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Subject: "Making things matter!" Previous topic | Next topic
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Top General Discussions Gameplay Topic #19119
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elmeri_Tue 04-Sep-07 08:17 AM
Member since 13th Dec 2004
252 posts
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#19119, "Making things matter!"


          

With the current and cool consensus of the imm staff to make more things matter, I would like to give my $.02 regarding the different stats.

The physical stats strength, dex and con already have pretty straightforward gameplay advantages

The mental stats on the other hand have seen some major gameplay boosts with paladin, anti-paladin tweaks and the popularity of bards, and certain legacies for warriors, but still ultimately the most noticable effect of both is currently hitting the wrong spot.

Intelligence mostly affects the time and tedium a character has to spend in order to achieve equal skill ratings. So basicly what that means is that one of the balancing factors between races is the tedium of playing one, which makes no sence from the gameplay pov (things should not be balanced by forcing to jump hoops). On the other hand, this does not make sence realisticly either, since the ability to learn different skills is not really based on how smart someone is, but instead how capable someone is in the required field.
Strong people learn to box, agile people learn acrobatics and smart people learn sciences easy. Right now I'm not sure if there really is much of a power gap between high int and low int races, and with possible mmtm (making more things matter) changes in the future, I would imagine this gap would grow thinner. So, is there really a point in subjecting low int races to endless skill prac to have equal skill %s compared to their high int counterparts, who might still have the edge over them by the virtue of higher int and usually dex, or other nifty perks?
So, my suggestion for int changes is to make it affect things like spell saving more, and instead of int being the universal practice stat, just make the prime stat of a skill be the deciding factor on whether you get that improve or not. Strength for bash, dex for dodge, int for spells, wis for communes etc.

While the time dump of low int races is one of my pet peeves, reasonably thinking the perks of having high wisdom are even further off the mark imo. For most mage classes the power combo is the feared gnome. Because a gnome has high wisdom, they get lots of pracs to convert into sweet, sweet hitpoints. While this has been the case for years upon years, and should it ever get changed there would be screams of bloody murder echoing the fields, still it makes little sence. Why should a gnome shifter really be healthier than a felar? Wis and in a minor sence int plays a huge indirect role in determining the base hp of hero characters, stealing the thunder from constitution as the health stat. A gnome hp will get 200 extra pracs compared to a giant, more when you count having to only practice once. That's 4 extra hps/level, and I don't think the con difference in level gains overcomes this for any class.
Wisdom is a tricky stat, since it has very few noticable gameplay affects other than determining your pracs/level, and the removal of train hp would alter the game a lot, and require a lot of rebalancing, so it's probably not worth the hassle. But if in distant future someone gets a brilliant idea for wisdom, I think for the sake of realism and keeping high con races actually unique in their constitutiony healthyness, train hp should go.

  

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Top General Discussions Gameplay Topic #19119 Previous topic | Next topic