Gotta selectively snip to allow the post to post. You'll likely have to do the same since it's mostly my own text.
dtgreene: I prefer not having level boundaries affect gameplay ... that doesn't happen until the end.
I would agree: i don't particularly like the idea of stat changes on level up to begin with. However, it's a step in the right direction.
I prefer the way SaGa games handle it, where there are no levels, and having the wrong stat increase isn't going to cause problems (SaGa 1's bugs aside, bu SaGa 1 works differently, and this concern doesn't affect Humans due to the way their stat growth works (but does affect Espers).)
I only ever played.. I think it was 3, maybe (this was back when it was still called "Final Fantasy Legends")? And it was over 15 years go, so i don't remember it much. The only thing i remember was not understanding it well, and having trouble, especially, controlling how my mutants morph.
Incidentally, it's worth noting that, in TES, Stamina and Magicka are pure functions of the character's attributes, any Fortify effects that apply, and (in Morrowind and earlier) Magicka Multiplier. Level doesn't enter into it (though it affects spell scaling in Arena/Daggerfall and spell costs in Arean).
Yeah, in some ways TES has improved, in other ways it has gotten worse. It certainly has room for improvement, but i think that overall it is certainly one of the best among the ARPGs. Then you get things like Terraria that seem good at first, until you realize only health and mana are character attributes and the rest comes from equipment, meaning there's no character growth.
In the case of Restoration, you could base the gain on the Magicka cost of the spell. More expensive spells are more difficult to cast, so the reward for doing so should be greater.
I don't think that's necessarily true, unless you consider the idea that "holding mana" itself is challenging, at which point you have to ask why mana isn't it's own skill or why we have separate schools of magic. Certainly, this will be my approach: all skills will have their own levels, and mana will be an attribute to be trained and atrophied.
(Dungeon Master is like that. ... you do it in a quiet spot.)
Which makes sense: you're trying to do it under more duress. I don't think i'll be going as far to implement that mechanic, though, because trying to prevent exploitation via "an open window" or something like that would be hard. Just look at some of the sneaky iron golem farms in minecraft.
dtgreene: Here's the thing:
* In TES, if you want to play a mage, your choice of race may give you some benefits for this playstyle (particuarly if you're a High Elf or Breton), but they way you develop your character isn't dependent on race.
* In SaGa 2 DS, on the other hand, any race can be a mage, but the way you make such a character into a mage is race dependent.
-snip-
Like i said, you're obviously not playing at the right difficulty level. TES provides equality of opportunity, which makes sense because most races aren't as different from each other as they are in SaGa. The idea is, you should find it
painful to change classes, because you should be reliant on what the game gives you (this is sort of universal in games). If you told me that you played Bravely Default and used a Monk as your primary spellcaster (by making black magic his/her secondary skill), I would tell you that you are clearly over leveled and are doing something seriously wrong. If you don't feel like you are using your best tools, you're clearly not under pressure. Of course you're going to have that sort of manifestation.
kohlrak: Oblivion and Skyrim are pretty good at punishing players for abandoning their roles.
I don't consider this a positive trait; I prefer games where character roles can be more fluid.
Well, that sounds to me like RPGs are not for you. If you have something that you're good at, you should be using that unless it's ineffective. Otherwise, you're clearly not under any sort of threat, at which point, it becomes reasonable to ask why a battle is even happening.
One approach is this:
* For a linear game, the further you are in the game, the stronger the bandit encampments get. This means that a character will be of an appropriate level of power by the time they're encountered, as long as the player doesn't fall behind in power.
* For a non-linear game, bandit encampment strength can be based off how close they are to the starting point. Go further away, and they'll be stronger. Alternatively, give the player some other hints about how strong the enemies will be in an area; the original Dragon Quest uses bridges as an indicator of where enemies get stronger (and the manual mentions this IIRC).
That wouldn't be realistic, though. I do plan on something, though: you'll be able to see enemies and look at them from afar and might get some round-about info about them: if they are heavy with armor, it might note the type of armor and how much it's clanging. If they are unarmored but very strong, it might note that they are really buff. A high level archer might have a really strong bow that stands out when you look at them. If they have alot of loot around, they're also probably high level. If they're mages, and they have what looks to be a library, you probably should assume they have invested alot into magic. Better yet: don't go anywhere near what looks like bandit camps if you know nothing about them. If you get a quest to take out a bandit camp, you will probably get some intel on the camp from the quset itself. Obviously, too, the bandits need something to raid to be strong, so there's probably a nearby source of information. You could also observe them from afar and raid them when they're raiding someone else if it looks like you can take them.
Since my game is to be non-linear, aside from special spawns of certain specific story-related structures, I figure there are a few ways of actually limiting this responsibly. First, bandit camps can spawn from villagers that leave villages "for the opportunity." Moreover, I plan on letting villages spawn by creating them a few "chunks" way out of the range of the player and giving them an X number of free turns to build their village organicly. Similarly, a bandit camp that spawns on the map should do this and potentially get their equipment that way. I don't expect a bandit to spawn with max level magic, but if left alone long enough, perhaps they can work up to it (NPCs will all have the ability to improve as well [which i expect to be a welcome feature when you try building your own towns from scratch by recruiting AI followers]). Odds are, bandits are going to be trying to hide their camps and will only raid from a position of advantage, and even then only if it's worth it (so a freshly spawned bandit camp might have a low "wanted level" so it's most likely to let you go because you simply aren't worth it unless you look like you're rich).
Dragons? Well, odds are, you're going to avoid them, and you're not likely to see that many. Dragons will most likely try to hunt large game that isn't organised (bears, deer, small bandit camps, etc). A succubus will likely "live alone" and will try to isolate you before making you a victim, thus simply rejecting a "strange woman" whom "lives in the middle of nowhere with no protection" will actually make sense. Find a town where there's almost no people and the few that are there refuse to go out during the sun? Probably hostile vampires, so stay away. See a massive castle with a town under it full of people, where the castle guards only come out at night? Friendly vampires. Large lake or ocean? Probably not a good idea if you don't have some way of breathing under water, 'cause who knows what all massive water-borne creatures are in there, and you might need to go into some kind of cavern to get away. Huge hole in the ground? Don't jump in. Giant spiderwebs everywhere? Better have a fire spell and tread carefully, ready to run at any time.
Maybe, the smartest thing you could do is join a caravan of traders going from town to town, since they'll likely have a reasonable guard to protect against what you're likely to deal with. As you work with them, you may encounter these different beasts and will have alot of help to fend them off. Then you'll know how likely you are to survive on your own with your current skill level. Almost certainly you should find a town right away, 'cause that's where you're going to get stuff for your skills: books, training, equipment, etc. Also, they're likely to have intel on whatever's nearby, since they've "been there for a while" and likely encountered what naturally occurs nearby.
Cavalary: Very much disagree with that, and much prefer games that allow and reward ending up a master of all, which should be achievable with enough dedication and some planning.
I feel that, once you get to that point, you've completely lost all semblance of an RPG. You have stat growth and such, but, then, what's the point? You've dedicated yourself to being a God, rather than a team player. I've always found this conundrom, anymore, with games: you have cool skill X or cool equipment Y, but to get either of those you have to defeat the final challenge that X and Y protect you from (water breathing or something, for example). By the time you get the ultimate skill or equipment, you already beat the big bad thing. So here you are, with your omnipotent (but not omniscient) God of a character: now what? What is there left to challenge, to do, etc? In TES, well, you have the ability to continue quests for their moral value, but, well, I find myself too bored. I mean, sure, I can make myself a literal God, but what AI ever respects that?