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Skill Based System.
#9
I like the skill based idea. Even if there ends up being a small number of templates that everyone uses, there's always room in the end for some customization. You can also look at the underused skills and determine if there's a need to boost them, to get them back in use.

But Vllad's idea sounds more like one of specialization. If you're going against an enemy that relies heavily on chain, you might train more in blunt. If you're going against an enemy that relies heavily on plate, you might train more in piercing. If they're heavy on archery, you might go heavy on shields. If they're heavy on polearms you might go heavy on archery.

The question would be what rate we should allow people to skill up. You definitely shouldn't be able to look at your enemy, say "brb" and come back with a new skill set but I also wouldn't want people to say, "We don't have enough piercing to beat that all-plate team. I guess we can't win."


Maybe similar to EVE, getting the basic ranks of a new skill can happen quickly and it's the higher ranks that take a long time. You can get rank 1 just by talking to a dude, rank 2 by beating on a dummy for 60 seconds, rank 3 by going out and fighting for 10 minutes but rank 5 will require you to stab a lot of people.
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