training course over a period of a certain number of game sessions I would gain additional bonus adjustments based on a chart due to combat tactics training. AND IF I lived long enough those bunus tweaks would start to wittle down due to just getting old and slower.
A hand to hand fighter would of course have similar bonus adjustments as their fighting skills improve with a few battles under their belt combined with any strength building and or agility improvement regements that the character would undertake.
Would that make a character Broken...?
Not in the long run because any character that has a focus on a single skill suffers from attacks to which the character has little if any defense abilities--the characters Achilies Heal.
Example...I make a sniper that is super good at long distance shots with a sniper rifle. However I in focusing on sniper to such a degree I would have to sacrifice important skills in say hand held weapons (I sucked pond scum when I used any hand held pistol or weapon) and other common skills of importance.
What say you all ......
And BEFORE yall say it: More charts to complicate the game!!!!
Reality sometimes requires certain mechanics however the complexity can be limited/mitigated to a large degree by applying the adjustments to certain situations rather than on a daily basis/per session basis. Say when a character loses a limb, goes thru skill training over a period of game sessions (provided of course that the situation is such that there would expected to be skill training sessions) certain bonus to success would be given the the character.
Example:
I make a fighter pilot fresh out of training school having base skills. After a certain number of battles and taking out a certain number/required numbr of the enemy I would earn bonus adjustments to manuvering and hitting targets due to experience in combat based on a chart. After taking a training course over a period of a certain number of game sessions I would gain additional bonus adjustments based on a chart due to combat tactics training. AND IF I lived long enough those bunus tweaks would start to wittle down due to just getting old and slower.
A hand to hand fighter would of course have similar bonus adjustments as their fighting skills improve with a few battles under their belt combined with any strength building and or agility improvement regements that the character would undertake.
Would that make a character Broken...?
Not in the long run because any character that has a focus on a single skill suffers from attacks to which the character has little if any defense abilities--the characters Achilies Heal.
Example...I make a sniper that is super good at long distance shots with a sniper rifle. However I in focusing on sniper to such a degree I would have to sacrifice important skills in say hand held weapons (I sucked pond scum when I used any hand held pistol or weapon) and other common skills of importance.
What say you all ......