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Character creation... is overpowered omg!

After reading all these comments I am gonna have to agree that a change like this would have little to no benefit for FL expecially considering the amount of work it would take the imm staff.

Melinda had some great points, the best one being that even with this change all ogre warriors will still have about the same stats and all elf invokers will have about the same stats etc...

Another problem that would arise would be the greater need for stat equipment for ranking and fighting different opponents. I dont know abnout you guys but I do NOT want to have to change eq around more than I do already.

So you admit your system fails too? Then whats the point.

Don't give up so easily. As I said in the original post, I'm asking for constructive criticism and your ideas. With the right balance, it could be great.

I don't see how your system 'fixes' any of these problems' date=' and I don't seem them as problems at all, or that they need fixing, and if it doesn't fix them, then why do it at all? Because you can is not a good enough answer[/quote']

That is your opinion. In your entire post you didn't give one good actual reason against the idea.

Rolling is' date=' and has always been a reward for people who want to waste a large portion of time, or just get lucky.[/quote']

Attempting and succeeding at rolling the maximum does not take up a large amount of time. But that doesn't really matter because we're not talking about rolling. This system would remove the randomness of rolling and instead supply everyone with a set number of trains to start with. How this system would handle races with a higher exp penalty (and thus, higher stat ceilings) isn't clear yet. I'd like to hear some informed suggestions.

And to make a change to the degree you are recomending would completely change the aspects of the game.

Yes, it would.

I also really don't understand your whys either. I don't believe it's stated anywhere that stats exist to define your strengths and weaknesses' date='[/quote']

Of course it isn't stated anywhere. That's what I'm trying to improve.

and just as easy for it is for you to argue that' date=' one could argue that your race is what that strength/weaknesses are defined by. Races are in and of themselves diverse and have high and low stats that keep difference between classes.[/quote']

But should those highs and lows be set so firmly? They are meant to be ceilings, the uppermost echelons reached only via supreme effort, not the standard that any character can reach. Yes, all the races on FL are diverse, but as I said earlier, that makes certain race/class combos very predictable in PK.

As far as the point of removing the conversion of practices' date=' ...[/quote']

That was already removed, it wasn't a good idea.

Change hp distribution and the races with high Con/low Con get affected way more than the mid range races.

There is such a thing as distributing new hp on a curve. Low con characters would see little benefit, mid-con could see the 'normal' benefit, and the extreme high-con would see less of a benefit than mids - but they could have very powerful hitgain as compensation. As long as the curve is smooth and reasonable, people shouldn't complain about things like only 'having to get up to X' in a curved stat.

You want to change a vast majority of the stat system' date=' rebalance the entire game around it, around what reason?[/quote']

I've given my reason, several times. You haven't ignored it, you understand it well enough to argue against it.

New players are more than capable of logging into the newbie help section and asking what an acceptable roll is. And your system really does not promote the diversity you say' date=' no person playing an invoker will ever submit into strength over int, ever.[/quote']

This was also answered earlier, but let me add that perhaps all characters should have an incentive to improve their strength?

It's a complete waste of a character, you can't get much rp in if your condead. Every mage will boost int and wis before str and dex, every warrior will focus on str con and dex before they even worry about int, and the exceptions that exist to this are removed because you've seperated practices and trains. No point for an elf warrior to practice in one if he cant use the extra practices he saves, so he is going to always focus on Str, Dex and Con. And Since his race is limited in Str and Con, he only has a perk really in dex, why wouldn't he roll a slith? Elf warriors live on those extra practices, otherwise they should just roll a slith.

I addressed all this above. That idea was removed for lack of foresight.

What a lot of people seem to forget is that every character in game is a Hero of some kind of renown. The NPCs are the basic people' date=' you are the hero, and in being the hero it makes perfect sense for you to have maxed racial stats, because your the cream of the crop.[/quote']

At 50, you're the cream of the crop. At 50, I can see some characters getting close to maxing all stats. At 5, at 15, you're just another hardy adventurer. People should not be maxing their stats so early.

