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Question on skill trees

Posted: Wed Jul 27, 2011 10:57 am
by GM_Chris
Do you like traditional skill trees where you buy 1 thing which allows you to buy the next thing on the list for example

skill 1: You can swing 1 crush..it takes 5 seconds to charge this skill. Each level increase damage by 2 but increase time by 5 seconds
.......skill 2: Quickness..must have 1 level of swing crush. Reduce time by 1 second per level.


or

something like this

Swing crush..this skill allows you to swing 1 crush..it takes 20 seconds to charge this skill. You may buy this skill 5 times. Each time you do you can choose either to reduce the time by 5 seconds or increase the damage done by 2.

Posted: Wed Jul 27, 2011 10:59 am
by Wyrmwrath
no reason you can have both. The tree could well have skill IN the tree that can be purchased a multiple of times like the second example.

Posted: Wed Jul 27, 2011 11:18 am
by GM_Chris
true but in the first example you can do big damage and reduce time in the second it's self limiting.

Plus which one feels cooler?

Posted: Wed Jul 27, 2011 11:20 am
by Wyrmwrath
This is what I meant by combining them:

skill 1: You can swing 1 crush..it takes 5 seconds to charge this skill
>>>sub skill A: Quickness=Reduce time by 1 second per purchase.
>>>>>>sub skill: One-Two Punch=If you have two levels of quickness, you can spend 1 LP and swing your normal crush damage twice with no additional charge time.
>>>>>>sub skill: flurry=If you have 5 levels of quickness, your attack can be made a lash attack instead of a melee attack for 2LP
>>>sub skill B: Might= increase damage by 1 second per purchase.
>>>>>>sub skill: Shatter= if your buy three levels of Might you can charge for 5 seconds and spend 2 LP and swing shatter once
>>>>>>sub skill: Massive Blow= If you have 4 levels of Might you can charge 10 seconds and spens 2 LP to make targets LP total 0 if they are above zero when hit

Tthis way its still a tree system, but the subskills canbe purchased to tailor the PCs abilities.




I have always felt systems with the most flexability and ability to personalize a PCs skills was the coolest, so having both would be the "coolest"

Posted: Wed Jul 27, 2011 12:26 pm
by GM_Chris
I actually really like that..alot

Posted: Wed Jul 27, 2011 2:19 pm
by Wyrmwrath
well...of COURCE you do...its MY idea...geesh

:lol:

Posted: Wed Jul 27, 2011 6:14 pm
by Kalphoenix
My system consists quite heavily of skill trees, although it sways between skill trees and pre-requisites, because I can't decide which makes things easier or more complicated.