How would I rehaul the role & perk system if I was able to mod this game :

Discussion

I love and spend an unholy amount of time in this game, but to be honnest, I'm quite bummed by the rigidity and inconsistency of how we have to manage our party roles in regard how perks apply.

When a character level up a skill, you probably choose the most useful perk for this character regarding the role you attributed him, but it often result in one of the two effects of the perk not having anything to do with its current role. Typicaly, a govenor or party leader effect for someone who is a permanent captain in your party... I find this underwhelming.

Don't get me wrong : I find interesting that someone could be able to progress in differents skillsets, for the sake of roleplay, a versatility greatly needed in early-game, or an ability to repurpose yourself or your companions without cheating, your name it... But, not in the current way.

Why did I find it incoherent ? Just figure that skills would progress the way perks do : you would gain random 1handed melee aptitude on your way to becoming more charming, an unsollicited bonus in settlement construction speed when you practise your athletics... and so on.

Thanksfully, the way skill progress is good, because it is obvious and expected : you progress in what you practise. So perks should unlock likewise, to be coherent with this stance :

Effects of perks linked to a function in the party should unveil and be selected as the character spend time fulfilling the function. So I would remove all perk effects unrelated to the skill that unlock them, and place them in a separated branch, or relocate in an existing skill.

So I would add a "role tab" in the character sheet, with following roles :

* Party/Army leader (with perks for army being unlocked later than party),

* Captain (with perks boosting unspecific stats for the formation, like movement speed, morale bonus, hit points bonus, damage bonus against specific units, etc...),

* Clan Leader

* Governor

Any character would slowly gain XP in those roles as they are affected to it (and slower if they are affected to multiple roles), making sure they would be rewarded for both the skills they are practising in what position they are occuping.

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Thank you for your attention, sorry for the wall of text. Any feedback is welcome. If you are proficient in mod making and are eager to put such ideas in practice, I sure would be a supporter !

Posted Sep 15, 2022, 11:35 AM UTC · edited

22
RackieW33•

the whole point of why they added 2 perks per perk is so they would be useful for the ai as well as player and companions.

so they aren't all "no brainers" where a governor always choses 1 perk, the player always another

1
bannerlordwen•

I kind of like your idea but I also like that there's versatility in the system, and that certain skills are transferrable to other roles. A hardened veteran and captain might not be particularly suited to civil leadership but you could expect them to train a garrison well and possibly inspire confidence in a towns population that they're safe.

Honestly I feel like we just need fewer perks in general, many of them feel pretty meh. And the ones that are impactful are often overpowered, I usually avoid these ones on purpose to try not to make it too easy.

I'm actually not sure I like having the perk system at all. I think the levelling system in bannerlord is much much better than warbands XP system, but otherwise I think attributes and skills felt more realistic in warband and much less gamey.

1