Unlike many games that raise the players stat by fixed amounts each level, the Leveling system in our game is designed the way that let's the player choose the stat they want to improve. No more classes for the player, it's a create your own class game.
But, for the non player characters we need a different approach. we need to define their stats one by one, or do we?
I'm writing the code that will spend the level-up points for any NPC randomly and creates a different experience for each player or play-through.
However, pure random often yields meaningless results, mana-less wizards, guards with low health, less agile thieves or beasts with tons of mana.
The solution is blueprints, classes, archetypes. but not a set of rigid numbers. instead, the classes provide different amount of chance for the points to be spent on each stat for every archetype.
This video is from the first tool I've created to give you a visual representation of the numbers while defining a new archetype. if you want to try it and create your own set of archetypes, join our discord or keep an eye on the patreon page, I'm writing the documentation about the stats, their effects and I'm creating builds of the tool to put up for download.