
Skill descriptions and Skill premises reordered to build a higher immersion
TLDR: Start
The descriptions of skills aren't build of immersive in-game perspective, they are build based on human game external view. I want to change that. Additionally are skill premises to abstract to be felt to be connect or represent a vampire body that evolves that represent some cohesion integrity. I don't change any skill at all just the way they are ordered and dependent on each other to build a more immersive experience. I can't understand that this isn't factory standard.
Have a nice day!
TLDR: End
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Construction of solution:
All skill and their description from Dawnwalker
General statement to skills naming and base derivation is to simple, abstractly alienated from the fundamental origin, which causes the skill tree to desimmersive player from the vampire entity and constructs an Arcade like game experience which is orthogonal to RPG.
My approach was to symmetric the both aspects of vampire and human. EXP driven development is a bad choice, as it builds a disconnection to the physicality of blood and EXP can't mutate anything, physics is physics (blood) and mind is mind (exp), how can the last conclude the first?
There are skills that define the body as a whole and mind that defines magical aspect or reciprocal, which are skills like. This skills are all some kind of dependent, one affects the other if seen as a one vampire body.
Corruption/Development/Metabolism
- Hastened Corruption
- Is an abstract expression, exponential vampire development.
- Vrakhiri Might
- Feels more as an synthetically limiter of the freedom of choice.
General metabolic efficiency
- Lasting Blood
- metabolic efficiency
- Closed Wounds
- metabolic efficiency
- Endless Ferocity
- metabolic efficiency
- Endless Effort
- metabolic efficiency
This I would use as amplification to drive corruption, what gives a vampire power, what is in the blood that it build the nourishment to heal or develop?
- Blood consumption
- Wild Blood
- Crimson Feast
- Regeneration
- Scarlet Shield
- Metabolic efficiency
General is the body the "same" at day and night, the difference is just amplified form metabolic efficiency at night and at day amplifies the Nervous system. So I could say, the strength of whelding a bland or claw are the same and come from the same source. Now if I skill my Sword skill damage I skill my claw DMG too. There is no difference, this would look like this.
Equally I wouldn't use DMG, I would use the description newtons, 1 newtons = 0,20 DMG e.g.
Strength/Weapons/Claws
- Precision -- could be called perception/balance/agility/speed
- Is by DMG without changing posture and positioning
- Underlying skill is Strength which leads to higher newtons -- the some origin for more DMG
- Stringing Blade
- Clawpierce
- Would be defined by the form of the claw, advantage - bleeding, disadvantage - slower claw movement though flesh.
- Shred
- Crit is based on perception/balance/agility/speed
- Fate's Favour
- Dancing Claws
A solution:
It is possible to let a player skill a primary aspect of the vampire body, like:
"metabolic efficiency"
which can get 20 until 40 skills with every, what ever amount of skills, allows to chose a sub-skill to be picked from, like,
- Metabolic efficiency
- Lasting Blood
- Closed Wounds
- Endless Ferocity
- Endless Effort
In this way a player can decide what he wants, there is no linear way to do it. This four or more skills would be able to chose in any way possible.
This could be enlarged further so that if metabolic efficiency reach a specific amount of skills, like 15, 30, 45 it unlocks a possibility for this skill:
- Vrakhiri Might
- Feels more as an synthetically limiter of the freedom of choice.
Which allows to pick more active skills, Metabolic efficiency describes the capacity of whole vampire body, its evolutionary state. Again as such I prefer to differentiate magic from biology as far as possible.
The skill "Hastened Corruption" is more or less a skill that is meant to be the ability in which efficiency blood gets digested.
How to change the EXP system, as you need to drink blood to heal, the question is, that the skill of drinking blood in combat could give this mutagenic potential to evolve. As such it is the question what to do with the bodies as they normally abstractual represent EXP, you could say, after a fight you can absorb the surrounding blood that player can decide to heal himself or give him EXP, like:
- Wild Blood
- Crimson Feast
Heal me until 50% transform the rest into EXP. To allow a player to not over spend in healing. You already have a precedent case of the old lady in the church.
I would complement/connect Witchcraft/human with mental elements that are on a meta level over vampire conditions.
As such I would introduce two main skill/traits into:
- Metabolic efficiency (Vampire physiology)
- Strength
- DMG/Newton
- Perception
- Crit options
- Agility
- Crit chance
- Balance/Control
- Crit amount
- Strength
- Nervous system (Witchcraft)
- Mesmerise
- Dimension Reach
Visualization:
Example to visually separate nervous system, metabolism and canalization of mana/magics. You could increase the footprint on body with rising skill level.
A representative cell or gene strain to show the skill amount, the level of complexity of the vampire in relevant region to visualize its awesomeness.
I once saw from C&C3 an Cabal animation/visualization that showed some kind of mind map to express the spiritual complexity:
Cabal Picture
Some way of abstract lines (C&C3) circling on an mind entity like a Djinn of The Witcher
Abstract lines circling
Djinn
Some additional talk recommendations:
Why drinking someones blood or why surpassing stronger vampires, and couldn't be that there are vampires with different abilities, so it is interesting to kill drink them to integrate this abilities into yours -- vampire hunt. Equally like the elements of the "Vampire the Mascaraed" clan blood divergences but maybe not this stiff.
I would use some Witcher like mutagenic orientation show growing complexity and like more complex nervous system, way to express it:
I don't know your resource, but my recommendations should be possible to implement, doesn't change anything fundamentals, mostly description and skill premises. I don't understand why you didn't it yourself!? Nothing really special.
Here I gave some other examples of further individualization for a vampire, I can't do more:
The problem with the combat or skill system and its world mechanical implications