What do you think of the idea of having personality weaknesses as part of a character design system to balance out the usual stats - strength, intelligence etc? The only CRPG (PnP are different) I can think of that has these is Realms of Arkania.
For those who haven't played RoA you have seven ordinary ability scores which tell you how awesome your character is and seven other scores alongside - Curiosity, Violent Temper, Avarice, Superstition, Claustrophobia, Acrophobia, Necrophobia if I remember right.
When you're designing a character at the start you can trade between these two types of scores at a price of two-for-one. So if you increase Strength by 1 you must increase a personality flaw by 2 points. Or you can do it the other way, decreases your flaws at a cost of ability.
In the game the personality flaws change your dialogue options and are checked at certain points. Example: you have to cross a long rope bridge over a plunging canyon you roll for acrophobia (maybe modified by 'positive stat' Courage). If a character fails he/she doesn't have the guts to cross. If the rest of the party crossed either you have to abandon that character or try again, delaying the party. You can modify the score for example by getting drunk which lowers your inhibition.
When you level up points can be put into either increasing your abilities or lowering flaws.
Why haven't other CRPGs taken this up? Is it a good idea for a game?
The main criticism I can think of is that if you the player decides to do something you should be able to try to do it and the game shouldn't place restrictions on your 'freedom'. I think that's a LARPer mentality but I can see how it could be annoying.
For those who haven't played RoA you have seven ordinary ability scores which tell you how awesome your character is and seven other scores alongside - Curiosity, Violent Temper, Avarice, Superstition, Claustrophobia, Acrophobia, Necrophobia if I remember right.
When you're designing a character at the start you can trade between these two types of scores at a price of two-for-one. So if you increase Strength by 1 you must increase a personality flaw by 2 points. Or you can do it the other way, decreases your flaws at a cost of ability.
In the game the personality flaws change your dialogue options and are checked at certain points. Example: you have to cross a long rope bridge over a plunging canyon you roll for acrophobia (maybe modified by 'positive stat' Courage). If a character fails he/she doesn't have the guts to cross. If the rest of the party crossed either you have to abandon that character or try again, delaying the party. You can modify the score for example by getting drunk which lowers your inhibition.
When you level up points can be put into either increasing your abilities or lowering flaws.
Why haven't other CRPGs taken this up? Is it a good idea for a game?
The main criticism I can think of is that if you the player decides to do something you should be able to try to do it and the game shouldn't place restrictions on your 'freedom'. I think that's a LARPer mentality but I can see how it could be annoying.