We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/

Ideas to make learn-by-use more interesting

For discussing role-playing video games, you know, the ones with combat.
Ignore Topic
User avatar
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

rusty_shackleford wrote: ↑ March 5th, 2026, 02:52
J1M wrote: ↑ March 5th, 2026, 02:48
Consider visiting a VR cafe. Will eliminate any curiosity you have for about 5 years.
Don't think you were referring to this but it looks neat https://sandboxvr.com/
That looks like it does a better job of hiding the 'no walking' restriction than most. I hadn't seen that format before. It does still look like an arcade experience. (Something that relies on the hardware novelty for enjoyment.) Give me a few months and I'll give you my impressions.

Tags:
User avatar
Norfleet
Posts: 2768
Joined: Jun 3, '23

Geolocation

Post by Norfleet »

Stack of Turtles wrote: ↑ March 5th, 2026, 02:54
I'm not interested in making the game interesting to people who play badly on purpose!
Oh, people who play badly on PURPOSE know what they're doing. I'm just saying we shouldn't encourage turbo-autism by incentivizing it, and thus by extension penalize not doing so.
User avatar
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Norfleet wrote: ↑ March 5th, 2026, 02:54
J1M wrote: ↑ March 5th, 2026, 02:51
Yes, and we'll even pay an AI to make a unique animation for each skill at 3 tiers of proficiency. The lockpicking finishing move is quite gross.
Forget the lockpicking finishing move, I want to know what the Speech or Healing finishing moves are.
You've seen speech before, surely. Your character plays a .wav file and the bad guy commits suicide so you can get the non-lethal achievement.

Healing? All the bosses are undead. Done. Or an overload of holy energy, like touching the surface of the sun. Or healing a prisoner that exacts revenge. Or a healing staff that you decapitate the enemy with and then the heal-on-hit effect is insufficient to counteract that.
User avatar
Stack of Turtles
Posts: 7126
Joined: May 7, '24
Location: Soon-to-be Iran

Geolocation

Post by Stack of Turtles »

J1M wrote: ↑ March 5th, 2026, 03:04
Norfleet wrote: ↑ March 5th, 2026, 02:54
J1M wrote: ↑ March 5th, 2026, 02:51
Yes, and we'll even pay an AI to make a unique animation for each skill at 3 tiers of proficiency. The lockpicking finishing move is quite gross.
Forget the lockpicking finishing move, I want to know what the Speech or Healing finishing moves are.
You've seen speech before, surely. Your character plays a .wav file and the bad guy commits suicide so you can get the non-lethal achievement.

Healing? All the bosses are undead. Done. Or an overload of holy energy, like touching the surface of the sun. Or healing a prisoner that exacts revenge. Or a healing staff that you decapitate the enemy with and then the heal-on-hit effect is insufficient to counteract that.
Just heal all the bacteria and cancer cells in his body until they take over
VAE VICTIS
User avatar
Stack of Turtles
Posts: 7126
Joined: May 7, '24
Location: Soon-to-be Iran

Geolocation

Post by Stack of Turtles »

Anyway, I can't really answer this question until you tell me what you mean by "interesting".
VAE VICTIS
User avatar
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Stack of Turtles wrote: ↑ March 5th, 2026, 03:05
J1M wrote: ↑ March 5th, 2026, 03:04
Norfleet wrote: ↑ March 5th, 2026, 02:54

Forget the lockpicking finishing move, I want to know what the Speech or Healing finishing moves are.
You've seen speech before, surely. Your character plays a .wav file and the bad guy commits suicide so you can get the non-lethal achievement.

