I am still waiting for someone to tell me what stat allocation is available in any early crpg outside of the character creation screen. The only ones that come to my mind are TES and Fallout series which is based on SPECIAL. In the SPECIAL system the maximum value of an attribute was 9. Implants and certain perks were the only way to get it above that number in Fallout. No games based on the D & D ruleset had stat allocation or re-allocating outside of character creation.
Wizardry 8 (don't know about other installments though)
Diablo 1 & 2 (before you dismiss it as a mere hack'n'slash, think of the impact the series had on RPGs)
Nox
TES (as you mentioned)
Avernum saga
Planescape Torment
Evil Island (has anyone played it? A bloody good game)
Divine Divinty (and presumably other Divinity games)
Arcanum of Steamworks and Magick Obscura
and probably quite a lot of other games, where 'level up' means 'more attributes/stats points to allocate'
Betrayal at Krondor and Jagged Alliance have attributes increasing the more you use them.
BG1 is certainly not akin to the Inquisition system of attributes, nor is any DnD-based game, where equipment only slightly improves your stats (and again, BG1 features only 4 stats increasing items), and they are pretty much defined during character's stats allocation.
In DA:I attributes are allocated automatically as you level up. Certain items can increase an attribute score. like the Axe of Green Edges, which gives +6 to willpower. In regards to BG series, +6 to any stat would be a substantial and overpowered boost (I'm looking at you improved Crom Faeyr). This is where differences between the two games are apparent - while +6 to willpower is nothing special really in DA:I, BG2's Crom Faeyr instant 25 strength is a game-balance breaker. The two systems differ, and I maintain, to compare them and claim they are similar is a stretch.
Peace.





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