LarsWestergren
Educated
- Joined
- Oct 29, 2007
- Messages
- 40
Is Roguey a hermaphrodite? Why some people use "he" and others "she" when referring to ...
Does it matter?
Is Roguey a hermaphrodite? Why some people use "he" and others "she" when referring to ...
Infinitron said:In the IE games too, nobody was thinking about their attributes one hour after starting the game
Blaine said:Since we're both familiar with tabletop rules systems, a good comparison here might be between D&D 4e (which I haven't read, making it one of the few) and RIFTS. RIFTS is an awful mess of a system, incredibly unbalanced, and Kevin Siembieda is an industry pariah due to being a bizarre, egotistical shithead... but RIFTS is great fun to play. (It also helps that RIFTS setting materials are original, creative, and just plain cool.) RIFTS is perhaps too messy and unbalanced for most people's tastes, but it's a suitable poster child for its end of the spectrum.
Isn't that what attributes are for? If high intellect barbarian works then what about a high intellect fighter? Or is the difference negligible? Atleast they would get different dialogue options...your fighter is my fighter
Isn't that what attributes are for? If high intellect barbarian works then what about a high intellect fighter? Or is the difference negligible? Atleast they would get different dialogue options...your fighter is my fighter
What are you smoking Infinitron?
Been a long time since I disagreed so strongly with you. Attributes remained one of the defining assets of all non-caster characters because there were so few other options for customization in the AD&D games. The tomes were just about the coolest loot you could find since they bumped something otherwise static and for non-casters something that could provide immense boni like extra damage (unobtainable through other means).
What part of "make us a new game like Baldur's Gate" sounded like "'streamline' BG with your pet design ideas" to him?
I guess he didn't think the stats were that important to the Baldur's Gate experience. They are, after all, just something you set at chargen and then basically forget about it for the rest of the game. They don't even increase on level up occasionally like in 3rd Edition.
So there were no stat affecting items or potions in the game? So stats didn't influence how your character would perform?I guess he didn't think the stats were that important to the Baldur's Gate experience. They are, after all, just something you set at chargen and then forget about it for the rest of the game.
Of course they did, but it's not like, say, Fallout, where maintaining your character sheet by spending skill points was a constant occupation. You picked a class, rolled up some stats, and then did what your class was supposed to do - melee things if you were a fighter, cast spells if you were a mage, etc. You didn't really need to think about stats much after that, except maybe for selecting your party members from the NPCs in the world if you were powergaming.
I guess he didn't think the stats were that important to the Baldur's Gate experience. They are, after all, just something you set at chargen and then basically forget about it for the rest of the game. They don't even increase on level up occasionally like in 3rd Edition.
As a consequence of it being a low level D&D adventure, stats (well some of them atleast) were pretty damn important in first BG, 18 DEX (+4 to armor class) was a life saver in many situations regardless of the class, 18/** STR and 18 CON were very important for a fighter and greatly increased his chance of survival etc.
It's in the sequel that stats took a backseat because of a much high level cap and an abundance of stat increasing items (heck you could find/buy an 18 CHA ring and 19 STR belt in the first few hours of the game).
Sure, I'm not saying they didn't have an effect, but they weren't something you really had to fuck around with regularly, so the exact details of how they affected your character weren't that important to the Infinity Engine Gameplay Experience(tm).
You're vastly overstating the effect stats had in the IE games. Thac0, number of attacks per round, weapon proficiencies and spell arsenals were the most important things and they were all tied to class and level. Stats were good for fixed armor class bonuses and minor additional accuracy with ranged weapons (dex) and melee damage and accuracy bonuses (str) that paled in comparison to the boosts you got from equipment and became even less significant as you gained more levels. And maybe a few bonus spell slots. And pointing out that there was equipment and potions that boosted stats is an argument AGAINST the significance of assigning stats at character creation.
I'm not sure how you conclude that lack of management is the same as low impact.
3) I agree completely. My entire point is that Sawyer opted to fix this issue (laudable) but fixed it by removing their significance altogether (faulty).
3) I agree completely. My entire point is that Sawyer opted to fix this issue (laudable) but fixed it by removing their significance altogether (faulty).
I don't consider that faulty because I think it's a legitimate design choice.
[...]
IMO, a critique of Pillars of Eternity should take that design philosophy into account and judge it on its own terms.
You're right, but even the +HP boost you got from CON past a certain threshold was dependent on class.1) Athelas - and you - both fail to mention damage and hit points, two crucial system assets that are basically only manipulateable by the player through attribute spread.
Compared to more thac0 and more attacks per round (from weapon proficiency and from gaining certain levels), which were dependent on your class, it is somewhat minor. Attacking twice is better than doing a few more points of damage. And those few more points of damage become more significant when you can attack twice.Athelas' talk about "minor damage bonus" is factually wrong.
Athelas said:You're right, but even the +HP boost you got from CON past a certain threshold was dependent on class.
Compared to extra attacks per round from weapon proficiency and at certain levels, which was dependent on your class, it is somewhat minor.
B-but there need to be six stats because Baldur's Gate had six stats. And the min for a stat is 3 and the max is 18 (sans racial/culture bonuses) just like in Baldur's Gate. The attribute system is totally in the spirit of the IE games you guys.
My bad. Although my original quote was taken from a discussion about usefulness of all stats for all classes.I repeatedly stated that attribute importance was mainly bound to "non-caster classes" i.e. those that benefit from high CON.
I think we agree (I edited my post right before you replied).Not so, bro. In fact, stats matter even more in BG2 because the damage bonus from strength - which is one of the only available ways to gain damage boni - scales with additional ways to apply it (i.e. extra attacks). That's one of the reasons that Gaunts of Weapon Expertise is one of the best endgame items. Beyond strength and profeciency they are one of the only existing ways to increase non-caster damage output in the entire game.
You know I agree with you in principle (see: dogs and cats), but PoE's system does not have a reason to include stats at all in the current design. You can have low impact system assets like incidental bonuses, but then you need to make those part of a wide customization array like picking traits in Pathfinder - small and insignifcant additions to your character that help with characterization. PoE's attributes are not that, they're the only way to directly manipulate a wide range of factors and they play the central role in character generation customization.
now you're just being sillywhat happens if you find a potion that temporarily increases his might by say, 20 or 30 points? .
Infinitron said:For example, the difference between an 18 Might Fighter and 10 Might Fighter out of chargen might not be huge, but what happens if you find a potion that temporarily increases his might by say, 20 or 30 points? That would definitely make a difference.
According to someone at Something Awful, at maxed INT the AoE range of your spells becomes so huge that they unavoidably damage your own wizard, so stats definitely matter.
Eh, you realize you're basically arguing my case for me here, right?
If itemization or spell will affect stats in that scale, then the characters' base stats will matter even less than they do now.For example, the difference between an 18 Might Fighter and 10 Might Fighter out of chargen might not be huge, but what happens if you find a potion that temporarily increases his might by say, 20 or 30 points? That would definitely make a difference.
Looking at the stat distribution in the screenshot Sensuki posted earlier, it seems that the most significant change achieved compared to IE games is that most classes will have the same dump stats (Perception and Resolve), unless you make some kind of interrupt-specialized wizard killer build, which will benefit from high Perception, or you focus on one-target insta-damage dealing abilities (and can dump Intelligence too).
At the moment, they could be almost removed from the game altogether, Skyrim-style.
I think I've explained before that generally speaking I'm unsatisfied with how the concept of "main attribute scores" has been implemented in RPGs historically, so I'm not sorry to see them downgraded. Shame about people's expectations, though.