by Wazat » Tue Oct 14, 2008 9:08 pm
Well, rather than edit the post it may have been better to simply make a new post so it wouldn't break thread continuity and be confusing to people reading the posts after...
But anyway, everything you're talking about is possible. The easiest is the stats that build automatically with use -- when you hit an enemy with a sword, for example, it adds some fraction to your proficiency with swords. edit: likewise, when you hit an enemy with a sword it checks your proficiency with swords to determine how much damage you deal.
Ability scores that require the user to choose where points go are a little more difficult. You need to provide some form of menu for the player. You could do Conquest-styled QC menus, or , depending on which you prefer to try to implement and which would be best for the user, etc. You'll also want menus for simply viewing their ability scores, inventory, etc.
Then, any time you swing a sword, cast a spell, etc, it just checks the relevant ability scores, skills, etc that affect your damage or effectiveness with that action.
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