![]() Affects several skills as well as spell-casting. Affects willpower, hit points and resistances. Affects dodging, initiative, hit-chance and fine-motor skills like thievery.įortitude: Physical and mental toughness. Affects your ability to do melee damage and your skill in athletics (jumping, climbing, swimming etc.).Īgility: Speed, reflexes and finesse is determined by agility. Ability ScoresĪt the moment I’m working with five ability scores: I would also like to refer all my readers to Josh Sawyer’s (Obsidian Entertainment) excellent video on attribute tuning in Pillars of Eternity. It just means that the system is not mechanically upward limited. That’s not to say that the system won’t have a “sweet spot” level-range, within which play is particularly enjoyable. That is, no upper level limit beyond which the system breaks. Scalability: The level system should have no “hard” upper level cap. ![]() There must be plenty of opportunities to use skills and abilities, and your class should matter in the narrative. Narrative Impact: The choices the players make in character creation should matter in-game. Transparency: The player should have access (preferably in-game) to all the information required to make meaningful decisions when making, and developing, a character. The game should accommodate a wide range of builds and each ability should have something to offer each class. There should be no “dump-stats” or skills. Some less successful in my opinion.įor design-pillars I’ve chosen these for now:īalance: Each class should be equally playable. ![]() Pillars of Eternity made a lot of interesting design-choices for character development. In other words: A player should be able to envision a character (within the games setting) and then create and play that character in-game. “Character creation and development allows players to express themselves creatively whilst making interesting mechanical choices concerning their character.” The primary goal for the character system might be something like: Nothing wrong with some good old fashion D&D-style classes! Design Goals and PillarsĪs with any design task, it’s always a good idea to set down a few basic pillars and goals to guide the work ahead. In other words, this blog-post is a rough draft where we exploring how the character system might look for SKALD: Against the Black Priory. Creating a robust and balanced system for character development is challenging (and immensely rewarding) and I’m going to take my time getting it right. The game uses classes, numerical stats and feats combined with level based advancement to flesh out its characters.
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