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It's interesting, in a way, for me to keep writing in this genre. As I've written and grown as a writer, I've come to realise that there are certain things that I really want to remove / keep out of any new 'system' that I make up. Here's a few things that I think either need to be removed, or become a huge part of the game.

- Charisma & other social skills

Let me be clear - this is in relation to NPCs. If (assuming the NPCs are somewhat 'dumb') they are in, these need to clearly explained. Otherwise, increases in this stat and social skills like 'negotiation' or 'diplomacy' or the like becomes very difficult to write. Especially when you realise you are writing this on a growing scale. Unless the series is very limited (3 books, etc), you're going to see a major issue with power creep.

- Intelligence & Wisdom

Big, big issues in writing 'smart' characters who grow wiser. Again, you get readers complaining that characters aren't growing smarter / wiser / etc when stats go in, especially if you, as the writer miss it. More importantly, if a game is making a player 'smarter', this has HUGE ramifications in the real world.

So unless they're just Mana Pool / Regeneration, these stats are either going to be not as well written or can be renamed to something more neutral. Frankly, I'd probably name them as Mana Pool, Mana Regeneration and maybe, Mana Waste. :) If you wanted to add a 3rd nastiness to it all like lactic acid for Mana.

- Agility & Dexterity

It's interesting people break these up. I know it's a fundamental issue with the way Dex in earlier games was actually overpowered compared to pure strength builds, but I always found it weird. 

- Systems which give XP per Skill up

See Randidly Ghosthound and the like. I'm always impressed by the people who want to do all that math, but I'd rather not. It just becomes word bloat for me, seeing all those things written all the time. It can be fun to showcase a character growing in strength really early on and it's exciting in the beginning, but in the mid-end of the novel, it just bloats and bloats. And you can't even pull it off-screen too much because it's so intrinsic to the system.

- Classless Systems

Interesting idea. I like the idea behind it and I'll probably play with something similar in my next series. Basically, something like 'Wasteland' where people get roles and pre-set Skills that can be swapped out if wanted to make each person unique, but also making it simple enough that a casual player would be willing and able to jump in. 

Comments

Radar

you have a good balance

Gio Dude

I've come across a couple of interesting ideas/systems as I've been reading, and seeing ways other authors handle their systems. One idea could be to scale attribute/skill' impact in almost an inverse logarthimic fashion, I.e. big/ 'visible' gains at first, but the gains shrink with each successive level, and maybe go with more of an 'understanding' of that attribute/skill as levels continue to grow past a certain level. I'm also quite partial to Apollos Thorne's Codename freedom system where it's more about tracking what the character has 'shown' rather than some arbitrary gain by level. Another way I've seen the gains handled is that a skill level can only be as high as the character level (like in Ivan Kal's Guildmaster). I know that there are a ton of others out there, but those are a few that always stood out to me as interesting ways of handling the issues you've mentioned.

Han Pol

I find such musings on world building in generally quite interesting, and personally think that there is not really a perfect system, generelly your systems seems balanced and deep enough, while you don't go to deeply into the details. I think i seen anything between 25 too 3 primary attributes. For example in social skills something like different attributes to charisma, attractiveness and intimidation. alternatively it could be one primary attribute for all 3 of them that are then further defined by secondary attributes. Personally I also like trait or title based systems a lot or one with affinities. If a Sumo wrestler or a very old man, start to trow points in their attractiveness stat or so their might find it much harder to giant then somebody who looks like prince charming or curvy redhead. Personally I always found intelligence to be a kinda dumb stat, and prefer to have a one or few additional stats for magic, I mean if I have a pool of 9000 mana I might throw giant fireballs or a kamehameha for all Ithe mana I'm worth but while surly impressive it wouldn't mean much intelligence is required just for a direct application of force. Mana Pool might be a bit to blunt but essence or mana affinity saturation, or something similar might make a lot of sense. while Intelligence and wisdom stats, might be more useful for skill learning and application. Also on a note I find XP generally not that good a system, eighter most things generate XP and not just killing. or it's really more of an essence gain, that might be passive while you can actively learn how to gain skill and experience in them. while killing somebody is just a harvest of Essence after all killing somebody is in some litrp world 's require even for artisans just so that they can gain skills. I mean it's fairly illogical, that killing somebody gives somebody the ability to get better at toolmaking, maybe making him more intelligent or dexterous makes that. also I'm very much a fan of exponential growth as a fan of exponentially more difficult growth. that a small increase in level might be much more difficult ones one reaches a high level.

Tao Wong

Yeah, I use an inverse system for SA too. Also, a somewhat altered way of handling Int & Wisdom changes, along with Charisma. I do like AT's stuff for visible skill shown, which makes it make more sense. Skill Level cap via character Level works too for sure, though it feels really weird in a non-vr environment.

Tao Wong

Yeah, System's are always interesting. I always think of Intimidation as a learned skill. There are certain things you can do to 'be' more intimidating, though appearance makes a huge difference. But then, no 'system' is ever going to be perfect