Preamble
This system has been designed as a levelless Learning by Doing System for a real time action combat system. The main goals were:
- Intuitivity The Players should be able to fully understand the system after a few hours of playing and should be able to create effective characters without having to study guides on the internet. Ruining a character beyond recovery by making errors in the character development should be impossible.
- Control Despite the above principle the player should still be able to influence the development of his character by changing his playing style.
- Customization Every character should be individual. There shouldn't be uber character stereotypes that excel above all other characters. A premise for this goal is a well thought out balance between the different skills.
- Encourage Team-play Players should be motivated to play together and help each other. To reach this it has to be impossible to create characters that are good at everything at the same time so that everyone needs party members with different character types to counterbalance the weaknesses of his character. Pushing up low characters quickly with the help of high level characters should not be too easy.
- Negligibility Raising the skills of the character should be an important part of every RPG but it shouldn't be the main concern of the player. He should focus on the parts of the game that are fun like exploring and questing while his character becomes stronger and more adapted to his playing style along the way. Repeating the same task over and over again should not be the most effective way to raise a character quickly like it is in most online roleplaying games nowadays.
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Deffinitions
Safe Zone - An area of the world where players can configure there character without being attacked by enemies or vice versa. Explorable Zone - Areas of the world where players can explore, fight, and go on adventures.
Satus Point Reallocation
At some point in playing the game a player may want to reallocate their status points to optimize thier character. This idea calls for implementing an NPC into the game which would allow players to re-allocate their character's status points and reinvest points into different attribute areas (ex. move points from luck to derexity). The player would pay the NPC a reasonable fee for this sevice so players would not re-allocate skills in the middle of combat. Also placing the NPC inside a "safe zone" such as a building where players could not attack other players or monsters would help prevent this problem. Such a system would allow players a degree of freedom in customizing their characters the way they want them and save them time so they would not have to sart a new character all over again.