Fuck he is saying some retarded shit here. It's natural for a stronger person to inflict more pain with a weapon than a weaker person
Actually not necessarily so.
Most weapons build up momentum before striking, so you do not need to be particularly strong to do damage.
What strength does is enabling effective use of heavier weapons (because you can build up momentum fast enough when swinging massive weapon, then again, most realistic weapons weren't so heavy that an ordinary joe wouldn't be able to swing them properly), and reducing time needed to react with heavy weapon (for example recover from attack or start parry).
So strength should mostly just affect carry weight and reduce penalties from weapon weight and balance.
It would also affect attempts to directly overpower an opponent, but even then dexterity could give you a lot of edge.
The only cases where strength directly impacts damage or something damage-like (penetration) would be pushing with thrusting weapon. And, amusingly enough, bows - those need a lot of strength.
Should you want to continue this particular topic -
http://www.rpgcodex.net/forums/index.php?threads/damage-cap.76748/ - 'ere.
It is NOT logical for intelligence to change the damage your spells do.
Well, we don't know how magic would work, but I can sort of agree - you should have willpower stuff for that. Intelligence should govern ability to learn and weave complex spells. But then it would need spellmaker mechanics.
And this is an absolutely silly thing to have for basic stat.
There are different kinds of balance and varying degrees.
I'd say the only kind of balance you need to worry about in a cRPG is whether the encounter design can be balanced vs your party make up. Balancing things on a pure statistical/numerical scale is MMO faggotry.
Here's all the balance you need - Make the classes fun to play and build. Make the encounters challenging. Put a level cap in to make sure you cannot fuck up the encounter design. Do these and you have a fun, challenging game that can be played over and over again with different party make ups and builds.
Maybe the fact that Wizards are OP is the problem that needs to be addressed in the first place?
I think the primary problem here is having main conflict resolution mechanics at all.
FPS games can have primary resolution mechanics, RTS games can have primary conflict resolution mechanics, stealth games can have primary conflict resolution mechanics, but RPGs very definitely should have no such thing.
RPGs should be all about player using their wit trying to force such conflict resolution mechanics he is well equipped for and can prepare for based on his build and circumstances.
If you have primary conflict resolution mechanics, you can't help but balance the classes in regards to this mechanics and this way lays derp and MMO faggotry.
Weapon damage and spell damage stats have to be unified, because Fighters use mostly weapons and Mages use mostly spells.
That's pure idiocy from any remotely sane PoV, and not necessarily valid from purely gamist PoV either.
You can just as well unify spell damage with some other stat useful to fighters and weapon damage with some other stat useful to mages.
Is there a single P&P game that is easy to learn, difficult to master and works fine out of the box without a bunch of houserules? No. Ergo, they're all bad.
Those kids don't actually understand the rules, because if they did, they'd be breaking those games through their obvious exploits.
And in my experience, most of those require a lot of upfront reading to truly understand. Sure you can mess around and have a lot of fun with mechanically bad characters, but that's not proper gaming.
ITT: Roguey fails to understand that the role of systemic shit in PnP is auxiliary to the main game.
Give me a single good reason to have a Charisma of above minimum on any character that isn't using it as a caster stat (in video games).
In a cRPG? None. In P&P? Having a good DM who actually takes the time to customize adventures to include situations that address the strengths and weaknesses of the party, or provides special opportunities to characters with unexpected builds.
That's not systemic, though.
Ok in a PnP where systems are auxiliary to the whole thing and as long as they don't get in the way or create too much derp they work fine, inexcusable in a cRPG where systems are the core of the game.
Repair in Fallout was a completely plausible choice unless you consider it in terms of an extreme "ultimate build" perspective. Removing it as a skill, without "de-systematizing" it
Except repair is already non-systemic as it's used exclusively for limited amount of scripted spots. If, for example, you'd also have to maintain and repair your weapons and other gear, then there would be no reason to even think about removing it.
Imagine going through GURPS
Does not compute. It's a PnP system, therefore even non-systemic stuff can be treated as systemic as GM will provide content indefinitely according to his judgement of situation.
What the fuck does being mondblutian (i.e. a complete gamist) have to do with this? If anything, mondblutians by definition should approve of a stat-system which serves gameplay and nothing but gameplay.
Deriving fun chiefly from breaking games.
...in a trivial manner.
Take Morrowind for example. It's pretty much impossible to make a broken build in that game. You can in fact make a build completely blindly and still be viable. That's possible because there's an abundance of and variety in content, and the world is simulated as much as possible.
This.
I don't think that good system should allow any kind of actual minmaxing - any disproportional advantage from particular attributes should be baked into the class definition, for example, if fighters with strength below certain value are worthless, choosing fighter should force you to meet class requirements, and all the other attributes should confer benefits on par with those from raising main attributes above class minimum.
The challenge to building character shouldn't stem from knowing where to pump the points to create effective gameplay tool, but from using the tool you've created effectively.
You hated the UI in Morrowind? I find it one of the best. Right Click and everything's there. Grid inventory, pick up and drop/equip, resizable windows, windows can be pinned, hotkeys. Barter, repair, alchemy, spellmaking interfaces are all painless and a breeze to use.
Also this.
Morrowind's GUI wasn't perfect, but it was the closest to perfection I've ever seen.