Concept for Equipment, Skill Learning, and Character Progression

Eschaton

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I'm not going to use this, it is merely a thought I had for something I was doing long ago.

1.  Equip something.  Let's say it's a chain necklace that increases defense.

2.  Gather points.  Let's call them AP.  Chain has AP threshold displayed in the equipment scene.

3.  Meet AP threshold.  Equip vanishes (maybe it merges with the character).  However, all parameter bonuses conferred are permanent.

4.  Equip another chain.  Or something better.  AP threshold on all subsequent equips is higher.

Or

1.  Equip something.  This equipment confers a skill on the actor.  The actor loses the skill when this item is unequipped.

2.  Gather points.

3.  Meet AP threshold.  Equipment vanishes, but actor learns associated skill permanently.

4.  Equip another item, learn another skill.  AP threshold on all subsequent equips is higher.

Thoughts?
 

Wavelength

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The second one is pretty common in games; offhand I think the most widely-played implementation of it was FF9.  The first one is more interesting; you're totally changing up what an equip actually is so you need to be careful, especially since you're adding a highly-variable element to the party's power curve, but I do think it would be a neat feature.
 

Narcissus

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Both are interesting, even though the second one is not unheard of. Of course, having both on at the same time would make equipment really valuable, and could possible be used as the main method for character growth. If I had to choose one though, I would probably go with the second option, largely because skills tend to have a far greater affect in a player's style and feels more significant than stats. Also a lot easier to balance.
 

Eschaton

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The alleged second system

1.  Equip something.  This equipment confers a skill on the actor.  The actor loses the skill when this item is unequipped.

2.  Gather points.

3.  Meet AP threshold.  Equipment vanishes, but actor learns associated skill permanently.

4.  Equip another item, learn another skill.  AP threshold on all subsequent equips is higher.
There's only one system detailed above.  One details stat-ups, the other details skill-learning.  I'm very familiar with Final Fantasy IX, Final Fantasy Tactics Advance, and other games that feature learning skills from equipment.  However, the crux here is that the piece of equipment disappears.
 

Narcissus

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There's only one system detailed above.  One details stat-ups, the other details skill-learning.  I'm very familiar with Final Fantasy IX, Final Fantasy Tactics Advance, and other games that feature learning skills from equipment.  However, the crux here is that the piece of equipment disappears.
While I am aware that they are two different versions of the same thing, the second one is something that is more similar to the traditional skill -learning equipment in other games. I am unsure of how the equipment disappearing would play a major difference in the system unless the player can only obtained limited number of copies of a piece of equipment, which could prove potentially interesting although possibly punishing to a player. However, since the disappearing equipment is present in both, and you originally asked for a comparison between the two variations, the stat/skill difference was the only real difference between the two that I could find.
 

Wavelength

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There's only one system detailed above.  One details stat-ups, the other details skill-learning.  I'm very familiar with Final Fantasy IX, Final Fantasy Tactics Advance, and other games that feature learning skills from equipment.  However, the crux here is that the piece of equipment disappears.
You framed it as two different systems where you might use one system or the other.  It wasn't lost on me that the equipment vanished in both.  However, given the potentially gamebreaking effects of being able to "stack" equipment by permanently receiving the stat gains (yes I know the AP thresholds increase but there are reasons this can still be abused), and given the fact that the standard function of equipment is to provide additional combat stats, I think that all of my points still stand.  The "permanent stats" makes for a very interesting and cool but also incredibly hard-to-balance dynamic.  The "permanent skills" is kind of old-hat, although it doesn't have much potential to cause balance problems.  If you're using them both together, well... "a very interesting and cool but also incredibly hard-to-balance dynamic."
 
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Dalamar

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It would be easier to balance if there were no stat gains at level up or no levels to begin with.  If no levels there would be a need to have skills learned another way, maybe when a stat or combination of stats reach a certain level that character would gain a new skill.  Also would need to make money a bit hard to get as a player would be able to farm for equips to max stats pretty easily.
 

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