Quote:
Originally Posted by Endoperez
Quote:
Originally Posted by Sombre
Why not just play TA then?
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Worst are the games where you press "roll random stats" until you get high everything. You don't know what's good enough, so you never feel comfortable stopping...
Then comes Morrowind, in which you choose which skills you will have to increase to level up, and how easy it is to increase those skills. If you choose the wrong skills, you level up without getting better at fighting; or you don't level up without grinding; or you don't like how the skills work (stealth, stealing) and have to start over.
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this is why i hate random stat stuff. yet at the same time hate 'choose your own' because they encourage min-maxing. i think that the randomizers should be given a number of 'points' that they spend the same way a player does. i think the player (or some factor the player can choose) should influence how stats are randomly selected. thus, the 'class' influences stat selection, or the player can assign weights to stats and those will be favored by the randomizer.
this is just how FA stats selecter works.
also, stat usage shouldn't be so unidimensional, that will help alleviate that problem of min-maxing. if a mental stat like 'memory' or 'psyche' influences the ease with which skill is gained, while a stat like strength is a factor in how effective a skill is; then there suddenly become dynamics in how characters should be designed. no longer is a 'strong' character better than a smart one with a melee weapon, because the brainy character may outrun strength in the sort of mid-run by being more skilled. however, if _all_ your character will ever do is swing a sword, then high str at the expense of other stats may pay off because they won't learn to do anything but swing a sword, and poor attributes that factor into skilling up won't be so important. but then you lose out on gaining other skills.
i also hate how strength is considered an absolute measure of 'strength'. this means that giants have huge strengths but typical other stats. all stats have a sort of 'norm' except for strength. that just isn't very aesthetically pleasing (when it comes to how 'beautiful' a system is

).
rather, strength should represent intrinsic ability to perform acts of strength. the absolute 'how much can i lift' should be an interaction of body size and strength. a smaller character with a higher strength may not actually be as 'strong' as a larger character with a lower strength. however the smaller character may be able better to handle the weight and usage of a weapon that is large relative to their size, while the larger character will have trouble handling a weapon with the same 'weapon to body size' ratio. this allows the size of things relative to body size to be given a constant effect, rather then just the size of a thing having a constant effect. this is more pleasing to real world modeling too.
again, this is how the FA strength stat works