Eric Dallaire said:
We've maintained for quite awhile that we will be breaking the 10 stat barrier with magic. Depending on your philosophy, dynamic stats can be good or bad. We know it's different from Fallout, but we wanted the system to have stats that could be changed. Some of the more powerful weapons when equipped will give you advantages for skills, derived attributes, or in more uncommon cases stats.
I think the problem is that it's more of a Diablo thing, where items make the player. That's well and good in something like Diablo, but when it comes down to it, there should be a physical limit to things. With SPECIAL, that limit is 10. The idea of greatly going over 10s with items boosting your physique boils down to munchkinism.
Raising skills is an odd choice too. Raiding things the skill might determine is a better choice. It's much better to make a sword +5% to hit than it is to make it +5% to Sword Skill. Magic or no, you're not going to instantly learn better swordsmanship by holding a magic sword. However, the sword itself might be attracted to enemies, but that's not the same thing, is it?
Aside from the argument that you can't go over 10 in Fallout, what is the major problem with this? Since Fallout was a world grounded in real physical laws, you wouldn't expect many things to change the fundamental aspects of a man in a short period of time - i.e. drinking a potion and gaining the equivalent of a point of strength. High science items like Power Armor nearly mimic magic, so any stat bonuses could be explained. In Lionheart, and in other magic based games, the genre allows for superhuman jumps in physiology and intellect through the use of magic. Its a game conceit that is commonly employed for this type of game and we think it's appropriate.
Magic itself must manifest itself within physical laws as well, though. If you drink a +1 Strength potion, you are temporarily physically stronger, right?
There's also a difference between magic and plausible magic, especially given that there must be a supernatural to natural transition, because physics has to apply somewhere for that magic bonus to work.
Just saying,
Hey, it's MAGIC! It doesn't have to make sense! is a rather one dimensional train of thought. It's intellectually lazy. It does, in fact, have to make a bit of sense because there are rules that govern it even in a game. A fireball has a set damage potential based on the caster's abilities and how close it is to the target. That's because there's physicality to the fireball. It's size, how many BTUs it's cranking out, how far it can sustain itself, and so forth are all physical parameters.
From my perspective, this adds an additional element of decision as you accumulate items. Do I want to keep carrying around this powerful shield that adds to my unarmed skill, or keep the shield that adds to my strength. As encumberance mounts, you'll have to make choices about which items to keep or sell.
But at the same time, it lessons the decisions you have with perks. Do I take this
Increase Strength perk, or do I just buy a ring that does it?
Stats are obviously powerful things to modify which is why when our random generator goes 'shopping' to generate an item, it costs a lot more to create an item with stat bonuses. Specifically scripted Quest items, like the Khan's sword, can also raise stats so that they remain useful through a larger portion of the game.
One interesting question is why you'd want them to remain useful throughout the game? Buying the next better sword is a good thing for a player to work towards, and buy or find. If you get a sword that's just utterly great close to the beginning, there's not much point to having the money to buy a great sword because you already have it.