Idea's for a game with no leveling up?

DeyJay5

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Basically my game does not have enough battles to make leveling up necessary. So does anyone have any tips on how to make an rpg game where your character never has to level up yet the fights are still challenging and not completely reliant on luck?
 

Milennin

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Have characters with interesting skills and battles with interesting mechanics.
 

Tarsus

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You could always have your character level up based on game progress rather than battle exp.
 

encapturer

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Levelling is just one form of progression in an RPG.  Will the characters in the game progress in personal abilities and strength in another way?  (equipment, etc.)
 

Goldstorm

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Instead of leveling the character, you can level individual skills for each class. That way you can give the player a choice of which skill they want each character to use and can give the player some creative ways to play your game.
 
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Bex

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Zelda is without Leveling.

Or Shooter Minigames could be without.

Different Inovative Minigame fights would be amazing and Fun i supose, because its mostly different, challenging and not too repetive

as you stated you dont want many Fights.
 
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DarthVollis

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The game I am making does not use leveling up but instead rewards the player with addons, such as more health, from doing various tasks i.e. killing a boss or completing a dungeon. This is very useful because my game is an ABS and with many different options.

Maybe a little more info about your game and ideas may become better or more focused.
 
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amerk

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But even in Zelda, there is a bit of grind of sorts (for rubies to buy items or equipment or the luck of getting a particular item drop) although not as heavy as grinding for EXP and gold in traditional rpg games.

The question is, are you removing leveling to try something different, or are you trying to remove the need for grind all together? Are you allowing stat and character growth other ways? If so, what are you thinking about?

I could suggest a game like Dragon Fantasy: Venaitura (for RM2K) where levels are removed, and the player can purchase stat upgrades and skills by grinding for gold instead and growing their characters the way they want to shape them.
 

oulee

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The game I'm working on I'm using a variable as XP and making it so players can spend it on skills, spells and other powers. It's kinda like what is used in the original world of darkness tabletop RPG.
 

Celianna

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Instead of focusing on levels, focus on items instead. Have more powerful items the more then player progresses in the game. For example, start out with a wooden sword that breaks, but gradually give him templars or broadswords etc.


Block certain pathways in early game, like putting down rocks in front of a path, and later give the player a hammer to smash the rocks away to progress to a new area.


There's plenty of ways to show progress!
 

Beamlight

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The excellent Wine & Roses is a perfect example of this, no? Instead of traditional "levels" and what not, you equip spells and traits that give you bonus stats and skills, as I recall.

http://rpgmaker.net/games/4526/
 

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