GreenNight said:
First of all hello everybody
first post.
Heya, GreenNight! Welcome aboard!
Well, In the situation you just described let's imagine you played once and found a dwarf of any given class, and you wanted to make an all dwarfs group, now you couldn't if the race of this npc changed.
More importantly, races shouln't just be humans with stat bonuses. Having it so the race really doesn't matter will give that effect. A dwarf should behave differently and give different dialogue choices than an elf or a gnome, for example. They come from different backgrounds, have different motivations, and so forth.
Now, if you're doing a dungeon crawler, which are more about how the race fights, then sure, this wouldn't be much of an issue. However, we're talking about a full blown CRPG here, aren't we?
Randomly generating statistics is easy. Randomly generating personality, racial motivations, behavior systems, and dialogue, not so easy.
Or perhaps a quest could be granted only if you or any of your followers was of a given race. Then changing the race of the npc could have a major influence that can be unexpected
But what advantage would this give over a hand crafted NPC?
Quests could be granted to all males/females groups (quest for the amazons), or some members could not acompany you to some locations (men's bathroom). But it's mostly a cosmetic change with some minor change in their attributes and/or skills
Actually, I'd rather see more gender differences in CRPGs at both the statistics level and at the interaction level. Men are much different psysiologically and mentally than women. The problem is, most role playing systems don't account for this, and thus we have the gender difference only being cosmetic.
I think it'd be a lot better if women had bonuses to their stats, as well as penalties. Men, for example, tend to be much, much stronger. Look at the male bodybuilders versus the female ones. Men are designed to be stronger, so the attribute system should reflect this. Women tend to have more of a focus on their communication skills than men do, and they tend to be more flexible, so you could give them a penality to strength, but bonuses to charisma and dexterity.
Then there's the matter of doing the quests and dialogues for gender, to make it more fleshed out.