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Problem with useless attributes


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#151
philippe willaume

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Lotion Soronnar wrote...

Frankly, what I want most of all is for the ability to play CHARACTERS. Not classES.

In other words, I create a character and pick any perk/skill/feat attribute makes sense for him (and isn't lore-breaking).

Exponential level power, attributes, fixed and limited classes - they all are murder for roleplaying and proper world building.

All attributes should matter. I loved that in D&D. Scores only went to 18 normally and when you rolled a character - just like in real life- he wouldn't change much. You'd only get like 5-6 extra attribute points to spend.

Even for a fighter, dex was important for evasion/dodge and reflex saves.
INT helepd with skills and had effect in conversations and game.
Wisdom helped with will saves and had other effects.

I fully agree with you.
In fact I would like attributes to be related to perks/talent skill you choose. IE your char concept should support your build and not the opposite.

phil
 
to be fair

#152
eroeru

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^^ I agree with that, and it's hard to find one who doesn't.

#153
MichaelStuart

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Lotion Soronnar wrote...

MichaelStuart wrote...

Lotion Soronnar wrote...

It is retarded to play mage who uses no magic at all. It makes no sense and it's lore-breaking.


Why is so lore breaking?
Just because someone is born with the potential to do something, doesn't mean they know how to do it.
For example. I assume you were born with the ability to make sounds. Were you also born with the knowledge about how to turn these sounds into words or did you have to have someone teach you?
Yes, I will admit that is possible for someone to self teach themselfs any skill, buts who many people can invent a basic skill set without any help?
Which comes back to question. Why is it lore breaking that a mage, who was hidden from the Circle, unable to find any apostates, wouldn't know how to cast spells?


Because - as previously stated - magic comes to the surface naturally. It manifests itself wather you want it or not.
Every mage can use magic. Every mage will have it manifested. But those that do not learn how to control it will die.

And this is pretty much common knowledge.
So your mage, who spontaniusly sets fire to the house he's in or unleashes lighting or whatever is going to be perfectly fine with not having any control over these destructive powers that are a danger to both him and the others? And your'e telling me that is NOT retarded?

Friggin no. A spellless mage is nothing more than a stupid gimmick/novelty anyway. Your idea sucks.


A mage untrained in magic would not just go around spontaneously blasting stuff.
The only time that has been shown to happen, is when the mage under extreme emotional distress.

#154
Merlex

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Lotion Soronnar wrote...

Frankly, what I want most of all is for the ability to play CHARACTERS. Not classES.

In other words, I create a character and pick any perk/skill/feat attribute makes sense for him (and isn't lore-breaking).

Exponential level power, attributes, fixed and limited classes - they all are murder for roleplaying and proper world building.

All attributes should matter. I loved that in D&D. Scores only went to 18 normally and when you rolled a character - just like in real life- he wouldn't change much. You'd only get like 5-6 extra attribute points to spend.


Wow, i really feel old now.Posted Image When i played D&D, you never got any extra attribute points after creation. Well unless it was a tome, or magic item. Feats didn't exist, though there were proficencies. Only Thieves, Assassins, and Acrobats had skills. That started to change near the end of 2nd edition with the option books.

#155
Frenetic Pony

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This is the problem I've had with the "streamlining" of stats in RPGs, especially by Bioware. Trying to use the stats to your advantage is hugely popular in a ton of games. Many of the people past their first pokemon game still play the new ones solely to get Min/Max the best they can, and they call it fun!

Instead of just gutting this so people who don't like it don't have to bother, why not just have an auto-level button or something? So if you don't care, you don't have to. But if you do care, you can go in and work everything out to your hearts content.

#156
LinksOcarina

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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.


Congrats on discovering power gaming, a tactic that people use ALL THE TIME. It has little to do with role-playing, and more to do with optimal builds for character loadouts and spells.

