Johannes
Arcane
Having a game designed around allowing you to reallocate could be fun though. So that you'd need to constantly redesign your party specifically to fit the different dungeons, like you already might need to switch party members, equipment or spell memorization and such.
Though from a realism/storyfag pov respeccing attribute/skill points sounds pretty weird, so maybe it'd be just better to remove those and focus on making those equipment etc. switchable stuffies more variable. But I guess it's not that much of an rpg anymore then...
A lot of the point with the usual RPG format though is figuring how to deal with different situations with the same PC/same party. Even if it is a badly configured one, deal with it or restart, bitch.
And the player should be expected to have some competence in making his build too, if his picks don't have any synergy at all it's his fault.
Of course I expect devs to make a good game, if, say in D&D you happen to make all of the most powerful weapons axes - how is the player supposed to know at game start that he should specialise everyone in that? A better way to fix this would be though, imo, to not make specialised skills for every weapon classes that have similar game mechanics than just include magic weapons of all types equally.
Though from a realism/storyfag pov respeccing attribute/skill points sounds pretty weird, so maybe it'd be just better to remove those and focus on making those equipment etc. switchable stuffies more variable. But I guess it's not that much of an rpg anymore then...
A lot of the point with the usual RPG format though is figuring how to deal with different situations with the same PC/same party. Even if it is a badly configured one, deal with it or restart, bitch.
And the player should be expected to have some competence in making his build too, if his picks don't have any synergy at all it's his fault.
Of course I expect devs to make a good game, if, say in D&D you happen to make all of the most powerful weapons axes - how is the player supposed to know at game start that he should specialise everyone in that? A better way to fix this would be though, imo, to not make specialised skills for every weapon classes that have similar game mechanics than just include magic weapons of all types equally.