CountVanBadger
Pootis Spencer Here
- Joined
- Nov 5, 2025
- Messages
- 335
- Points
- 93
Abilities and skills play a big role in XNPC, but until now I haven't really had any way to limit which skills the characters can use. They get new skills as they level up, but they can also learn skills outside their class' skill tree with skillbooks. The problem there was that there was nothing to stop a level 1 character from getting his hands on the "Level 999 Become An Invincible God" skillbook and breaking the universe.
First I tried making it so some skills just weren't usable if you were beneath a certain level, but that leaves me with another problem: there's nothing limiting how many skills they're able to learn and have activated, so what's stopping one person from collecting every single skillbook and being able to do literally anything? Sure, I could just not have that happen, but that's how you get "Why didn't the Weasleys know Scabbers was Peter Pettigrew?"-style plot holes. They totally could have done this one simple thing to become ludicrously overpowered, but they just didn't for some reason.
I can think of two ways to fix this. Option 1 is to implement an AP system where you can learn as many skills as you want, but each one costs a certain amount of AP to become "active." Option B is for each character to have a set number of skill slots they can have active at one time, and they'd have to manually switch what skills they've got activated if they want to use different ones.
I'm leaning more toward the AP system right now, but I'm not sure what the best way to go about it would be. I want there to be a constant sense of growth, but I don't want them to grow too fast, you know? Right now I have it so that lower level skills cost between 1 and 3 AP, and the characters gain 1 AP per level up. That makes it so that their progress is constant and easily measurable, but doesn't give them any loopholes that they (or the audience) can exploit to become OP. Again, though, there's a problem. XNPC is probably going to be one of the least crunchy litrpgs ever, so I'm not interested in coming up with a really complicated leveling system, but even with that in mind, a 1:1 point gaining system just sounds...boring? Like, it works, but showing it to litrpg fans would be like "Wook at me, big bwo! I'm a witrpg auffor now!"
Ugh...I feel like I need to go wash my hands after typing that.
Anyway, one thing I've had implemented since all the way back when I started writing it, and that I don't plan on changing, is that people can also imbue spells and skills into their gear, so they gain access to the skill just by having the item equipped. Whichever method I end up using, that'll give them a little bit of leeway to work around the system without it coming across as too much of a cheat.
Any opinions?
First I tried making it so some skills just weren't usable if you were beneath a certain level, but that leaves me with another problem: there's nothing limiting how many skills they're able to learn and have activated, so what's stopping one person from collecting every single skillbook and being able to do literally anything? Sure, I could just not have that happen, but that's how you get "Why didn't the Weasleys know Scabbers was Peter Pettigrew?"-style plot holes. They totally could have done this one simple thing to become ludicrously overpowered, but they just didn't for some reason.
I can think of two ways to fix this. Option 1 is to implement an AP system where you can learn as many skills as you want, but each one costs a certain amount of AP to become "active." Option B is for each character to have a set number of skill slots they can have active at one time, and they'd have to manually switch what skills they've got activated if they want to use different ones.
I'm leaning more toward the AP system right now, but I'm not sure what the best way to go about it would be. I want there to be a constant sense of growth, but I don't want them to grow too fast, you know? Right now I have it so that lower level skills cost between 1 and 3 AP, and the characters gain 1 AP per level up. That makes it so that their progress is constant and easily measurable, but doesn't give them any loopholes that they (or the audience) can exploit to become OP. Again, though, there's a problem. XNPC is probably going to be one of the least crunchy litrpgs ever, so I'm not interested in coming up with a really complicated leveling system, but even with that in mind, a 1:1 point gaining system just sounds...boring? Like, it works, but showing it to litrpg fans would be like "Wook at me, big bwo! I'm a witrpg auffor now!"
Ugh...I feel like I need to go wash my hands after typing that.
Anyway, one thing I've had implemented since all the way back when I started writing it, and that I don't plan on changing, is that people can also imbue spells and skills into their gear, so they gain access to the skill just by having the item equipped. Whichever method I end up using, that'll give them a little bit of leeway to work around the system without it coming across as too much of a cheat.
Any opinions?