Healing? All the bosses are undead. Done. Or an overload of holy energy, like touching the surface of the sun. Or healing a prisoner that exacts revenge. Or a healing staff that you decapitate the enemy with and then the heal-on-hit effect is insufficient to counteract that.
Just heal all the bacteria and cancer cells in his body until they take over
Cast the healing spell with a negative-level spell slot.
User avatar
Norfleet
Posts: 2768
Joined: Jun 3, '23

Geolocation

Post by Norfleet »

J1M wrote: ↑ March 5th, 2026, 03:04
Healing? All the bosses are undead. Done. Or an overload of holy energy, like touching the surface of the sun. Or healing a prisoner that exacts revenge. Or a healing staff that you decapitate the enemy with and then the heal-on-hit effect is insufficient to counteract that.
What's the finishing move for the armor or trade skill?
Stack of Turtles wrote: ↑ March 5th, 2026, 03:06
Anyway, I can't really answer this question until you tell me what you mean by "interesting".
In my case, I'm mostly going with least dis-interesting. As I've stated before in other threads where Rusty has raised the skills question, skill systems are pretty much never interesting and always devolve to all-or-nothing anyway, and changing this is basically definitionally impossible: The max level of a skill is the level you need to be at to do the thing. If this level is below the hardcap max, then this level is the de facto max (so this is our "all"). Any level below that cannot do the thing, so is pointless. Therefore, all or nothing. Either you have the skill or you don't.

Given this, the most "interesting" learn-by-use would therefore be to make the skill unlocked through some kind of gameplay where the player actually performs the action, whereupon the character acquires the skill, and henceforth the player is no longer required to micromanage the action. To gain the lockpicking skill, therefore, the player picks a lock, or sufficient locks to demonstrate possession of the skill. From that point on, the player will no longer be nagged about it. There would be no "lockpicking skill" to grind, because skills are binary (as pointed out previously): You have it, or you don't. The character thus progresses from helpless baby trying to figure it out has hands, to gaining the "walking" skill, to figuring out how to not **** itself, to being able to pick locks. This can also function as your character generation.
User avatar
Stack of Turtles
Posts: 7126
Joined: May 7, '24
Location: Soon-to-be Iran

Geolocation

Post by Stack of Turtles »

Norfleet wrote: ↑ March 5th, 2026, 03:21
The character thus progresses from helpless baby trying to figure it out has hands, to gaining the "walking" skill, to figuring out how to not **** itself, to being able to pick locks. This can also function as your character generation.
I saw this in a MUD once.
VAE VICTIS
User avatar
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Norfleet wrote: ↑ March 5th, 2026, 03:21
J1M wrote: ↑ March 5th, 2026, 03:04
Healing? All the bosses are undead. Done. Or an overload of holy energy, like touching the surface of the sun. Or healing a prisoner that exacts revenge. Or a healing staff that you decapitate the enemy with and then the heal-on-hit effect is insufficient to counteract that.
What's the finishing move for the armor or trade skill?
Just use your imagination. Mercantile skill can place pennies on the eyes as the villain expires.

Or maybe those aren't skills in this game. Wouldn't it be nice to have a variety of interesting games?
User avatar
Norfleet
Posts: 2768
Joined: Jun 3, '23

Geolocation

Post by Norfleet »

J1M wrote: ↑ March 5th, 2026, 03:42
Or maybe those aren't skills in this game.
So we're limited only to skills that involve killing something, then.
J1M wrote: ↑ March 5th, 2026, 03:42
Wouldn't it be nice to have a variety of interesting games?
Honestly? Not really. Variety is only good insofar as everything is ****, and therefore, you're forced to bounce from shitpile to shitpile in an attempt to extract the gems from each. The ideal would actually be a single ultimate forever-game that does everything.
User avatar
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

speech skills suck because dialogue trees are terrible
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Oyster Sauce
Site Moderator
Posts: 11410
Joined: Jun 2, '23

Geolocation

Adventurer's Guild

Post by Oyster Sauce »

