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This is a poll about a proposed system modification. So normally, we kind of force lore system changes through without asking, but this time, this whole change would be a pretty big modification to an existing system some people just barely got used to. This thread will essentially be used to poll the interest in reworking the Proficiency System to solve some child illnesses.
Let's first example the problems:
But what about Mages, Vampires and Silven you say!
And a list of all proposed Cultural and Racial boosts (subject to change)
Let's first example the problems:
- The system has grown convoluted. Each time we added something, Magic, Vampires, Race boosts, the system got more complicated. The current system is really intimidating and daunting, despite the fact of how easy it is when you actually understand it. The learning curve is too high.
- Schools are restrictive. They almost act like Ailor culture boosts in a way that are not friendly to non Ailor races. Furthermore, they don't respect racial themes. For example an Ailor could get the same level of Khoptar as a Drowdar by following the same School, even though the Drowdar from backstory should be a lot better at handling this kind of weapon.
- Cultural proficiency completely lost their value because everyone has them up the nose, and they are usually so niche that they don't actually have a long term rewarding impact on role play.
- Backstory for characters seems to be 80% dictated by Schools and proficiency. Players are so busy bending their backstory backwards to validate their proficiency points that most characters have really dull backstories without actual creative content.
- Intellect skills are severely underrated, and often completely useless in Regalia because of progression dependency. Some players designed as generals for example would not see a battle where their points got used once every 3 months, resulting in most players abandoning these themes for more rewarding combat points.
- Age and racial design in many ways was a problem because you either get punished when playing a younger character, or playing an older character depending on the situation.
- Most players do not respect body shape mechanics for schools, backstories and sensible character designs. The amount of characters with chiseled six-pack abs who should not realistically have them by their life style is astonishing.
- Proficiency stacks often got so complicated that players could no longer compare them in live combat IRP. How do you compare a 27 year old with 23 long sword against a 21 year old with 40 axes? This lack of contextual understanding meant that the greatest strength of Proficiencies: factual numbers, went completely unused.
- Get rid of all Schools. Schools remain a backstory thing players can get into with a minimum of 4 years, but most entry restrictions are removed, and going to one no longer gives proficiency boosts (or cost any).
- Reduce the cap of proficiency from 50 (or 60 w/ school) to 6.
- Reduce total amount of proficiency types from 93 to 33, grouping together frequently unused proficiency to make sure everyone has something to do in role play.
- Create a new mechanic called "Base Stat" that will influence the Proficiency points, categorizing everything down Strength, Agility, Creativity and Intelligence.
- Split Body Build into two different sliders for Muscularity and Body fat which independently operate from each other, and are influenced by the Strength Stat.
- All Characters are average at base 0 points in everything.
- Let's say I have an Ithanian Ailor character who is 36 years old. In the new system, there is no point by age calculation. All characters, regardless of age, have the same amount of Proficiency points that is dependent on the Base Stats.
- The first step is to assign the Base Stats. Every player has Base Stats which they can invest a total of 6 points into, in any and all situations. There is no bonus or reduction points here for anything or anyone. Players can choose any combination of these 6 points assigned between Strength, Agility, Creativity and Intelligence.
- For every category, the following rule applies: For every Base Stat Point assigned, you are allowed to invest double Proficiency Points into any Proficiency inside that category, regardless of your character age. Each Proficiency is capped at 6 points max, though this maximum can be broken by Race and Culture bonuses. There are however some exceptions:
- For Agility Base Stat, you cannot choose which Proficiency Points to invest in. Instead, you gain +1 in every Proficiency within this category for each Base Stat assigned.
- For Creative Base Stat, you cannot choose more than one Proficiency for Points. You must pick one, for example Arts Skill (which includes all Artistic Abilities) and put all points there. Creative Proficiencies however have no upper max limit of Proficiency Points invested.
- For Intelligence Base Stat, you don't have a change for point investment, but a limitation based on Intellect Tiers where you can invest your points. Each Intelligence Proficiency has a tier, for example Religious Knowledge is Tier 3, while Statesman Knowledge is Tier 2, and Nature Care Knowledge is Tier 1. In order to be allowed to invest points in Tier1, you need any points in Intelligence Base Stat. For Tier 2, you need to put at least 3 points in Base Stat Intelligence, and for Tier 3 you need 5 points in Base Stat Intelligence.
- When you're done with your point allocation, you add your Race and/or Culture bonuses on top, for example for an Ithanian Ailor: +1 Bodycare Skill under Creative Proficiencies.
- There are some minor rules dictated here and there depending on Proficiencies, but these are all so minute that they don't need to be explained on this bullet point.
- Muscularity (i.e how muscular your character is allowed to be) is dictated by your Strength Stat. If you have 1 point it's Toned, 2 points for Athletic, 3 for Ripped, 4 for Muscular, 5 for Strongman and 6 for Muscle-god. Body fat is not defined by any rules. Players are allowed to assign whatever body fat level they like (though Built-fat is recommended for those going for Strongman). Some exceptions exist here. Orcs are always Muscular, Url are always Muscular, Varran always Ripped or Athletic etc.
