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- Feb 22, 2016
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Just wanted to see how people go about this, both on the database/dev side and the player experience side. I personally have skills divided into 5 "tiers", but not in the sense that they're powered-up versions of earlier skills (due to utility scaling). More like each tier unlocks 3 new skills (1 passive, 1 active, & 1 utility), and the next tier will unlock another 3 different skills, up to tier 5. So each school/discipline/tree has 15 skills to choose from. They can pick as many or as few abilities as they want, spending any leftover points into stat allocation. Curious to see how you all handle skill organization.

