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==Character Advancement== We would like to make this system entirely XP-less -- that is, rather than spending some kind of metagame resource to improve your character (as is the case in most every RPG), characters improve through in-game rewards. While this will add a bit more for the [[Gamemaster|Sage]] to do, it strongly supports our goal of making a system with uniquely Legend-of-Zelda-style gameplay. Of course, one of the most important means of character advancement is acquiring '''items'''. In order to advance to new challenges, you'll need to expand your repertoire of tools for handling them -- just like in the video games. Items are most prominently found in dungeons, and the item found in a dungeon is usually crucial for handling that dungeon's puzzles and boss. They also can be obtained in the overworld from side quests and the like. Note that "items" need not necessarily be physical objects -- they might be spells or songs learned from a mentor or ancient writing. Anything that adds a totally new capability that is vital for characters to handle puzzles and similar obstacles is effectively an "item". Another important means of advancement is the learning of '''techniques'''. Techniques are special abilities and tricks that your character learns through practice. Like items, they typically add entirely new abilities to your repertoire, rather than merely improving your stats; however, unlike items, techniques rarely play a pivotal role in solving puzzles (though this is not to say that they ''can't'' play such a role occasionally). Rather, techniques help to personalize and flesh out your character's capabilities, adding variety and style to how you do things. Techniques are often combat-oriented, in contrast to items, which are typically puzzle-oriented. Techniques would typically be learned from mentors (such as the Hero's Spirit in ''Twilight Princess''), but could also be learned from studying written instructions (such as the Tiger Scrolls in ''Minish Cap'') or from other sources entirely -- whatever the [[Gamemaster|Sage]] feels is appropriate. '''Hearts''', as you might expect, should be increased in essentially the same fashion as they are in the video games -- from Heart Containers dropped by defeated bosses, and from collecting Pieces of Heart. Each new heart obtained (whether from a defeated boss or Pieces of Heart) should benefit each party member equally. The [[Gamemaster|Sage]] should also provide opportunities for characters to acquire additional blocks of '''magic power''' and '''stamina''' in-game. The form this takes is entirely up to the [[Gamemaster|Sage]]; you might use very abstract methods as is done for hearts, or the intervention of a powerful magical being (such as a Great Fairy's blessing or the Mad Batter's "curse", which double your magic meters in the video games that use them), or a powerful potion brewed by a witch, or perhaps even intense training under a suitable mentor to increase your reserves of strength. The number of extra blocks of these resources provided to a character should not exceed twice that character's rank in the associated attribute for that resource -- for instance, the [[Gamemaster|Sage]] shouldn't give a character with 3 Guts more than 6 additional blocks of Stamina through in-game sources. However, [[Gamemaster|Sages]] should be fairly generous in making extra blocks available, not shying away from allowing players to reach this upper limit. The pace at which these increases are provided is up to the [[Gamemaster|Sage]] -- some may find it easier to only rarely give out many blocks at once (similar to the one-time doubling of the magic meter in the video games), while others may prefer the smoother progression afforded by providing one block at a time spread out regularly over the course of the campaign. Extra blocks of magic and stamina may be distributed to the party as a whole (in which case the amount of blocks given should be determined by the average relevant attribute value of all party members) or individually (in which case the number of blocks given can be determined on a character-by-character basis). If using individual distribution, characters should not be permitted to give extra blocks they obtain personally to other party members -- in other words, the whole party should not be able to go out and, for instance, each get a potion that boosts MP capacity and all give their potions to the party's mage. Finally, of course, there's increasing your stats -- your '''attributes, skills, and Virtues'''. This too must be accomplished through in-game action. Improving your rank in a skill might require studying under a suitable expert in that field. Improving an attribute might take intensive training under a strict coach, or perhaps a magical infusion of ability from a potion or Great Fairy. Improving a Virtue would almost always require some kind of intervention on the part of a powerful supernatural entity -- perhaps even the Virtue's patron Goddess herself! Increasing stats should typically involve a side quest or "minigame" of sorts, determined by the [[Gamemaster|Sage]]. A mentor might require you to overcome some trial to prove your worth before training you; finding a reclusive guru may be a challenge in itself; a witch might need you to gather ingredients for her to make you an attribute-boosting potion; a Great Fairy might require you to prove your Virtue by undertaking some grand endeavour before blessing you with greater strength in that area; and so forth. Increasing skills would require relatively easy challenges -- in fact, the [[Gamemaster|Sage]] may simply require nothing more than the payment of a training fee in rupees at a local guild, if they don't want to spend time on something so trivial. Improving an attribute is a slightly more significant boost, and requires a bit more effort. Improving a Virtue is a momentous task indeed, requiring tremendous effort. While it would be reasonable to expect a character to hit the maximum rank of 5 in their primary attribute and skills by the end of an extended campaign, maxing out a Virtue should be reserved for only the most truly epic campaigns. Here are the general character advancement Rewards, in descending power. *Gift of the Goddess : Increase your virtue by 1, all hearts are restored. Granted just before the Final Boss. *Powerful Essence : Increase 1 Attribute. Dropped by Dungeon Bosses. *Full Heart : Permanently add 1 Heart, or 1 block of Mana, or 1 block of Stamina. Dropped by Dungeon Bosses. *Piece of Heart : Collect 4 to create a Full Heart. Granted by side quests. *Weak Essence : Increase two different Skills by 1. Dropped by Mini-Bosses *Artifact : An important item. Granted after the Mini-Boss.
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