ID:265680
 
There are so many different approaches to leveling and character development in RPGs that it's tough to decided. How does one decided what the best approach is?

So far I've came up with 17 different skills sets that I want to reduce to 12, but still want to use some of the ideas of that skill set.

Here are the skills sets:
Physical:
Chivalry – The art of the warrior.
Subterfuge – Stealth and surprise.
Archery – Ranged combat.
Kaido – Ki energy.
Wood lore – traps, animal guardians.
Magical:
Elementalism – The master of all elements for damaging spells.
Curses – The art of damaging curses.
Rune lore – The art of creating runes to imbue in totems and the earth.
Apostasy – Summoning of demons.
Necromancy – The magic of death.
Metamorphosis – Shape shifting.
Support:
Enchanter – One who may imbue weapons and objects with spells.
Healing - All things healing.
Venom – Poisons.
Harmonics – Music for boosting and possibly debuffing.
Voice craft – Much like music, but more on damaging.
Occultism – Time and aura.

Here are the options I've came up with.

To allow characters to get points every level that may be used to up their skill in any of the 12 skill sets.

Add in classes, and each skill set will only be available to certain classes, and each level you can level up one of the available skills.

Make a few skill sets more favorable, and have them require other skills to be at a certain level, kind of like Final Fantasy Tactics.

Each character can only pick 3 of the above classes, and each level may level up a certain a classes.

I'm sure there are many more.

All advice is appreciated.

Why not try grouping more. 4 groups of skills for the 3 different areas by skill type/weapon type/etc.

Physical:
Chivalry - Classified for swords, axes, polearms, the basic martial weapons as well as shields
Subterfuge - Abilities to make early combat preparations(eg. traps and stealth) focusing around getting the jump.
Archery - Ranged combat in general for the spectrum.
Natural - Being in tune with nature's strength to take an animal shape as well as the binding to animal companions.

Magical:
Elementalism - Earth, wind, fire, water, the usuals.
Shadowweaving - Curses, demonic summons, and death magic.
Venom – Possibly causing slowing effects, silence effects, weakness and disables, as well as damage over time.
Kaido - Call upon energy from the inner self for a mix of effects.

Support:
Runecasting - Use runes to enchant weapons and objects as well as mundane earth. Best used for delayed casting effects and possible traps as well as massive wards.
Holy - The use of healing magic as well as a small selection of damaging light based magic.
Bardic Knowledge - The use of sound for confusion effects and other debuffs, as well as increases for nearby allies.
Occultism – Time and space magic, used to heighten or dampen a target's movement or reaction giving or taking from them a 6th or one of the current 5 senses.

Hope that might help.
In response to Jowy
I agree with Jowy... It's more defined that way. The original way is fine, but people'll just go "Hmm.. I want EVERYTHING" instead of "Hmm... I'm going to specialize in Subterfuge (traps & stealth)"
In response to VcentG
I don't see how him reducing them to 12 as I planned on will keep people from saying they want everything. I agree, though, Jowy did do a good job of reducing them.

I would still like to know what everyone thinks would be a good approach to using these skill sets. Should I make up classes that embody two, maybe three of the skill sets? Perhaps just allowing any combination of 3 skills? Allow characters to learn whatever he wants? Are there any advantages in the differing methods? Or is this all trivial and a matter of preference? If it is all just trivial, then I'm already settled on my approach.

Thanks for the feedback.
As for Rune Lore, I suggest that will belong to both magic and crafting.

Also, the Support category seems a bit useless. You should divide the skills there to different categories. Such as 'Healing' to the 'Medical' category, and 'Venom' to the ' Pharmacist' category.
In response to Prodigal Squirrel
If they were all perfectly balanced, free picking would be ideal.

More likely, certain combinations will be better than others. If free picking is allowed, players will flock to those combinations. So I would recommend limited choices. IE a class may pick 3 from its recommended skills or 1 from the recommended and 1 from any other.
In response to DivineO'peanut
DivineO'peanut wrote:
Also, the Support category seems a bit useless. You should divide the skills there to different categories. Such as 'Healing' to the 'Medical' category, and 'Venom' to the ' Pharmacist' category.

The categories were only meant to generalize the skills. Healing is basically support magic as it's main purpose is going to be for helping others. I can definitely see what you mean, but since there are only 12, and the categories don't really mean anything, there's no need to classify things so accurately.
In response to Jmurph
Jmurph wrote:
More likely, certain combinations will be better than others. If free picking is allowed, players will flock to those combinations. So I would recommend limited choices. IE a class may pick 3 from its recommended skills or 1 from the recommended and 1 from any other.

Good point. A perfect balance would be much too difficult, not that I won't try to make it as balanced as possible!

Anywho, I think I know where I'm going, thanks for the input everyone.
In response to Jmurph
Yeah, maybe like silkroad how they have the 3 classes of weapons & 4 classes of magic but any character can get anyone that they want (not exactly like your set of skills but its the prinicple) So you can be fire + ice + sword or whatever you want and you can be all of them (except you wont have skill points to keep that up for long lol)