The big question that has not been answered here is 'why?' Why is this worth it? What good does this do?

I've answered this several times for other people in this thread already. Once more.

  1. Characters who have maxed stats before even entering their 20s should not exist.

  2. The decrease in the number of trains increases the value of each. This means players would consider their character's stats as more than just the limits of their race. It also means more variety between characters of the same race.

  3. Stats are not the only defining characteristics of a character, even in PK. They are just another way of defining your character, and they're not currently being used to that effect.

  4. Some race/class combos are very predictable in PK. With some work, hopefully these changes would reduce that predictability.

The game stats are balanced right now' date=' and rolling doesn't overpower anyone because every has the ability to do this, [/quote']

If you're getting this overpowered stuff from the title, that was a joke. Like 'haha omg overpowered!!! lolzzzzrofflecopter'. I don't actually think anything is overpowered at the moment, just that character creation should not result in a character that has very nearly maxed all their stats.

Races are the diversity in the games stats.

Not diverse enough, and I've already stated why.

Players are expected to max out stats.

I've said as much in this thread while talking to mya. This is not a good thing.

To balance this for each race you would need to make a lot of special cases.

I asked for constructive criticism, can you give examples?

This current system is not broke.

But it could be better.

This current system is not overpowered.

Again, the use of the inflammatory word 'overpowered' in the title was a joke.

This current system already is set to promote a more evened max stat. How many people remember rolling for each stat?

Str: 20 Int: 21 Wis: 15 Dex: 12 Con 18 Keep? Y/N N

Str: 12 Int: 20 Wis: 20 Dex: 20 Con 17 Keep? Y/N N

Str: 18 Int: 17 Wis: 18 Dex: 17 Con 18 Keep? Y/N Y

Why are you bringing this up? In the original post I suggested removing rolling.

That sucked' date=' this new system drasticly lowers stat time and increases 'fairness' to all players, puts less focus on getting the best possible roll.[/quote']

That's a fairly accurate assessment of the surface-level changes. It's not the whole thing, but part of it.

I don't like this idea much at all.

WC

That's fine, but it doesn't seem like you've read this thread, or even the first post. You asked several questions I'd already answered and misinterpreted some ideas.

WC just got burned, kicked in the gooch, and outwitted. All the same post.

I think someone has just lost their @$$ Prince-hood.

Hearing that almost makes me want to read that crapping long post, but not quite.

People are just afraid of change is all. It's comfortable. Moving on though.

One important change would be adjusting the Constitution attribute to increase hitpoints retroactively as it is increased. This would prevent the trend of everyone concentrating on CON in the early levels.

Still contemplating what was written, as well as other comments thrown in thus far. Taking the time to read this, I wandered back upon this. Correct me if I'm wrong:

Using nice round numbers, 1hp/conpoint/level.

You are stating that when you put a point of con on a char at 10th, you'll get 10 extra hp. That would mean that 10 con will have 100 hp @ 10th, you add your extra con, you now have 110? Correct?

IF SO:

This would need to be modified. While in lower quantities, it's good, but you throw in a person that saves up their limited trains for con. You walk over them at 10th due to their limited 100hp. At 30, you beat them down because they have 300 hp due to con. They flee at awful, train 10 times and now have an additional 300hp. Effectively 'healing' them to thier previous max. That's in addition to thier normal healing rates. Granted, it would work only once, but still. When you don't concentrate on con at lower levels instead of higher.

Take an ogre. If they train to max con at 50 using the 1/con/level, that would take them, from 500hp (10 con) to 1250 (25 con).

20 con @ 50 - 1K

18 con @ 50 - 900

14 con @ 50 - 700

Not bad so far. All looking pretty average-ish for selected races.

Now lets throw in some bonus for having higher con scores, as the game does. Lets say you get 1 extra hp/lvl/con over 19.

