Hormalakh Posted July 19, 2013 Share Posted July 19, 2013 (edited) as the combat-output would turn the attributes into "combat winner" skills? yeah, i guess so. i haven't fully thought this out, but i just wanted to throw it out there. i don't think every attribute has to be combat-based is all i'm saying. but at the same time the devs have to make sure that the non-combat portions of the game are just as important as the combat portions of the game. So that one character can take all the non combat attributes and dump the combat attributtes and the other characters will dump the non combat skills? If I understand your idea correct it would work for a single character game but not for a party game. well, i would assume that these attributes would work in concert with other mechanics. So for example, lets say you've got a group of goblins you have to fight. If you want you can fight them, sneak by them ,or talk them out of a battle, a character with a high story-mental attribute (possibility of winning a dialogue challenge) could step in and take a shot at it. but then he's got to know skill:languages to be able to talk with the goblins or maybe skill: item crafting to be able to craft a nice shiny object to give the goblins as a tribute, etc. if he's got story-creative attribute, he can get a few different options (i.e. chances) to do this. if he fails, then he would be pretty useless in combat (assuming he has low combat-oriented attributes), and the rest of the party sort of comes in and cleans up the mess. the idea is sort of a mish-mash of the D&D attribute system and the attribute system in King of Dragon Pass, where some attributes could come in handy for certain "challenges" that occur during the game. Edited July 19, 2013 by Hormalakh My blog is where I'm keeping a record of all of my suggestions and bug mentions. http://hormalakh.blogspot.com/ UPDATED 9/26/2014 My DXdiag: http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html Link to comment Share on other sites More sharing options...
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