Automoderated users, Autopatrolled users, Bureaucrats, Comment administrators, Confirmed users, Moderators, Rollbackers, Administrators
214,483
edits
prefix>Import Bot (Import from TV Tropes TVT:Main.TechPoints 2012-07-01, editor history TVTH:Main.TechPoints, CC-BY-SA 3.0 Unported license) |
No edit summary |
||
(9 intermediate revisions by 3 users not shown) | |||
Line 7:
See also [[Point Build System]].
{{examples
== [[First
* In ''[[Battlefield (
* ''[[
* Both ''[[
* ''[[Crysis (
== [[Massively Multiplayer Online Role Playing Game|MMORPG]]s ==
* This is a common MMORPG mechanic, with skills arranged in 'trees' and the player allocating points.
* ''[[Billy vs. SNAKEMAN]]'' has Jutsu XP, which are primarily used to learn jutsu techniques. BvS also has ZP in the Zombja side area, to learn Z-Skills; and MJXP in the Mahjong minigame to learn new ways to cheat the NPC opponents.
Line 25:
* In ''[[Nethack]]'', you need both "skill slots" (gained through Experience Points) and a certain number of successful uses of the item/spell in question to advance a skill.
== [[Role
* ''[[
* ''[[
** ''[[XS 2]]'' had an annoying variation where you needed both Skill Points AND Class Points to unlock new skills.
* ''[[Legend of Dragoon]]'' has a nested Tech Point system of sorts: Gaining levels unlocks each of the characters' Additions (timed-button-press attack sequences) except the final one, which must be earned by mastering all of the character's previous skills. Meanwhile, extending the duration of Dragoon transformations is linked not to ''this'' process, but rather to the amount of [[Charge Meter|Spirit Points]] generated with each attack (or special equipment, or used items, and so on). Additions are generally split between "high damage yield" and "high SP yield," except for characters who flounder with both because [[Magikarp Power|their Level 5 Dragoon Magic is so insanely powerful]].
* The ''[[X-Men Legends]]'' games and ''[[Marvel
** MUA doesn't give them out at every level, but has a few that can be accessed without needing to level up (such as mastering someone's training CD mission, or putting Iron Man in your team and activating the console in his lab).
* Appears in many ''[[Final Fantasy]]'' games with a job system. ''[[
** ''[[
** Inverted in ''[[
** ''[[
** ''[[
*** The only ones are Underwater (useless for the most part), Enemy Skill (you get more than you can use at a time anyway), and the Master materias (which, after a '''ton''' of [[Level Grinding]], can be obtained in bulk by trading mastered Materia of the corresponding type, and those Materia ''do'' replicate.)
** ''[[
** ''[[Final Fantasy Tactics]]'' combines Job Points with a [[Point Build System]]; the sequels changed things so that you only earn AP after a battle and the techniques are learned from your equipment, not your character class.
** ''[[
*** The literal "tech points" in XIII function more like [[Mana]] for powerful spells (where as regular magic doesn't cost any)
** ''[[Final Fantasy X
** ''[[Final Fantasy IX]]'' deployed perhaps the most complicated twist of any of them. Each character has various passive skills that can only be equipped permanently once mastered via TP accrual. Of course, once learned, they still have to ''be'' equipped, using a third set of points that provides a [[Cap]] on the number of skills you can use at one time. ''[[Dissidia Final Fantasy]]'' used a similar system; in ''IX'', you gained new skills by wearing new equipment (providing, of all things, an ''incentive'' for [[Level Grinding]]), but in ''D:FF'' you pick them up naturally via level progression and they cost more "inventory points" to deploy when non-mastered.
* Appears in the ''[[Grandia]]'' series, with separate experience for character levels, magic, and skills.
Line 48:
* The two ''[[Digital Devil Saga]]'' games have Atma Points, which are used to unlock skills.
* Subverted in the first ''[[Kingdom Hearts]]''. When you deflect an attack or capitalize on an enemy's weakness, you earn tech points, and the word tech, along with the number of points flashes on the screen. However, the tech points in this game are in fact bonus experience points.
** [[
* Using a type of gun in [[
* In ''[[The Elder Scrolls]]'' series, you gain proficiency with weapons, spells and skills by using them. You reach new [[Experience Levels]] (that allow you to increase your attributes) with each 10 skill points gained in any single "major" skill (tagged at the start of the game).
* In ''Deadly Sin 2'', you gain one Skill Point each time you level up, but you also gain them by using Magic Node Shards and completing quests.
* ''[[Wizardry]]'' has a hybrid system: most skills not in Academia category (weapons, thievery, Ninjutsu, Oratory, Music...) may increase by 1 point when successfully used. Characters also get skill points on level-up, but those are best spent on skills that ''cannot'' be practiced (or cannot be practiced yet, like Swimming below certain value). So, when a party encounters weak monsters, the bard sings them to sleep, then a training session starts: everyone equips weapons they need to practice, then spellcasters unleash direct damage spells at 1-2 dice power, stealth classes backstab, etc. "For some reason" Alchemists (who don't need to train Oratory) tend to develop weapon skills faster than other [[Squishy Wizard|primary casters]]...
== [[Turn
* ''[[Disgaea]]'''s skill system works this way, with the possibility of nigh-infinitely leveling up individual skills.
{{reflist}}
[[Category:
[[Category:
|