But what about Mages, Vampires and Silven you say!
- For all these categories, our main concern is limiting min maxing. As such, each of these have special rules assigned that will dictate how they operate outlined below, but all of them are super simple, we promise:
- Mages are required to put at least 5 Base Stat in Intelligence Base Stat, and then also forced to put 6 Intelligence Proficiency Points into Magical Knowledge (which covers aberrations, arken, void/exist knowledge, planar knowledge etc.) This leaves them with 6 Intelligence Proficiency to spend elsewhere, and 1 more Base Stat to assign wherever they like. Inversely, all Mages, regardless of age, have access to 10 Spells. There may be some further limitations on this in the future.
- Vampires are no longer age limited. All Vampires always (regardless of age) are able to complete their Mutator tree. That being said, while being a Vampire, all of their Proficiency Points are halved, rounded down (meaning +3 becomes +1 and +1 becomes 0). This system may change in the future.
- Silven have no Proficiency impact, but are allowed to pick all Silven Mutators at birth.
- Witchblood/Hallowblood remain unaffected.
Underworld Knowledge
Unarmed Skill
Surgery Knowledge
Statesman Knowledge
Small Blunt Skill
Shielding Skill
Sailing Knowledge
Religious Knowledge
Pole Weapon Skill
Admiralty Knowledge
Nature Care Knowledge
Musical Arts Skill
Metallurgy Skill
Marshal Knowledge
Magical Knowledge
Light Ranged Skill
Large Blunt Skill
Hunting Knowledge
Historical Knowledge
Heavy Ranged Skill
Fast Blades Skill
Fabric Craft Skill
Entertainment Skill
Eastern Knowledge
Cuisine Skill
Brewing Knowledge
Bodycare Skill
Blades Skill
Axe Skill
Arts Skill
Artillery Skill
Apothecary Knowledge
Alchemy Knowledge
Quick Fingers Skill
Sneaking Skill
Acrobatics Skill
Sprinting Skill
Unarmed Skill
Surgery Knowledge
Statesman Knowledge
Small Blunt Skill
Shielding Skill
Sailing Knowledge
Religious Knowledge
Pole Weapon Skill
Admiralty Knowledge
Nature Care Knowledge
Musical Arts Skill
Metallurgy Skill
Marshal Knowledge
Magical Knowledge
Light Ranged Skill
Large Blunt Skill
Hunting Knowledge
Historical Knowledge
Heavy Ranged Skill
Fast Blades Skill
Fabric Craft Skill
Entertainment Skill
Eastern Knowledge
Cuisine Skill
Brewing Knowledge
Bodycare Skill
Blades Skill
Axe Skill
Arts Skill
Artillery Skill
Apothecary Knowledge
Alchemy Knowledge
Quick Fingers Skill
Sneaking Skill
Acrobatics Skill
Sprinting Skill
And a list of all proposed Cultural and Racial boosts (subject to change)
Ailor Cultures
Highland Ceardian: +1 Unarmed Wrestling
Anglian(male): +1 Heavy Longbow
Anglian(female): +1 Nature Care
Claith: +1 Historical Knowledge
Velheim: +1 Brewing Knowledge
Colonial: +1 Religious Knowledge
Ithanian: +1 Bodycare Skill
New-Regalian: +1 Statesman Knowledge
Leutz-Vixe: +1 Fabric Craft Skill
Dressolini: +1 Musical Arts Skill
Imperial: +1 Arts Skill
Heartland Ceardian: +1 Historical Knowledge
Daendroque: +1 Sailing Knowledge
Etosian: +1 Pole Weapon Skill
Vladno: +1 Brewing Knowledge
Eastern Races
Common Dynasty Sihai (current Ch'ien-ji): +1 Magical Knowledge (not implemented yet)
War Dynasty Sihai (not yet playable): +1 Blades Skill
Guo Dynasty Sihai (not yet playable): +1 Brewing Knowledge
Lova Dynasty Sihai (not yet playable): +2 Historical Knowledge
General Races
Qadir: +1 Metallurgy, +1 Quick Fingers
Songaskia: +1 Pole Weapon Skill, +1 Large Blunt Skill
Altalar: +1 Pole Weapon Skill, +1 Historical Knowledge
Cielothar: +2 Nature Care Knowledge
Drowdar: +1 Blades Skill, +1 Magical Knowledge
Avanthar: +1 Nature Care Knowledge, +1 Axe Skill
Isldar: +1 Arts Skill, +1 Musical Arts Skill
Kathar: +1 Fast Blades Skill, +1 Magical Knowledge
Yanar: +2 Nature Care Knowledge
Maraya: +1 Sneaking Skill, +1 Acrobatics Skill
Al-Allar: +1 Alchemy Knowledge, +1 Apothecary Knowledge
Mu-Allar: +1 Acrobatics Skill, +1 Blades Skill
Zu-Allar: +1 Historical Knowledge, +1 Arts Skill
Sa-Allar: +1 Nature Care Knowledge, +1 Unarmed Skill
Es-Allar: +1 Arts Skill, +1 Magical Knowledge
Cro-Allar: +1 Unarmed Skill, +1 Statesman Skill
Boosted Races
Dwarf: +2 Metallurgy Skill, +1 Axe Skill, +1 Artillery Skill
Varran: +2 Acrobatics Skill, +1 Sneaking Skill, +1 Unarmed Skill
Orc: +2 Unarmed Skill, +1 Metallurgy Skill, +1 Artillery Skill
Url: +2 Hunting Skill, +1 Sprinting Skill, +1 Unarmed Skill
Slizzar: +2 Statesman Knowledge, +2 Underworld Knowledge
Half Races
Half Human inherits the Proficiency Boost from the culture they were raised in. Half Human also covers Half-Sihai (Ch'ien-ji) and Half Qadir/Songaskians, unless with preference to one of the below mentioned half breeds.
