I would, personally, like to see the level up mechanic revamped to be a little more logical.
For instance, in the DA games, a warrior starting out has a Strength of 18 and is a force to be reckoned with. Yet by Level 20, this 18 Strength would be a joke, likely what a mage would have at that point. The Attributes should be locked at character creation, not arbitrarily doubled/tripled/quadrupled.
If they were to combine DA:O, Skyrim and FO:NV's level up schemes, I think it would be the best. A set level of attributes at character creation (like Strength/Dexterity/Intelligence, like FO:NV), as XP is gained, it results in a level up where points can be applied to a skill/branch (like in DA) and a Perk every level, that can let you further differentiate your skills (like Skyrim).
For instance, you could have a Warrior with the following stats starting out:
(on a scale 1-20, with 75 available points to assign)
Strength: 18
Dexterity:13
Willpower: 7
(no Magic, that's an entirely one-sided attribute, I'll just roll it into...) Intelligence: 10
Cunning:11
Constitution: 16
This would make a character build for a hearty, strong warrior that's not too nerfed in other attributes (although the 7 Willpower may affect some saves or magic attacks for him).
Upon level up, he can put still points in various options, such as non-combat skills like Persuasion or Lockpicking, or combat trees such as Sword and Shield.
Similarly, he also gets one Perk per level. Unlike the Perks in FO:NV, which only happen every three levels and which convey a set of special powers or attributes, the Perks would be more in the vein of Skyrim, where it can help flesh out the existing skills. For instance, in Skyrim, you could pump your lockpick skill up to 100, but unless you spent the corresponding Perk on the skill, you couldn't unlock master locks, regardless of how high that skill was.
The Perks would work similar to that - you could pump points into the Sword and Shield tree, but you wouldn't be able to unlock the move "Shield Bash" unless you used a Perk. Similarly, you couldn't have Shield Bash also cause stunning to enemies unless you used another Perk in the Sword and Shield tree. Of course, that means you couldn't use that level-up's Perk on something else, like the Persuasion branch, which would allow you to get better prices on goods. Etc.,etc.
A good leveling up system is one of my favorite parts of an RPG. A game like Skyrim, which is a Story-Lite game, is balanced a little bit for me by its unique leveling system. I never liked TES way of "let a mudcrab hit for for an hour gives me a maxed out armor skill" which is continued in Skyrim, but its use of the Perk system to customize a character was really well done.
Modifié par Fast Jimmy, 14 décembre 2012 - 03:46 .