That applies to character advancement in general. Might as well have extra layers of complexity to muddle the waters, particularly in itemization.I'd remove stats for video games entirely and focus all character advancement through leveling on feats/skills. Let's face it, stats in 99% of video game RPGs are math simulators which have a right and wrong answer.
To be honest, part of the problem is a long ridiculous tradition in Western RPGs of having preset characters that suck. Maybe that tradition has come to an end, but I got wise to absurd premade parties that had fighters with 15 strength or whatever, and having thus been trained, now don't trust any preset or autoleveling.
Wait D&D allow you to imrove attributes after level up?You just described point-buy D&D from 3E onwards
Because I don't remember if it's true at all.
I'd remove stats for video games entirely and focus all character advancement through leveling on feats/skills. Let's face it, stats in 99% of video game RPGs are math simulators which have a right and wrong answer.
We've already had a similar debate on PfK back when it released, but this approach - with or without classes - removes your freedom under the guise of enhancing it. If you can change your character's build as to suit the situation, you end up devaluing the concept of a build in the first place. Player agency is removed in favor of a design philosophy in which your character has to be defined by the situation within the game and not by your character defining the experience and overcoming the situation with varying degrees of difficulty based on your build.you can change pretty much everything including your stats to spice up your game and try other things or fix mistakes if you don't want to start over or something.
We've had both and stats work for basically nobody apart from the nostalgia-blinded and in very specific cases like Fallout and AoD (like I mentioned). Having a right and wrong answer in this specific context makes the whole system pointless, nobody who understands the system is going to go for sub-optimal stats unless he wants to intentionally gimp himself, but not using the system to your advantage is not a virtue of the system. And it just becomes a math simulator after that. Character strength visualizations are trivial in comparison to the elegance of the design.Why not have both? Having a right and wrong answer isn't a bad thing. Many decisions in a game have a right and wrong answer. And you do get an extra sense of progression when that +1 point of strength offers you that +1 dmg/hit, in combination with the feats. May be flat and not so interesting but you still can have feats for more interesting bonuses. Plus stats are great for "visualizing" the strengths and weaknesses of your character and opens up an extra layer of customization for RP like stat checks or e.g. the dumb dialog in fallout.
I'd remove stats for video games entirely and focus all character advancement through leveling on feats/skills. Let's face it, stats in 99% of video game RPGs are math simulators which have a right and wrong answer.
Also it made Paladins work better, as they were reserved for people who had rolled a lot of very high stats.The whole problem with 15 STR fighters is that you were supposed to roll stats and then choose a class based on the result. When you do it that way, the whole system makes a looooooooot more sense. When you have like 15 in STR, 14 DEX, 18 CON, 10 INT, 12 WIS, and 10 CHA, you are gonna go with a Fighter. I don't know when this system got perverted to 18/18/18/min/min/min, but it causes no end of problems.To be honest, part of the problem is a long ridiculous tradition in Western RPGs of having preset characters that suck. Maybe that tradition has come to an end, but I got wise to absurd premade parties that had fighters with 15 strength or whatever, and having thus been trained, now don't trust any preset or autoleveling.
I haven't played UnderRail in a while, but I vaguely remember the stats being there mostly so you can color inside the lines to get the specific feats you want. But even if there's a ton of reactivity and the stats work amazingly, it's just going to be added to those 1% alongside AoD and Fallout.I have one word for you, just one word:
Underrail
I'd remove stats for video games entirely and focus all character advancement through leveling on feats/skills. Let's face it, stats in 99% of video game RPGs are math simulators which have a right and wrong answer.
I haven't played UnderRail in a while, but I vaguely remember the stats being there mostly so you can color inside the lines to get the specific feats you want. But even if there's a ton of reactivity and the stats work amazingly, it's just going to be added to those 1% alongside AoD and Fallout.
Except you can't wear more than however many items, so you can't wear everything and have all builds be the same. You can change items, but that's easily rectified by them giving (more) bonuses to specific feats (which you have to choose) as opposed to something else. As for the other two points, you always, always have a trade-off when choosing which feats to get each level, so you don't lose that dimension. You can easily balance very strong feats by having other requirements, like other feats, although this still promotes coloring in the lines. I'm pretty sure a very good system can be thought up that won't have this downside while still remaining somewhat balanced and fair.
I haven't played UnderRail in a while, but I vaguely remember the stats being there mostly so you can color inside the lines to get the specific feats you want. But even if there's a ton of reactivity and the stats work amazingly, it's just going to be added to those 1% alongside AoD and Fallout.I have one word for you, just one word:
Underrail
It's a non-choice, the real choice in this context is the class you want to play, stats are an awkward middleman when not used how it was originally intended.
Restrictions like that have 2 problems, the first being is that it only rewards metagaming because you aren't psychic and wouldn't know what you'll need in any specific dungeon. The second is kind of an extension of this, they depend on not being able to return to your camp at any time to change items because if you do, you'll just waste time by going back and forth in a dungeon (you know people will do this, PoE proved it). And again, this restriction has the same problem of only rewarding metagaming unless the game somehow communicates what you might need in any given dungeon.If you made a genuinely item-based system, it would also make sense to restrict where you can swap out which parts of kit. For example, you can change your hat or coat anywhere, but can only change clothes/armour in camp. That would make picking your outfit more strategic.
(And yes, it would be a bad idea for most systems out there.)
Restrictions like that have 2 problems, the first being is that it only rewards metagaming because you aren't psychic and wouldn't know what you'll need in any specific dungeon. The second is kind of an extension of this, they depend on not being able to return to your camp at any time to change items because if you do, you'll just waste time by going back and forth in a dungeon (you know people will do this, PoE proved it). And again, this restriction has the same problem of only rewarding metagaming unless the game somehow communicates what you might need in any given dungeon.
Because you also have to think about a first playthrough, unless you are ok with a game locking you in a dungeon with no way out because you didn't know what you'll need before that and you either have to start over or load a save. How would that work in a PnP campaign? You are locked in the dungeon, everyone dies of thirst, let's start a new campaign? It's clunky and video-game-y at best. At least in a PnP campaign the DM can prepare everyone beforehand.Metagaming though, since when is that a bad thing?
There is nothing "wrong" with them in the sense of hindering anything, but it is superfluous when there is a right answer, you can just bake the bonuses into the feats and/or classes to save us a few clicks. It's vestigial and inelegant in the way it has been implemented in 99% of RPGs.Why are we acting like there is something wrong with pure number bonuses?
How does the ability to multiclass change the picture? You still allocate your stats for the build you have in mind, so it's literally only unnecessary clicks when you've done the math. If you are thinking about balance (*gasp*), there are other ways to balance classes with each other, like requiring specific feats when a class isn't your first. And I'm sure people like Prime Junta won't want any kind of restrictions and would want to be able to pick and choose whatever class they want whenever.There are definitely times when stats and classes are redundant features in CRPGs, but in 3.x and its variations you can multiclass every time you gain a level. A reasonably good implementation of this system gives you a very wide selection of potentially viable builds. So they’re not redundant in something like Kingmaker, they’re just extremely metagamey, which is a separate issue.