Cultist wrote...
In Dragon Age 2 as well as Dragon Age: Origins we got the same problem where everyone used only some attributes that amtter most for certain classes. Warriors always leveled Str-Vil-Dex, Mages - Mag-Wil-Vit, Rogues - Dex-Cun- Str. Let's see Dexterity
Dragon Age: Origins:
- Increases melee attack score by 0.5 per point above 10
- Increases ranged attack score by 0.5 per point above 10
- Increases damage from piercing weapons (per weapon-specific attribute modifiers)
- Increases defense by 1 per point above 10
- Increases physical resistance by 0.5 per point above 10
Dragon Age 2:
- Increases basic attack damage for rogues by 0.5 per each point above 10.
- Increases damage for rogue abilities.
- Increases attack for rogues
- Increases critical hit chance by 1% per each point above 10.
- Increases force for rogue abilities/attacks.
As we can see the situation worsened considerably as DA2 directly linked attributes to certain classes and removed an element of inventing different builds. So now we have no reason to add Str to Rogue or Cun to Mage, only willpower and const remained a bit versalite a they added to Health and StaminaMana.
In my opinion the system should be reworked completely. Even Dragon Age: Origins system was not nice at all as it resutled in pretty much the same. DA2 dumbed down attribute system to complete primitivism but DA:O still left us little choice than STR-Vit warrior or Mag-Wil mage, just with little variations.
So what i am proposing is the most commonly seen solution - make each attribut provide different benefits for different classes. For example:
Dexterity: Rogue- crit chance, Mage - spell cooldown time, Warrior - attack speed.
Cunning: Rogue - crit damage, Mage - chance to critically hit with spell, Warrior - armor penetration.
and so on
That's just what first came into my mind and I bet someone canfind more useful and effective bonuses to attr, especially for difficult one, like Str for Mages, but still it will enchance the system and replayability.
I think with that system you will have a similar dilemma as the current system.
The effect game effect is not dissociated from the value of the char so it is hard to balance and it will probably favour homogenisation of the char across all character type
But I thing that making the attribute works for each char is the right way to go.
So may be we could take it a step further.
Instead of spending point in strength to get a number. You could chose ability or usage of a tool that depends of physical attribute.
Instead of using attribute to calculated game statistics they are based on the level (and the classes and race) and the attribute only gives bonus or dropping the non proficiency penalty.
Something along those line
If you not trained -10% to all the game statistics related to the skill or equipment used.
there could be 4 levels for each attribute. to gain acces to the next level you need to select the level below
Strength I
Single weapons (axe, mace, longsword)
Normal shields
Javelin
Break (door/chest simple)
Open hand combat
Powerful blow (damage +0.25% per level for single handed weapons and +0.5% for two handed weapons)
(note level is to be understood as character level.)
Dexterity I
Throwing (knives)
Dual wielding one handed weapon +knife
Bow (self bow)
Sleight of hand (open lock simple)
Quick draw (knife)
Fast strike (speed of the weapon increase by 0.5 % per level but only 0.25% for 2 handed axes maces and pole arm)
Cunning I
Killing blow (damage *1.5 on surprised or incapacitated victims)
Stealth
Traps (simple)
Armour penetration (armour protection reduced by 0.5% per level for thrusting weapon, 0.25 for cutting weapon, 0.1 for masses and axes)
Critical strike +0.5% to the chance per level of striking critical.
Potion (simple)
Stamina I
Athlectics (stamina cost -5% for physical activities)
Endurance (+0.5% per level in stamina points)
Recuperation (recover stamina 10% faster
Conditioning (-2% of damage)
Armour (medium)
Buttoning (use armour as a shield -0.5% of damage per level)
Willpower I
Trained mind (stamina cost -5% for magical activities)
Endurance +0.5% per level in stamina points
Mana Recuperation (recover mana 10% faster)
Mental training (-2% of damage)
Focus (reduce incapciation time by 0.5 % per level)
Magic I
Staff fighting (simple staff)
Demon lore
Sprit lore
Staff bolt (x point of damage)
Staff damage type (energy)
Rune crafting (simple)
Phil