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Morrowind: GCD (Galsiah's Character Development)

Oblivion: nGCD (not Galsiah's Character Development)
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dtgreene: Not quite. Those FF games I mentioned decouple level and skill progression, while the TES games couple them, but in the opposite way; skill increases lead to level ups, rather than the other way around.
Do you happen to have a link to the mod, by any chance? I think my ideal leveling system for a TES game would be something like Daggerfall, but minus the RNG.
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darthvictorbr: About bow be a dexterity weapon, i wonder why this happens in the majority of RPG's. Did anyone here fired a "heavy" WarBow? 180lb draw weight or more? I an 1,84m tall(6' 1") tall, have broad shoulders, train everyday and do accurate successive shots with a warbow replica is pretty hard for me.

Bows require a lot of strength, mainly "warbows"
You would like this:
https://www.youtube.com/watch?v=aSy9GLi2H44
Post edited November 09, 2017 by paladin181
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paladin181: If you need scaling, why have non weapon related skills based on weapon damage?
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JMich: Because of bad gameplay design decision?
A spell cast from a wand could be using the wand's power (aka wand's damage) as a baseline instead of your intelligence. A magic arrow shot from a bow could use the bow's (or arrow's) damage as a baseline instead of your dexterity. A skill that makes a sword explode for damage could use the sword's damage for the base damage instead of your strength.
If a rock hurled at the enemy uses your sword's damage instead of your sling's, that is a bad design decision, but not necessarily a bad skill design.
Sometimes, I like it when abilities determine their power in unusual ways. For example:

* In Final Fantasy 5, Blue Magic has interesting properties. For example, White Wind heals the party by an amount equal to the caster's current HP; Goblin Punch is like a physical attack power (but using the listed attack of your weapon and ignoring any special properties it might have (like that one weapon that only does 1 damage despite having high attack power)), but does 8x damage if the caster and target are the same level; Blood Suck which does half the difference between the caster's current and max HP, healing the caster by the damage dealt; and many others.

* A smartphone game called DotQuest EN has a dagger skill that heals your party using the character's physical attack power instead of intelligence.

* SaGa 1 and 2 have weapons that use magic power to determine physical damage, as well as weapons that do fixed damage, ignoring stats.

I find it interesting when games have mechanics like these.
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dtgreene: snip
Here's a better link for GCD: http://mw.modhistory.com/download-55-6955
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darthvictorbr: About bow be a dexterity weapon, i wonder why this happens in the majority of RPG's.
Two reasons. First one is balance. If one stat governs how hard you with in both melee and range, that is the one stat that everyone will want, with dexterity being reduced to a defensive or dump stat. Second one is that hitting a moving target is not a strength requirement, but a dexterity one. So the dexterity is used as a gauge of how well you can hit what you are aiming at, though you may not be able to damage it.
And there are bows in RPGs that also have a strength requirement to be able to draw them. Whether they get a damage bonus or not from having a higher strength than the minimum requirement differs from system to system.
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dtgreene: skill increases lead to level ups, rather than the other way around.
Specific skill increases lead to level up. You can make it so you won't be able to level up at all (I think so at least, mostly due to armor and weapon restrictions), though you can continue raising the rest of your skills without issues. Not entirely decoupled, but I wouldn't exactly call them coupled either.
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dtgreene: Sometimes, I like it when abilities determine their power in unusual ways.
Sometimes it can be fun, other times not so. Back to the "well implemented" I was talking about.
Post edited November 09, 2017 by JMich
Yeah, I agree. I think besides making money with auction houses and the like, it's also an easier way to create challenges in the game with less effort. By rights in RPG-like settings, there should be different monsters over a variety of locales (where they can be partly randomized like in Diablo 2 and/or level-scaled too).

While it wouldn't be impossible to defeat them (including bosses), different classes + corresponding skill sets would either have an easier or harder time facing each type of enemy. This provides replay value and encourages the player to experiment with many skills/classes to see all their outcomes. However, such will probably require a lot of work on the programming front.

So, I guess effort vs result?