So I got this game Twilight 2000 the other day and was checking out its awesome in-depth character generation system, and was wondering if any of you know of any really cool/in-depth character creation systems you have seen in a video game/RPG. I'll start by sharing some TW2K footage. Nothing wrong with simple pictures or descriptions, however. [youtube]http://www.youtube.com/watch?v=_53e25MtVIA[/youtube]
Sure, that's fine, but I mostly meant besides the norm that's referenced here on the forums all the time. But if those are the only two games you've played, alec, then that's fine, too.
Yeah, those are the only games I played. I just managed to pîck out the two gems and was able to avoid all the rest because of my psionic abilities. Or maybe Arcanum REALLY REALLY REALLY sticks out as having the most complex character creation system in any RPG I've ever played? Fallout not so much actually 'cause half of the character creation options are either broken or redundant, but it's still a very attractive system (and it was actually really well implemented in Fallout Tactics, but that's not an RPG is it?) So yeah. Only Arcanum. 'Cause it's the only game I ever played.
True, Arcanum had a really great chargen, I don't think I've seen a game with so many backgrounds to choose from since. Some of those are really great, such as: "Frankenstein Monster" and "Idiot Savant", and when I read "Miracle Operation" it actually made me a little sad, which is an unusual feeling to have in CHARGEN. Though I wouldn't necessarily say Arcanum's chargen was complex, it was actually fairly simple, but it was definitely well thought-out. In what way was Tactics' chargen with SPECIAL different? I can't recall.
JA had always a great character creation I think [youtube]http://www.youtube.com/watch?v=Nz2sxR_PBGg[/youtube] Just skip the intro to see the character creation.
I never liked JA2's question character creation. I always skipped that step with some out of the game character editor. I am happy that with 1.13 mod, it doesn't exist anymore.
Anyone ever try out Darklands? I can't believe I forgot about this one! [youtube]http://www.youtube.com/watch?v=Hc4_-2iNmb4[/youtube]
BLOODNET's character creation system was rather unique. Besides the expected combat and cyberspace skills, there were skills that affected your character's bravery, innocence, faith...Don't know if these skills affected the gameplay all that much though.
Daggerfall's character creator is ridiculously detailed. Not only does it allow you to tinker with every detail of your character, but you can actually create your own character class from scratch. How awesome is that? The only "problem" is that if you're a perfectionist like me, it will take you a couple of hours to create a character... only to start over again with a new character because it's just so damn fun! http://www.uesp.net/wiki/Daggerfall:ClassMaker
Heh, I remember toying around with the "advantages" and "disadvantages" of every custom class I made to the point of my character being completely imbalanced. E.g. when making a warrior-mage I added to the Disadvantages "inability to use Leather/Iron material", "inability to wield short sword/bow/small shield" and other stuff like that with materials that I would never actually equip, and balanced all that with an advantage like "increased magicka x4". Coupled with the proper skills selection, I ended up with pretty much a walking tank that could use magic. Good times.
Megatraveller 2. I created a character, and could choose his starting career path. Then I could choose another career path, and another. Before I knew it, my character was too old for the party and was retired automatically as a high-ranking military man.
That can happen in Darklands as well. There is actually a pretty easy way to become wealthy at the very beginning of the game by creating a party full of geriatric alchemists and thus acquiring a fortune in expensive potions. Then simply retire the old farts and replace them with younger blood, and voilá - you have a party of strapping young men, who now also happen to be very rich.
This is a part of character creation from Realms of Arkania, you could also pick races, schools of magic and gods you follow. Positive Attributes: . Courage (CR): A high courage influences quick decisions, and provides a high amount of willpower. This can be of value in a fight, when trying to resist a spell or when conversing. . Wisdom (WD): This attribute measures the theoretical or "bookish" knowledge a character has, memory, ability to plan ahead and to think in abstract terms. This makes it the basis of most magic. . Charisma (CH): A character with a high charisma value will find it easier to influence others. Also, his or her team mates will be more open to the character's suggestions. . Dexterity (DX): This atttibute is needed to manipulate small objects. It affects disarming traps, opening locks and other maneuvers which require slight of hand. It also affects a magician's ability to weave a magic spell. . Agility (AG): This measures the ability to move skillfully and to avoid sudden obstacles. It also helps characters to avoid blows in combat. . Strength (ST): More than just brute muscle power, this is also the knowledge of how to use it to the fullest. A necessity for moving heavy objects, using heavy weapons, strength also determines a characters maximum load. . Intuition (IN): It's not necessarily anything you heard or anything you saw, but something just tells you that something's up. A characters intuition affects their ability to perform many skills and also influence a magic user's ability. Negative Attributes: . Superstition (SN): Characters with high superstition notice certain things, black cats and the like, and instantly understand their meaning. A high superstition often makes a character particularly susceptible to magic. . Acrophobia (AC): A fear of heights, leading to a distinct feeling of vertigo. A large acrophobia value can be a severe handicap when forced to cross a suspension bridge or standing at a cliff edge. . Claustrophobia (CL): The fear of being buried alive which can close in when traveling through narrow halls and low corridors. . Avarice (AV): The urge to gather gold, jewelry and other precious items. A character gripped by avarice will often forget all else happening around him or her just to loot something that has caught his or her eye. . Necrophobia (NE): A particularly terifying fear of death and anything connected with it, especially the undead, mummies, zombies, and skeletons. A character with a high necrophobia value will sometimes refuse to fight against undead and may run away instead. . Curiosity (CU): A healthy amount of cutiosity is something of a prerequisite for a true hero, but too much of evetything is a curse, and so it is with curiosity. Magicians especially are often overcome with curiosity upon discovering old scrolls and magical artifacts. . Violent Temper (VT): A character with a violent temper is easily insulted and quick to draw a weapon to right any perceived wrong. SKILLS ------------------ All Arkanian characters need certain skills to survive in their sometimes friendly, often times hostile, environment. These skills are broken down into seven groups which all Archetypes have the ability to develep: Combat, Body, Social, Nature, Lore, Craftsmanship and Intuition Skills range from -20 to a +18. Those on the lower end of the scale would have trouble pickpocketing an empty pair of trousers while those on the high side could steal money from a man counting it. Some skills, too, are harder to increase than others When your characters attempt to perform certain actions. The Program checks the action against your character's skill level to determine the action's success. A highly skilled character (+18) will likely perform an action with ease His inept companion (-20) will likely fail. However, regardless of a character's proficiency in a skill, he or she may attempt to use it. Combat Skills ------------- A characters Combat skills determine how well he or she holds up, both offensively and defensively, against foes. These values are used to calculate a characters attack (AT) and parry (PA) values. On reaching a new level, Combat skills can be raised by 1 point UNARMED: This skill encompasses boxing, wrestling and kicking. It is a skill to fall back on in case the characteres weapon breaks CUTTING WEAPONS: This skill governs the use of all weapons used in a striking fashion which includes the majority of edged weapons (sabre cutlasse etc), and also some blunt weapons such as the mace and morning star POINTED WEAPONS: Epee, rapier and foil, as well as all knives and daggers, are included in this category SWORDS: Swords are used as striking weapons, but can be used to pierce as well. They are handled easily and are readily available AXES: Axes and hatchets are favored weapons of the northern Arkanians and are easy to find. Axes, like the orc hook or the barbarian war axe do a lot of damage, but require a lot of skill to handle POLE ARMS: This skill is used not only for spears and pole arms, but also for quarterstaves and double fleurs. TWO-HANDED SWORDS: This skill governs all two-handed swords such as the tuzakian or the rondracomb. Normally, only warriors learn to handle these awkward weapons. MISSILE WEAPONS: The most common types of missile weapons are the various types of bows and the crossbow. THROWING WEAPONS: Throwing weapons include all javelins, throwing knives, throwing stars, and throwing hatchets such as the francesca Body Skills ----------- Body skills are used to regulate all athletic actions such as climbing, hiding or riding. For a character to succeed in an action that requires a Body skill, good values for strength and agility are a must. Depending on the skill, other attributes may play a part in an actions success as well. These statistics are listed in parentheses following the skill's name. When characters gain an experience level, Body skills may be increased by up to 2 points. ACROBATICS (CR/AG/ST): Somersaults and cartwheels are a useful way of earning money by performing for an audience. Acrobatic reactions to unexpected situations rely more on Physical Control skill. CLIMB (CR/AG/ST): Climbing is always risky, especially at great heights where the smallest slip can have grave consequences. Alone with the skill level, success also depends on whether the character is using any specialized equipment. PHYSICAL CONTROL (CR/IN/AG): A successful check against this skill allows a character to reduce the consequences of a fall, to escape an opponent's grip or to squeeze through a narrow crack RIDE (CH/AG/ST): This is the ability to ride horse back during daring maneuvers without falling flat on one's face STEALTH (CR/IN/AG): The ability to move without a sound. The probability of success also depends on the ground walked on and on the type of armor worn. Little clangs, jingling and creaking, and the crunch of dried leaves underfoot have a tendency to alert a potential target. SWIM (CR/AG/ST): Determines how long a character can keep his or her head above water. Any kind of armor is a large hindrance to the swimmer. SELF CONTROL (CR/ST/ST): The ability to take damage without letting the pain get the better of you. With a high self control, characters feel the wound-note its presence -but do not react to it, allowing them to continue an action with accuracy and skill. DANCE (CH/AG/AG): Like Acrobatics, Dancing offers many a crown to a sufficiently skilled dancer performing for an appreciative audience. HIDE (CR/IN/AG): The ability to find a hiding place quickly and quietly CAROUSE (WD/IN/ST): The ability to hold oneself in check while visiting taverns. It affects the amount of beer, brandy and wine a character can drink before he or she becomes intoxicated Social Skills ------------- Social skills help (or hinder) characters in the social situations they encounter in towns and cities. Attributes in parentheses affect the skill's chances of success. Social skills aren't much use in the wild, unless you encounter a particularly talkative rabbit. When characters gain a level, Social skills may be increased by up to 2 points CONVERT (WD/IN/CH): The ability to convince others that your point of view is the correct one, especially in regard to religious matters. ("No, really, Norm, Ifirn said that if you gave me your sword, half your rations and dove head first into that stable over there, you'd be granted a miracle ") SEDUCE (IN/CH/CH): An ability to attract members of the opposite sex. When looking for assistance, it helps if your target is attracted to you. HAGGLE (CR/WD/CH): A good haggler knows how to smooth talk In markets, the best hagglers can get discounts of up to 50% from a merchant (tax, title and registration are extra). STREETWISE (WD/IN/CH): Helps a character to find his way in a strange town It also helps him or her find unguarded shortcuts, to avoid the city guards and where to beg for the highest take. LIE (CR/IN/CH): The ability to make your opponent believe anything you tell him. (Ah, no That wasn't me who took your money It was, ah, it evaporated Yeah That's been happening to me a lot, too.) HUMAN NATURE (WD/IN/CH): Allows you to judge the probable reaction of non-player characters in your party EVALUATE (WD/IN/IN): This skill helps characters to your party estimate the value of artifacts and other useful items. Nature Skills ------------- Nature skills are a must for survival in the wilderness. They help characters to feel at home with the land, and are generally used whenever a party ventures outside of town. Following each skill's name are the attributes that influence a characters success. When characters gain levels, these skills may be increased by up to 2 points. TRACK (WD/IN/AG): This skill is used to find animal tracks and judge the species that left them (wild pig, karen maybe a human?) BIND (DX/AG/ST): Knowledge of ropes and knots helps when tying game and in freeing oneself should you be bound and gagged by someone else ORIENTATlON (WD/IN/IN): A well-honed sense of direction can be very useful, not just in the wilderness, but also down in the dungeon HERB LORE (WD/IN/DX): Not just the knowledge of where to find herbs, but also the ability to correctly identify and prepare them. ANIMAL LORE (CR/WD/IN): Knowledge of animals is especially important in combat, when knowing where to find a vulnerable spot can mean the difference between life and death. SURVIVAL (IN/DX/AG): Just the skill you need to find a good spot for setting up camp, a source of water or rich hunting grounds. Lore Skills ----------- Almost all knowledge can be covered by a Lore skill, and in many cases, Lore skills define a character's art. Attributes that affect the skill's performance follow the skills name. When characters gain new levels, Lore skills may be increased by up to 3 points. ALCHEMY (CR/WD/DX): This skill governs the recognition and most importantly, the preparation of potions and elixirs. ANCIENT TONGUES (WD/WD/IN): This skill will allow your character to identify ancient scrolls GEOGRAPHY (WD/WLD/IN): The lore of far-off countries, HISTORY (WD/WD/IN): Knowledge of oral and written history RITUAL (WD/IN/CH): Knowledge of the various rituals connected with the: Twelve Gods TACTICS (CR/WD/CH): Knowledge of successful combat move ment READ/WRITE (WD/WD/DX): The ability to read and write your native tongue. Quite a rare skill in Arkania. ARCANE LORE (WD/WD/DX): This skill allows characters to recognize an artifact or judge a spells effect. An absolute must for magic users TONGUES (WD/IN/CH): This skill determines how many foreign languages a character speaks, and how well he or she speaks it. Craftsmanship Skills -------------------- Craftsmanship skills are based on a character's ability to influence situations or people with their hands and mind. All Craftsmanship skills are honed by constant use and practice. Following the skill`s name are attributes affecting the skill. On reaching a new level, these skills may be increased by up to 2 points. TRAIN ANIMALS (CR/IN/CH): Used to tame and train animals such as horses, hounds or falcons. DRIVE (IN/CH/DX): The skill of handling carts, coaches and sleds. CHEAT (CR/CH/DX): A skill that promises substantial monetary rewards as long as no one notices you are playing with a marked deck or loaded dice. Should that happen though, expect precious little mercy TREAT DISEASE (CR/WD/CH): TREAT POISON (CR/WD/IN): TREAT WOUNDS (WD/CH/DX): A number of team members should be proficient with these healing skills, especially TREAT WOUNDS a very commonly used skill for adventurers in Arkania. Untreated Wounds often lead to infection and disease. INSTRUMENT (WD/IN/DX): Using this talent and the appropriate instrument a character can make some crowns at a tavern - provided he or she hits the right note and the mood of the audience LOCKS (IN/DX/DX): An essential skill for survival in towns and dungeons. it includes the picking of locks on doors and chests PICKPOCKET (CR/IN/DX): Using this skill is a risky endeavor with a lot of promise for either silver crowns or gold ... or a pummeling if you're caught. Intuitive Skills ---------------- Intuitive skills are not trained but improved primarily through practice. They are somewhat, the character's sixth sense. Because of this, they can only be improved by 1 point when characters gain a level DANGER SENSE (WD/IN/IN) This skill provides a warning to characters of immediate danger posed, for instance, by an ambush or a trap PERCEPTION (WD/IN/IN) This skill allows you to notice hidden signs, secret doors, movement on the horizon or sounds behind a locked door. Academagia: The Making of Mages is a new "choose your own adventure" type of a game. You can choose stats, astrology, heritage, omens, family, history, station, inheritance and few more options when creating a character. Here is the skill list: Aesthetics: Court Hairstyles Courtly Fashion Perfumes Sewing Ambush: Danger Sense Mimicry Move Silently Traps Arithmetic: Applications of Arithmetic Identities of Arithmetic Properties of Arithmetic Theory of Arithmetic Art: Art Appreciation Creativity Dance Music Theory Painting Theater Astrology: Comets Moons Planets Stars Theory of Astrology Athletics: Archery Competition Running Swimming Wrestling Befriend: Conversation Listen Temperance Beguile: Character Study Flattery Flirting Storytelling Blackmail: Journalism Memorization Observation Botany: Agriculture Flowers Roots Seeds Brew: Alchemical Tools Analyze Poisons Bully: Brute Strength Insult Interrogation Intimidation Calligraphy: Bookbinding Forgery Forms Illustration Ink Compounds Orthography Compete: Manipulation Planning Wit Cooking: Baking Greengrocery Recipes Dialectic: Famous Dilemmas Logic Sleuthing Duel: Demi-Tour Duel Conduct Dueling Forms Economy: Accounting Administration Negotiate Transport Enchant: Magical Appraisal Materials Knowledge Palettes Theory of Enchantment Engineering: Architecture Carpentry Enspell: Concentration Phemes Espionage: Acting Deceit Infiltration Explore: Animal Husbandry Cartography Climb Knots Forge: Armorer Courage Jeweler Metallurgy Weaponsmith Gates: Gates Methods Geometry: Astronomy Famous Geometry Problems Geometric Laws Trigonometry Glamour: Glamour Methods Glamour Phemes Glamour Spells Gossip: Bluff Dating Innuendo Heraldry: Diplomacy Etiquette Intrigue Politics Romance History: The Calamities The Early Empire The Exile The History of Magic The Middle Empire Incantation: Incantation Methods Incantation Spells Theory of Incantation Language: Elumian Merilien Oncestrian Law: Civil Law Debate Malice: Gambling Patience Puzzles Music: Famous Songs Lute Lyre Voice Natural Philosophy: Archaeology Negation: Negation Methods Negation Phemes Negation Spells Theory of Negation Patrol: Hunting Scent Detection Scouting Plot: Coordination Dedication Flawless Timing Raid: Navigation Pure Luck Riding Tactics Religion: Ethics Oratory Piety Research: Cryptology Decipher Handwriting Filing Library Knowledge Revision: Revision Methods Revision Phemes Revision Spells Theory of Revision Rhetoric: Character Confidence Famous Speeches Passion Rimbal: Endurance Rimbal Positions Rimbal Tacitcs Sabotage: Artisan Perception Playfulness Practical Jokes School Survival: Curiosity Familiar Kinship Schoolyard Education Social Skills Study Habits Sleight-of-Hand: Acrobatics Composure Conceal Society: Awareness Persuasion Willpower Spy: Hide Lie Lockpick War: Command Famous Battles Leadership Logistics Strategy Zoology: Amphibians Birds Fish Insects Mammals Worms RESEARCH: Anthropology Art Appreciation Astronomy Confidence Duel Elumian Flirting Identities of Arithmetic Knots Library Knowledge Lyre Mimicry Palettes Sleuthing Theory of Enchantment War Willpower Also I always loved creating characters in Wizardry series and making a group with companions like ninja fairy.