Posted December 01, 2022
This is why I don't like skill point systems where skill point gains are tied to level.
Leroux: In fact it becomes even more important to check out all abilities from the start because otherwise you might end up investing in one skill tree and then find out you had better invested in another because you locked yourself out of a higher tier skill you would have preferred to the one you got now. I feel if you're not locked into skill trees you are actually encouraged to experiment with skills more.
I much prefer games like Dragon Quest 6/7 and some Final Fantasy games (5 being the first one) where skill point gains (or the closest equivalent) are decoupled from level advancement, so that if you invest in the wrong skills, the problem is fixable.
Sometimes a skill that looks useful isn't, and vice versa.
Leroux: The actual problem behind it all is that skills are often uneven. Some immediately appear as super useful and others you would never pick voluntarily if skill tree progression wouldn't force you to. So if you're free to pick, it becomes more important to design skills in such a way that every one of them is interesting, in order to make your choices meaningful. Otherwise everyone will just pick the obviously good skills and ignore the lame ones.
I actually don't like this, unless the game is short (20 hours, I think, is too long for this, and it's the common length of a "short" RPG), the game has easy respecs available, or the party consists of player-created characters that can be easily swapped out for new characters (like in Wizardry 1-3 and 5, for example. though those games don't have skill points).
Gudadantza: choose matters, this is, make the game never end up with every skill available or filled.
What's with the chicken stuff?
BreOl72: And who would seriously want to play a chicken breasted character who - by any normal means - can barely stand up against an opponent in a fist fight, but - due to a "mega-punch (hitpoints x1000) - perk", that you can choose freely by spending your very first skill points on it - is able to pummel any opponent instantly to death, if you - by pure luck - manage to get a single punch through?
Also, at least in a system where skill point gains and level ups are decoupled (or where there are no level ups in the first place), a more optimal strategy may be to get some early skills to significantly speed up skill point gains (for example, by killing enemies faster), making it easier to get that powerful skill.
Post edited December 01, 2022 by dtgreene