The customization aspect became how the loadout would influence your character. If you focused on one-two trees, or cherry picked from each tree to get some nifty bonuses to make you more deadly in combat. The proposal is nice, but then you will have characters spread too thin or so specialized that they are useful for only one type of enemy, versus a myriad of enemies.

A jack of all trades type of character rarely works in an RPG video game, because the type of character becomes severely limited in how effective it can be in-game, especially in later levels because the idea is to either level up the enemies with you to keep it fresh, based on the mechanics of Dragon Age II. Plus, we have grunts, liutenents, bosses and so forth in the mix to keep it fresh as it is. 

#157
Cultist

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Frenetic Pony wrote...
Instead of just gutting this so people who don't like it don't have to bother, why not just have an auto-level button or something? So if you don't care, you don't have to. But if you do care, you can go in and work everything out to your hearts content.

But we already have this opton in both DA:O and DA2. But that'll turn RPG into another action jRPG.

LinksOcarina wrote...
The customization aspect became how
the loadout would influence your character. If you focused on one-two
trees, or cherry picked from each tree to get some nifty bonuses to make
you more deadly in combat. The proposal is nice, but then you will have
characters spread too thin or so specialized that they are useful for
only one type of enemy, versus a myriad of enemies.

A jack of all
trades type of character rarely works in an RPG video game, because the
type of character becomes severely limited in how effective it can be
in-game, especially in later levels because the idea is to either level
up the enemies with you to keep it fresh, based on the mechanics of
Dragon Age II. Plus, we have grunts, liutenents, bosses and so forth in
the mix to keep it fresh as it is.

The whole idea is making different builds viable and give player ability to cusomize their character that will not be jack of all trades. So we can build our characters in different manner and be efective with it.

#158
Lotion Soronarr

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MichaelStuart wrote...
A mage untrained in magic would not just go around spontaneously blasting stuff.
The only time that has been shown to happen, is when the mage under extreme emotional distress.


A) We seen that with trained, older mages. So younger, untrained ones are far more likely to loose control.
B) emotional distress happens quite often in life.

#159
philippe willaume

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Merlex wrote...

Lotion Soronnar wrote...

Frankly, what I want most of all is for the ability to play CHARACTERS. Not classES.

In other words, I create a character and pick any perk/skill/feat attribute makes sense for him (and isn't lore-breaking).

Exponential level power, attributes, fixed and limited classes - they all are murder for roleplaying and proper world building.

All attributes should matter. I loved that in D&D. Scores only went to 18 normally and when you rolled a character - just like in real life- he wouldn't change much. You'd only get like 5-6 extra attribute points to spend.


Wow, i really feel old now.Posted Image When i played D&D, you never got any extra attribute points after creation. Well unless it was a tome, or magic item. Feats didn't exist, though there were proficencies. Only Thieves, Assassins, and Acrobats had skills. That started to change near the end of 2nd edition with the option books.


It is not that bad, a few of us own D&D 1st edition...

#160
Lotion Soronarr

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Merlex wrote...

Lotion Soronnar wrote...

Frankly, what I want most of all is for the ability to play CHARACTERS. Not classES.

In other words, I create a character and pick any perk/skill/feat attribute makes sense for him (and isn't lore-breaking).

Exponential level power, attributes, fixed and limited classes - they all are murder for roleplaying and proper world building.

All attributes should matter. I loved that in D&D. Scores only went to 18 normally and when you rolled a character - just like in real life- he wouldn't change much. You'd only get like 5-6 extra attribute points to spend.


Wow, i really feel old now.Posted Image When i played D&D, you never got any extra attribute points after creation. Well unless it was a tome, or magic item. Feats didn't exist, though there were proficencies. Only Thieves, Assassins, and Acrobats had skills. That started to change near the end of 2nd edition with the option books.


IIRC; it started with 3.5.
Every 4 (or was it 5) levels you get 1 attribute point to spend.

Meaning that at lvl20, you had 4-5 extra attribute points.