Half Elf: +1 Light Ranged Skill
Half Orc: +1 Unarmed Skill
Half Varran (not yet implemented): +1 Acrobatics Skill
Highland Ceardian: +1 Unarmed Wrestling
Anglian(male): +1 Heavy Longbow
Anglian(female): +1 Nature Care
Claith: +1 Historical Knowledge
Velheim: +1 Brewing Knowledge
Colonial: +1 Religious Knowledge
Ithanian: +1 Bodycare Skill
New-Regalian: +1 Statesman Knowledge
Leutz-Vixe: +1 Fabric Craft Skill
Dressolini: +1 Musical Arts Skill
Imperial: +1 Arts Skill
Heartland Ceardian: +1 Historical Knowledge
Daendroque: +1 Sailing Knowledge
Etosian: +1 Pole Weapon Skill
Vladno: +1 Brewing Knowledge
Eastern Races
Common Dynasty Sihai (current Ch'ien-ji): +1 Magical Knowledge (not implemented yet)
War Dynasty Sihai (not yet playable): +1 Blades Skill
Guo Dynasty Sihai (not yet playable): +1 Brewing Knowledge
Lova Dynasty Sihai (not yet playable): +2 Historical Knowledge
General Races
Qadir: +1 Metallurgy, +1 Quick Fingers
Songaskia: +1 Pole Weapon Skill, +1 Large Blunt Skill
Altalar: +1 Pole Weapon Skill, +1 Historical Knowledge
Cielothar: +2 Nature Care Knowledge
Drowdar: +1 Blades Skill, +1 Magical Knowledge
Avanthar: +1 Nature Care Knowledge, +1 Axe Skill
Isldar: +1 Arts Skill, +1 Musical Arts Skill
Kathar: +1 Fast Blades Skill, +1 Magical Knowledge
Yanar: +2 Nature Care Knowledge
Maraya: +1 Sneaking Skill, +1 Acrobatics Skill
Al-Allar: +1 Alchemy Knowledge, +1 Apothecary Knowledge
Mu-Allar: +1 Acrobatics Skill, +1 Blades Skill
Zu-Allar: +1 Historical Knowledge, +1 Arts Skill
Sa-Allar: +1 Nature Care Knowledge, +1 Unarmed Skill
Es-Allar: +1 Arts Skill, +1 Magical Knowledge
Cro-Allar: +1 Unarmed Skill, +1 Statesman Skill
Boosted Races
Dwarf: +2 Metallurgy Skill, +1 Axe Skill, +1 Artillery Skill
Varran: +2 Acrobatics Skill, +1 Sneaking Skill, +1 Unarmed Skill
Orc: +2 Unarmed Skill, +1 Metallurgy Skill, +1 Artillery Skill
Url: +2 Hunting Skill, +1 Sprinting Skill, +1 Unarmed Skill
Slizzar: +2 Statesman Knowledge, +2 Underworld Knowledge
Half Races
Half Human inherits the Proficiency Boost from the culture they were raised in. Half Human also covers Half-Sihai (Ch'ien-ji) and Half Qadir/Songaskians, unless with preference to one of the below mentioned half breeds.
Half Elf: +1 Light Ranged Skill
Half Orc: +1 Unarmed Skill
Half Varran (not yet implemented): +1 Acrobatics Skill
So. Player base. Yes or No?
Our main aim is to simplify, limit abuse, expand personal creativity, and make this more fun and less like math homework. We hope it achieves that goal, and would love to hear your feedback.
Our main aim is to simplify, limit abuse, expand personal creativity, and make this more fun and less like math homework. We hope it achieves that goal, and would love to hear your feedback.