Marbazoid wrote...
There are problems with the attribute system but those flaws are due to the way Bioware chose to implement attributes in both DA:O and DA:2.
These problems are not to do with "attribute systems" as a whole. Many games in the past have used these systems and, in my opinion, implemented them better.
There are certainly better systems that in DA:O and DA2. But those systems still aren't particularly good for CRPGs
They have value for tabletop games, because they allow you to adjudicate situations that the are not specifically catered for in the rules by giving an idea of the characters broad abilities. But this capacity isn't very useful in a single player CRPG, because there's no capacity for spontaneity - the character can only act in ways that are designed in advance. And the DA attributes system's ridiculous stat inflation makes this sort of use fairly pointless anyway.
My initial thoughts were to advocate returning to a more traditional stat system such as in D&D or in V:TM, without the stat inflation. And I'd welcome that if that's what we got. But I couldn't and can't see what that system would really be adding to the game that couldn't be better achieved through the talents.
@Bfler
Skyrim's abolishing of it's attribute system was indeed an inspiration - the game truly lost absolutely nothing of value by doing so. Though I'm not advocating bringing in "perks", only expanding on talent trees - though of course both are inspired by similar systems.
@Master Shiori
One of the major advantages of my proposal would be abolish the sort of hamster wheel advancement that requires you spend points merely to keep up. That sort of thing is a false choice and thus boring. Keeping pace should happen automatically with levelling.
The player should be left to choose what new capabilities they wish, not waste time on maintaining the status quo.





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