DragonOfWhiteThunder wrote...
By shifting to a 10-100 system for attributes, you open up the possibility of increasing attributes at every given level, rather than only at regular intervals as in the case of D&D 3e+ or not at all outside of rare items as in the case of the AD&D ruleset. In a system where attributes increase every level, attribute thresholds for equipment and abilities are more viable and it aids in the player believing his/her character is becoming more skilled. Perhaps it ultimately doesn't offer more customization than a 1-20 scale, but it's not an indefensible system.
Following that logic, levels and stats going from 1 to 1000 is even more preferable.
Bigger numbers mean squat.
The more attribute points and the bigger the range, the LESS impact every distribution decision has. It becomes meaningless, and balancing equiment and restrictions becomes more complex.
And becomign more skilled? An event being rarer makes it more special then one that happens constantly. In Icewind Dale 2, when I got that extra attribute point, I was all excited and pondered for quite a while where to put it. In DA:O? yeeee....another 3 attribute points *yawn*
Basicly, I'd rather have a smaller range and less "dings" with a bigegr impact (in regards to decision making and character development) than tons of tiny, insignificant increments nad changes.
To illustrate Ortaya's point about leveling, let's take Baldur's Gate as an example again. If you play a fighter, for the vast majority of levels nothing really happens. You gain some hit points and your THAC0 goes down one. Rarely, you get a proficiency point, or your saving throws go down. For a mage, it's actually even worse because while you gain a new level of spells every odd level, you can't do anything with them until you find or buy the scrolls. Priests and Druids are fortunate in they always can draw from their entire spell list, so they have something to show at spell-level levels, and thieves have their skills which improve every level. But for the most part, level-ups feel marginalized, which is a shame given that they're so rare in the first game.
By contrast, Dragon Age constantly had your character learning something. Even if that talent point didn't result in a clicky on your hotbar, your character still learned something new at every level that s/he couldn't do before. Perhaps ultimately there is no difference between a high-level AD&D mage and a high-level Dragon Age mage, they both are game-warpingly powerful entities that you can believe could destroy the world on a whim. But the level-ups of the Dragon Age mage feel less empty getting there.
You must be mis-reading me. I'm all for skills and talens.
In fact, I'd like for levels to be based on that, rahter than HP and ATT/DEF increase. (I?d do away with HP increase altogether. Period.)
The attribute part of DAO levelups feel empty and insignificant, and senseless.
So what was the point of this? If a player doesn't really feel that their character is getting better, then a leveling mechanic is ultimately moot. Yeah, it's kind of cool to be able to say "I beat the final boss without gaining a level," but if that's possible, the leveling system is a failure. By all rights, a level 16 enemy should be able to destroy a party of level 8 characters, that's the point of having a level in the first place. Perhaps the party can win through a combination of tactics, clever skill choice, and sheer dumb luck, but that should be the exception, not the rule. If it becomes the rule, then level ceases to be an indicator of comparative power and attempting to use it to balance game difficulty becomes fruitless. And if it cannot be used for those reasons, what was the point of having a leveling mechanic to begin with?
Again, you misunderstand. IMHO, the WAY characters progress with levels in most games is the issue, noth the level progression.
Instead of HP and damage getting an substantial increase with each level, you get skills, feats, talents.
Think. With no ramaprt "toughness" escalation, you don't need weaposn to escalate in such a unrelaistic fashion. You won't start with a 10dmg sword and end up with a 1000 dmg sword.
Even begining enemies will still present a credible threat (if you're not carefull). That doesn't mean the player doesn't become more powerfull....his power is just more subtle and based on skills and abilities, rather than pure stat increases