That said, D&D does have quite a few flaws that need fixing:
- items limitations tied to class
- skill limitations tied to class (seriously, why do fighters only get Intimidate??)
- attribute points only matter if they are raised by 2 (meaning that 12 str and 13 str is treated as same..which is bad)
- Armor class insted of Damage Reduction for armor (meanign that there is effectively no difference betwen a high-dex, lightly armored fighter and a walking tank)
- HP inflation

Other than that I prefer pretty much everything mechanics-wise to DA:O and DA2.

Modifié par Lotion Soronnar, 05 septembre 2012 - 07:34 .


#161
MichaelStuart

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Lotion Soronnar wrote...

MichaelStuart wrote...
A mage untrained in magic would not just go around spontaneously blasting stuff.
The only time that has been shown to happen, is when the mage under extreme emotional distress.


A) We seen that with trained, older mages. So younger, untrained ones are far more likely to loose control.
B) emotional distress happens quite often in life.


That the point, skill has less to do with magic than willpower.
A mage with no training, but lots of willpower would suppress their magic.

#162
philippe willaume

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LinksOcarina wrote...

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.


Congrats on discovering power gaming, a tactic that people use ALL THE TIME. It has little to do with role-playing, and more to do with optimal builds for character loadouts and spells.

The customization aspect became how the loadout would influence your character. If you focused on one-two trees, or cherry picked from each tree to get some nifty bonuses to make you more deadly in combat. The proposal is nice, but then you will have characters spread too thin or so specialized that they are useful for only one type of enemy, versus a myriad of enemies.

A jack of all trades type of character rarely works in an RPG video game, because the type of character becomes severely limited in how effective it can be in-game, especially in later levels because the idea is to either level up the enemies with you to keep it fresh, based on the mechanics of Dragon Age II. Plus, we have grunts, liutenents, bosses and so forth in the mix to keep it fresh as it is. 

Well but that is the point of the debate is it?

i wouild agree with cultis in that  in DA:2 using optimal build is really the only option unless you like gulping potion and agonizingly long withling aenemic slugh fest. 
In DA:0 you could either have nimble THW fencer or a THW tank and they both worked. 

Regardless of the system, as long as abilities have a direct effect on performance, you will have what cultist describe.
it is even made more stigmatic as the less usefullness for non combat skill.

One way to make it more role friendly is to disconect abilities from a direct influence on performace.
IE 
Having the attack, defence, critical etc linked to the level.
and using abilitie and classes to gives talents and skills.
So instead of spend one point in strengh to get it from 21 to 22. you choose a talent/perks skill/pertainig to Strengh 
Sunder for exemple.
Should you need a score for an attribute  well you just add the number of talents/skils/perks and eventually a class modifier and here you go.

class talent/perks/skill should be related to what makes that classe unique in terms of potential build not only in terms of game mechanics. 

it can be done multiples ways according to mechaincs and game concept, just as an exemple lets say that:
Warrior class feature could be able to use any weapons and any armour and the combat skill/perks/talent can be apllied to the weapons of the same type/shield they are using . 
IE each other class when they select a weapons that is not in their class, any talent realated to that weapon type only applies to that specific weapons and not any other weapons of the same class. 
so for exemple two handed weapons (talent/skill/preks) can be used with longsword axes pole armes spear by a warrior but any other class it would be linited to the specific weapon, warsword only Zweihanders only guisarne only, voulge only etc.

Rogue class feature could be to be able to stealth in combat with a set of weapons (short blade like knife gladius, Xipos small sax et, buckler , light crossbow light and light composite bow. 
if the pick a new weapon it automatically becomes part of that list. 


Mage class feature could be to be able to use magic staff. (and i would have the staff being used to store extra mana)

Now you want you mage that can use a sword well you just need to select the skill/talent/perks and that is.
you can use the sword at the char level, and if you chose too you can use the upgrade the skill/talent/perks.
you will do more damage than with the staff but you will not have the extra man.

or you want your mage to use his staff to like a two handed weapons, he can pick up the pole arm skills (under strength)
or if he wants to use it more precision he cand pick up weapon finess (under dexterity)

The same applies to a rogue.
phil

Modifié par philippe willaume, 05 septembre 2012 - 11:26 .


#163
Lotion Soronarr

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Would they now? Control is largely LEARNED and focus and patiance is something young people lack.

And as I said again - emotional destress happen often and to everyone.


The very idea that your super-duper mage with super-willpower would get trough his childhood - let alone life - without learning how to control his magic is redicolous.

#164
MichaelStuart

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Lotion Soronnar wrote...

Would they now? Control is largely LEARNED and focus and patiance is something young people lack.

And as I said again - emotional destress happen often and to everyone.


The very idea that your super-duper mage with super-willpower would get trough his childhood - let alone life - without learning how to control his magic is redicolous.


But not impossible.

#165
Lotion Soronarr

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Semantics. You exploding into flames spontaneusly is not "impossible" either.
After all, according to quantuim mechanics there's a tiny, tiny chance (with more zeroes than you can count) chance that it could happen. Almost nothing is "strictly impossible" in science.

But with so many zeroes it's for all practical purposes impossible.

#166
Yrkoon

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Lotion Soronnar wrote...

Would they now? Control is largely LEARNED and focus and patiance is something young people lack.

And as I said again - emotional destress happen often and to everyone.


The very idea that your super-duper mage with super-willpower would get trough his childhood - let alone life - without learning how to control his magic is redicolous.

They often times don't.

All of DA2 was about mages out of control.  And in another  RPG game setting - Forgotten Realms -  you dealt with 2 types of reality:  1) that actual sorcerers  (those who's magic is in their blood from birth) were rare; and 2)  No one is born as a mage.  Instead, one has to study and apprentice all of their teen and young adult life  in order to learn the simplest of 1st level spells and 0 level cantrips.  And that process typically does lead to control, if not full blown timidness and fear of risk.

Generally speaking though, none of this matters.   Because if you're the protagonist of some big epic storyline, it's a given that you're the exception to the rule  -you're the one  freak who bucked the trend.   So you're either going to be a terror who learned how to effectively thrive on your out-of-control nature, or else you're the Strong willed hero who conquered your inner demons and really DID learn self control

Modifié par Yrkoon, 05 septembre 2012 - 12:53 .


#167
MichaelStuart

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Lotion Soronnar wrote...

Semantics. You exploding into flames spontaneusly is not "impossible" either.
After all, according to quantuim mechanics there's a tiny, tiny chance (with more zeroes than you can count) chance that it could happen. Almost nothing is "strictly impossible" in science.

But with so many zeroes it's for all practical purposes impossible.


I don't disagree that there a chance of a mage exploding.
What I disagree with is the odds of it happening. If every mage child had a large chance of death by magic, most of them would be dead the first time they lost control.
The only real danger untrained mages have to face are lynch mobs.

#168
Merlex

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philippe willaume wrote...

Merlex wrote...

Lotion Soronnar wrote...

Frankly, what I want most of all is for the ability to play CHARACTERS. Not classES.

In other words, I create a character and pick any perk/skill/feat attribute makes sense for him (and isn't lore-breaking).

Exponential level power, attributes, fixed and limited classes - they all are murder for roleplaying and proper world building.

All attributes should matter. I loved that in D&D. Scores only went to 18 normally and when you rolled a character - just like in real life- he wouldn't change much. You'd only get like 5-6 extra attribute points to spend.


Wow, i really feel old now.Posted Image When i played D&D, you never got any extra attribute points after creation. Well unless it was a tome, or magic item. Feats didn't exist, though there were proficencies. Only Thieves, Assassins, and Acrobats had skills. That started to change near the end of 2nd edition with the option books.


It is not that bad, a few of us own D&D 1st edition...



LOL. Assassins and Acrobats are 1st edition. I started with the Basic and Expert Box Sets Posted Image

Modifié par Merlex, 14 septembre 2012 - 09:57 .