Kortalh said:
In EverQuest, there was a set speed that all characters would run. While the Dexterity/Agility had nothing to do with this speed, some spells did. If you had the spell 'Snare' cast on you, you would run extremely slow. If you had the spell 'Spirit of Wolf' cast on you, you would run extremely fast.
Bloodlines could easily do the same thing, only based on how many dots you have in Dexterity, rather than what spell you have cast on you. You only have one dot in Dexterity? You run really slow. You've got six? Well, then you can run really fast.
Unfortunately, the problem with that approach is exemplified by Morrowind. Unless you put a point into Speed with
every friggin' level or get the Boots of Blinding Speed, you move really, really slowly. So slowly, in fact, that even getting around in Balmora or Vivec is an exercise in frustration.
Players do not want to spend their finite spare time plodding from one side of town to the next. You can't really have a teleport-to-this-building feature without effectively removing subtle encounters. (Think of Sandra and Johnny in Deus Ex, rather than Frank kicking the farmer's ass in Fallout 2. Stuff that you wouldn't necessarily see if you did a direct route at warp nine.) That means the walking speed needs to be jacked up.
But wait! We don't want to make
combat dependent on player reflexes rather than player stats, so things have to be slowed down somewhat. Now, though, if I suddenly drop in speed, I know something's taking aim at me. Appropriate for Spider-Man or Daredevil, perhaps, but not ordinary humanoids.
Really, I'd rather see Dexterity implemented as speed
boosts, since I have decent FPS reflexes, as well as adding stuff like auto-dodging. Assuming you code to avoid leaping into lava and jumping into backstab range, I think a Dex-based autododge on the scale of Unreal Tournament's dodgejumps could work. Similarly, you could make enemies take penalties to hit while you're running to simulate ducking and weaving.