Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

RPG Design: Keeping a level ahead

bgillisp

Scholar
Joined
Mar 18, 2005
Messages
248
Location
Iowa, USA
Sorry, I meant wounded, not exhausted. Though, both should be considered.

Sounds like you have both implemented though. CP handles the exhaustion factor...too many narrow dodges and you are too tired to doge again. And, if you are too wounded, you cannot dodge either due to you are too weak from injuries.

How are you handling leveling up CP and other related skills to keep character progression interesting throughout the game? Just was curious what you decided on this subject.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom