I am currently redesigning the game rules for a Wizardry video game remake, and I have problems figuring out how to design my equipment, especially progression of equipment over time with the character progression.
In many classic Video RPG like Final Fantasy and Dragon Quest, the equipment progression is linear. As you find new cities, better gear is available, so you just pay more and your gear progress with your character. It also creates the syndrome of too strong/weak enemies for your gear making battles too easy or too hard.
In Wizardry, there is only 1 city and most equipment is found in the dungeon. Based on Dungeon and Dragons, the Wizardry series seems to use a two axis progression: Equipment type and power up. The best example, is with armor which was a bit easier to design. For example, I have:
Leather Armor (Light Armor)
Chain Mail (Medium Armor)
Plate Mail (Heavy Armor)
A fighter is only going to start with light armor proficiency, and as he gain levels, he can gain proficienciess in heavier armor and upgrade his equipment. Heavier armor are also more expensive, so he might not have the money early game. This is what I call Vertical progression. Then each type of armor can get mastercrafted or enchanted which gives additional modifiers, resistances to certain elements, magical defense, etc. This is what I call Horizontal progression.
In my old system, there was no vertical progression, You could equip the plate mail level 1 if you had the right class. Still in both system a rogue, would have no vertical progression because he could not be proficient in more than leather armor, so he can only hope for horizontal progression
It gets more complicated with with weapons, vertical progression is virtually non-existent. Yes I could have dagger, short sword, long sword, and bastard sword, but not sure if would really make sense, and it does not work with all weapons. Also characters seems to use different weapons which are not on a progression chart. Clerics uses maces and fighter used swords. But is a sword and upgrade to a mace, not really, it just a different way to attack your enemy. So different weapons cannot be sorted in a vertical progression.
Which makes me wonder if there should there be vertical progression? In a non-fantasy world, horizontal progression would almost not be allowed, so only vertical progression remains, but vertical progression in weapon is complex to implement. So maybe I should only stick to horizontal upgrades
What is the advantage of having different type of gear? If you fight with swords, the only reason to change is if you get some horizontal upgrades. Else I was thinking at different variations, like a lighter sword that is more maneuverable but does less damage. Or maybe you prefer axes because they yield more damage but are more clumsy. Again, it more a matter of configuration and preference than power ups. Maybe I should focus more on that type of upgrades.
What are your though on this?
Is there other type of progressions I had not talked about?
Is having little progression in any axis a good thing?. That will reduce equipment management.
I am not allergic to luck, but it has to bring something useful. For example, in the new system I am designing, you have a to hit roll and an armor roll that modifies damage. So should there also be a damage roll considering the armor roll already modifies the damage. Maybe It's better to use a fixed value because it does not bring anything new.
In another thread, it was discussed that all weapons have the same potential to kill people. So evaluating which weapon does more damage is very difficult. Sure, it's a video game, it does not have to be realistic. So I intend to use damage as a counter balance for other advantage. For example, your bow can attack at long range, but it has reduced damage.
You remind me that D&D was using different type of damage (slashing, piercing and blunt). That could introduce variability as a form of rock-paper-scisor mechanism, but unless you can switch weapon in mid battle and see the impact of that RPS mechanism while playing the game to adjust yourself in consequence, I am not sure it is worth using.
In the old system I had a lot of stats, allowing many little variations to create 12 types of weapons. But it was confusing to the player to understand how the mechanics actually worked. Now I streamlined the stats massively, making it easier to understand, but having less variability.
Other suggested material like used in Final Fantasy and other VRPG: Wood, Iron, Steel, Crystal, etc. But there is generally little choice implied behind your get, it's only get the next best gear in the list.
I am navigating between the original Wizardry, D&D 3rd and 4th edition, and my personal idea to create a new system and is easier to understand than my old system, but offers more feature that the original Wizardry game. So yes you can use your D&D knowledge.
So far, it's basically: more HP, more MP, a bonus attribute once a while, and class skills. The class skill can lead to all sort of bonus modifiers, new gear to equip, more damage with certain weapons, new actions, new spells, etc. So I moved all the complexity to the skills, but it was necessary to allow multi-classing easily. So players can mix and match skill from various classes.
I thought that many years ago, but it was my downfall, as it not only needs to be programmed and bug proof, but it also must be understandable by the player to make the right choice.
For the curious of people who wants more details, the game rules are here with the design notes are online. It is still incomplete and in re-writting process, So it changes regularly. It's my new design document.
http://wl.lariennalibrary.com/index.php?n=GameBook.GameBook
From the other BGG thread, multiplying types of weapons and armor might not bee a good thing and it affect ocurence. It seems that having to juggle with a series of pro and cons could be a good idea, but that is not a progression, it more a choice. Maybe there should be more non-magickal horizontal upgrades. The reason why in D&D there are many types of armor, swords and spears is for using different historical source. But they are basically the same. So no need to have a chain mail and a scale mail unless they both offer various pro and cons.