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ROGUELIKE DESIGN: SHOULD I REMOVE LEVELING?

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I'm gearing up to start implementing actual enemies in my game so I decided to give my battle mechanics another pass over. It dawned on me that I didn't actually need XP/leveling. With the way my game is designed currently, it's impossible to back-track or do any grinding. It's also pretty much impossible to end up overleveled/underleveled. Monster levels grow at roughly the same rate as the player do and there's no stealth/escape mechanic. Leveling currently only increase stats. It used to be more important for character progression when my game was a bit more open but since I've redesigned other mechanics the non-stat benefits leveling used to provide were either cut or rolled into different systems.

I've been brainstoriming advantages/disadvantages and this is what I've come up with so far:

Advantages:

  • Smaller numbers. Right now in order to make leveling feel satisfying the power gained from leveling is exponential (roughly 11% - 5% boost each level). A max level character is roughly 10x more powerful than a level 1 character. Throw in gear and additional abilities and this easily can become 20x-30x stronger than a level 1 character. An end-game unique might end up with HP in the five to six digits range. If I cut leveling it becomes a much more manageable 2x-3x difference.

  • Lower stats means early-game unique items with unique effects would be much easier to use in the end-game.

  • Easier to fine-tune monsters since I don't need to worry about scaling.


Disadvantages:

  • Characters become more gear dependent. Currently attributes are split roughly 50/50 between base stats and gear. Without leveling it might end up something more like 35/65. I would possibly have to add some sort of RNG protection.

  • Possibly less enemy variety. With my current system I can scale up any monster to whatever level I want. While a max-level rat might not be too threatening due to their simple skillset, something like a difficult mid-game unique could pose a pretty big threat if scaled up to a max-level party. Monsters would have a level range so that simplistic enemies wouldn't be encountered late and complicated monsters wouldn't be found too early. Although without leveling the difference between mid-game and late-game wouldn't be as big either. This would take a lot of play-testing to figure out.


Any thoughts? Should I leave things as is, add more mechanics to leveling, or pull the trigger?
Craze
why would i heal when i could equip a morningstar
15170
If you want to balance more easily, fewer levers helps a lot. Focus on making cool gear and you'll probably find it more fun to develop instead of worrying about mixing everything together.

I don't understand your enemy variety argument at all.
Cap_H
DIGITAL IDENTITY CRISIS
6625
I don§t really get your disadvantages. You want a roguelike to be random. If there's a steady progression, when it comes to leveling, It's basically broken. So, you should make success very skill and equipment dependant.
Hexatona
JESEUS MIMLLION SPOLERS
3702
Hmmm... well, Brogue is the big example of a exp-less roguelike, and it is very well regarded. I can see the appeal.

On the other end of the spectrum is Dungeon Crawl, which has not only a character's experience, but also experience divided how you see fit from skill to skill. Which is also one of the biggest roguelikes out there!

I guess my advice would be, are you just wanting exp because you feel like you have to? If you take out experience, do you feel like the game would become too easy?

The fun of roguelikes is a combination of the Dev Team thinks of Everything, and Tough but Fair. Let those guide you and you'll never go wrong!

(and with that said, the most important rule is to have fun! So don't sweat it if your game's not perfect!)
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