TES skill trainer NPCs would be better if they gave you quests that rewarded you with increased XP gain in their skill up to a certain point instead of directly giving you levels.
User avatar
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Norfleet wrote: ↑ March 5th, 2026, 03:54
J1M wrote: ↑ March 5th, 2026, 03:42
Or maybe those aren't skills in this game.
So we're limited only to skills that involve killing something, then.
Or you could use a tiny bit of imagination and come up with something.
User avatar
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Has any learn-by-use game included failure as part of its model? What about adjusting the XP by difficulty of action?
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

rusty_shackleford wrote: ↑ March 5th, 2026, 15:15
Has any learn-by-use game included failure as part of its model? What about adjusting the XP by difficulty of action?
If I had to design a system like this for a board game I would make skill only go up for failure.
User avatar
maidenhaver
Posts: 9498
Joined: Apr 17, '23
Location: ROLE PLAYING GAME

Geolocation

Adventurer's Guild

Post by maidenhaver »

J1M wrote: ↑ March 5th, 2026, 15:20
rusty_shackleford wrote: ↑ March 5th, 2026, 15:15
Has any learn-by-use game included failure as part of its model? What about adjusting the XP by difficulty of action?
If I had to design a system like this for a board game I would make skill only go up for failure.
Designed around failing until your skill and character skill even out?
User avatar
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

maidenhaver wrote: ↑ March 5th, 2026, 15:30
J1M wrote: ↑ March 5th, 2026, 15:20
rusty_shackleford wrote: ↑ March 5th, 2026, 15:15
Has any learn-by-use game included failure as part of its model? What about adjusting the XP by difficulty of action?
If I had to design a system like this for a board game I would make skill only go up for failure.
Designed around failing until your skill and character skill even out?
More like a consolation prize if you have a bad roll. Unlike an Elder Scrolls game, you wouldn't have unlimited time to skill everything up before your allies/enemies end the game.
User avatar
Acrux
Turtle
Turtle
Posts: 6615
Joined: Feb 8, '23

Geolocation

Adventurer's Guild

Post by Acrux »

rusty_shackleford wrote: ↑ March 5th, 2026, 15:15
Has any learn-by-use game included failure as part of its model? What about adjusting the XP by difficulty of action?
Grimoire uses the wisdom stat for xp on failure.

There are definitely games that reduce xp from lack of use.
Like my posts? Consider a donation: PayPal
Hate my posts? Consider a donation: PayPal
Indifferent to my posts? Consider a donation: PayPal
User avatar
DemoGraph
Posts: 2067
Joined: Mar 24, '24

Geolocation

Adventurer's Guild

Post by DemoGraph »

wndrbr wrote: ↑ March 4th, 2026, 05:35
You can probably split the 100 levels of skill mastery into tiers (0-24 newbie, 25-49 apprentice, 50-74 adept, 75-99 expert, 100 master), and then change the requirements for levelling depending on player's current tier.

I.e. a newbie can raise his archery by just practicing with a wooden target, apprentice can raise it by hunting game, increasing archery as an adept would require engaging in an actual combat, and expert would need to score headshots.
WoW did this. You stop getting XP from low-level craftin recipes when your skill is high enough. IIRC, it's the same for harvesting skills.
rusty_shackleford wrote: ↑ March 5th, 2026, 02:36
J1M wrote: ↑ March 5th, 2026, 02:35
One skill point per boss. Awarded to the skill used for the killing blow.
Think that defeats the purpose which is supposed to be immershun
unless it was done like e.g., the boss gives you special plot thing that makes you good
FF bosses give out materia.
rusty_shackleford wrote: ↑ March 5th, 2026, 15:15
Has any learn-by-use game included failure as part of its model? What about adjusting the XP by difficulty of action?
Kenshi. You want to get hit to grind for blocking and toughness. Also, it gives more XP for lower success chance.
Iren's PbP - Felix
User avatar
maidenhaver
Posts: 9498
Joined: Apr 17, '23
Location: ROLE PLAYING GAME

Geolocation

Adventurer's Guild

Post by maidenhaver »

I like skill books, quests, or rumors hinting the location of freelance trainers, and trainers being necessary for unlocking higher levels of a skill.
Last edited by maidenhaver on March 8th, 2026, 05:37, edited 1 time in total.