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Mental vs. Physical stats  

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  1. 1. Would you be in favor of the division of stats discussed below?



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My making each attribute usefull, by making skills non-class dependant and by making high attribute stats expensive, you'd start seing more rounded characters.


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So... basically something like Vampire: The Masquerade - Bloodlines' division between social, mental, and physical stats.

I'd be okay with that. It's not necessarily my favorite...

Why specifically?

Does that matter?

I don't think he's trying to argue with you, I think he's just trying to learn what it is you didn't like about it, and thus get ideas for something better.

 

For example, saying that I don't like D&D style stat systems for CRPGs because it ties conversation stats (Int) to specific classes (Wizard), and thus limits your conversation options (if you chose to play a non-caster) or your class options (if you want to have all the dialog options), is a lot more useful than just saying that I don't like the system.

 

I certainly like the sound of the proposed system that separates combat skills from non-combat skills, so that one doesn't come at the expense of the other.

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So... basically something like Vampire: The Masquerade - Bloodlines' division between social, mental, and physical stats.

I'd be okay with that. It's not necessarily my favorite...

Why specifically?

Does that matter?

I don't think he's trying to argue with you, I think he's just trying to learn what it is you didn't like about it, and thus get ideas for something better.

 

For example, saying that I don't like D&D style stat systems for CRPGs because it ties conversation stats (Int) to specific classes (Wizard), and thus limits your conversation options (if you chose to play a non-caster) or your class options (if you want to have all the dialog options), is a lot more useful than just saying that I don't like the system.

 

I certainly like the sound of the proposed system that separates combat skills from non-combat skills, so that one doesn't come at the expense of the other.

 

I think they should somewhat come at the expense of the other. But as you said, it shouldn't encourage anyone who wants good non-combat options to be a certain class. Whatever disadvantage a warrior has for investing in non-combat skills, a rogue a mage and a cleric should have roughly the same disadvantage.

 

What about something like this?

Strength: does roughly what it always does

Dex: does roughly what it always does

Constitution: does roughly what it always does

Soul Attack: Basically does what int normally does for combat. Needs a better name.

Soul Defense: Basically does what wisdom normally does for combat. Needs a better name.

Skill: Increases the amount of points you get each level to invest in non-combat skills.

Charisma: Increases conversation skills or gives points to invest in social skills.

 

The last two could possibly be combined. What this does is force you to sacrifice a bit of your combat proficiency to be more proficient at non-combat stuff. But it does it in a way that doesn't favor any specific classes.

Edited by ogrezilla

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