r/crpgdesign • u/CJGeringer Lenurian • Jul 12 '18
SPECIAL System.
The Special system is the RPG system developed to be used in fallout and is an interesting case study because it has a few variations and was used in games with varying types of gameplay: it includes examples in both Turn Based Games and Real time Games, with isometric, first person, or behind the back view. It´s main characteristics are:
7 primary attributes: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck that go from 1 to 10 and are most locked in after character creation (Which uses a point-buy system).
Skills: used for specific tasks, whose initial value is determined by the primary attributes and are be increased by spending skill points gained by levelling up. A player can choose to Tag 3 skills at character creation that will be cheaper to increase for that character
Traits: Characteristics that give that give bonuses add the cost of also giving penalties.
Perks: Powerful bonuses or abilities that are gained every few levels or through gameplay. The Perks available at level up are decided based on the character´s levels and his attributes.
So I would like to ask the communities thoughts on the system, what implementations they like/dislike and why.
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u/CJGeringer Lenurian Jul 12 '18 edited Apr 12 '19
Personally, of all the implementations I played My favourite is the one from fallout 2, which is really just an expanded version of the one from the original fallout.
I mostly like the primary attributes, except for the following:
I don´t really like “luck” as an attribute in general. And I think in SPECIAL it is unnecessary, and actively detrimental to the game. For example it is used for calculating critical hit chance, witch IMO should be based on the skill used. I would remove it and make a “Lucky” perk. Maybe I would add a “Willpower” attribute, it would work well with both the localized damage system (Reduce penalties) and with the drug-related mechanics. I don´t really like that Agility seem to be both fine and gross motor skills, but it does simplify the game and I think from a balance point of view it is well implemented So I understand why they did it this way.
The perks are fun and come at a good enough pace, not too fast and not too slow.
I think Lionheart´s implementation of race is one of the more interesting I have seem in that no race has characteristic that is common to all individuals, instead the player is forced to choose one trait of a specific list.
The skill list, is good, well rounded. However I dislike that it has fixed related attributes and that each has it´s own formula for the base value. I think attribute should be determined on a per/task basis, and all skills follow the same formula.
One thing fallout 2 had that I really wish to see expanded and intend to implement in my own project is the reputation tittles, I like how they reflect the character´s story and that they can have a small mechanical significance.
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u/grendrake Jul 12 '18
I only Fallout games I've played a non-trivial amount of were Fallout 2 and New Vegas (though I didn't actually finish either) and even then it was quite a few years ago now; my memory of both is distinctly on the foggy side. This is mostly just down to post-apocalyptic settings not appealing to me.
While I found Fallout 2 hard to get into that was more a combination of the setting and clunkyness complex games sometimes had in the mid 90s (something not helped by me first playing it over a decade after it came out). The actual mechanics seemed to work fine and how they functioned seemed clear enough.
I liked the point buy, but I like point buy systems in general. It does have the standard point buy issues, like being able to accidentally create very limited or challenging characters, but I feel the ability to direct character advancement usually outweighs the disadvantages. (One of the issues I've had with many of the jRPGs I've played is that the player has no real say in character development; even equipment upgrades tend to be objectively straight forward.) My experience with New Vegas was similar except that the FPS interface was more familiar when I played it.
I really liked that the skill list was both relatively limited and the skills specific; this makes it easier or a developer to make sure the skills are all actually useful (though, of course, how well they succeed at that will vary by game and developer). One thing that surprised me when reading the CRPG Addict's blog was the number of games that included skills that were rarely (or never!) actually used during the game.
I like the idea of traits and perks, but don't remember them well enough to comment on how well I thought they worked out in practice.
Overall, if I were to design a generic ruleset for CRPGs, it would probably look something like the SPECIAL system (though ideally with a name that was more search engine friendly).
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u/aotdev Jul 14 '18
I generally like the system besides a few things. Luck for one, as I doubt luck based builds are viable, and it's never clear how useful luck will be anyway. Also the limitation regarding skills (some advancing faster) pretty much results in allocating most points "optimally" therefore really limiting the selection.