Bonus:

20 - 1 additonal/lvl

25 - 6 additional/lvl

at 50

Ogres 1550 hp.

Humans 1050 hp.

Obviously this will vary with the actually mechanics as well as the randomizer that's in game. Still not all that bad, though.

Here's what I don't like about the con system you've proposed, provided that I understood what you were saying.

You will have no penalty for not practicing your con at lower levels. Period.

If you rank to 50 using 10 con or 25, you will still get the 1500+hp regardless on when you dropped trains into con.

Right now, if you train to 50 using 19 con as in the above example, you're going to have 950 hp. Drop your trains into con then, and all you have is an ogre with lower hit points and faster regen.

In short:

The price you pay for not training con at lower levels (10 con instead of race max).

Proposed retro (18/22/25 con):

None. Max hp for everyone.

System as is (18/22/25 con):

400/750/1050 hp.

Train con later, you'll still get base hp for your race! Retro hp is a foolhardy idea. There should be a penalty if you don't train con early on. Being the con for an ogre, that 600 hp loss will kill him being a melee-only race that trains only 19 con instead of 25. And a 1K hp loss if you don't train over 10? Melee's need hp, and that's all an ogre can be. 600 or 1K, that loss will kill him.

You can tell me 'it doesn't seem like you've read this thread' but I'll just tell you to read my post again and ask you, did I read the entire thread? Typically when someone says 'I'm probably not going to say too much thats new' the probably means they haven't read some of it, but in this context it would lean more towards not reading what others have said.

Also, using terms like 'giving up,' just doesn't work. This isn't something you win at, you asked for critisms, you don't win anything here, and neither do I. Regardless of what other people say about 'Oh so and so is an ***!' as if the title is cool. I am the way I am because thats how I am, not because I want to win awards or praise from anyone, and especially not from people like Zrothrum. But still, if I had given up I surely would not have given up at that point as my post continued onward, for quite a while, after that.

Also, you tout that line 'my opinion' as though it doesn't matter, then give me one of yours, thats base line hypocracy. I gave reasons, just because you don't like them doesn't make them disapear, and I had a hard time finding clear cut reasons why, until this last post. But it comes down to you asking for critism, my post isn't asking for critism, it's answering your call for it. I give you critisms, and asked you questions that I found a confusing issue on, if you don't want these kinds of resposnes, don't ask for them, and don't post ideas on the open forum.

Now back to the meat of it.

You keep bringing up exp penalties as coupled with Stats but haven't talked about all the other issues of exp penalties. Why? Exp penalties exists for more than stat adds. Lets take a look of just a few;

Minotaur: 500 exp for 97 stats

Elf: 500 exp for 102 stats

Human: 0 exp for 101 stats

Gnome: 150 exp for 102 stats

Fire: 150 exp for 94 stats

So wouldn't the exp penalty order go: (Fire)<(Mino)<(Human)<(Elf, Gnome)?

Also, a fire giant has a 25 max str with that 150 exp pen, an avian has a 23 yet still maintains a higher exp penalty.

It's everything about the race that sets exp penalties. The entire flow of stats, it's the vulnerabilities, it's the immunities, it's the options available for classes, it's the options available for alignment and ethos.

But should those highs and lows be set so firmly? They are meant to be ceilings' date=' the uppermost echelons reached only via supreme effort, not the standard that any character can reach. Yes, all the races on FL are diverse, but as I said earlier, that makes certain race/class combos very predictable in PK.[/quote']

Yes, those highs and lows should be set so firmly, it's the races abilities. It's a freaking gnome, no matter how hard he tries, a gnome will never be as strong as a human can be, however a gnome can be stronger than a human, an example would be a human mage with 17 str and a gnome warrior with 18. The Gnomes are typically weaker than humans, as represented by lower max str. No one forces a human mage to turn his strength upto 20, he can take those three trains to boost it from 17, and put it in mana instead for 30 more mana, or place it in hp, or move. I never train upto 20 str with my human mages, why? Because I know I'm just going to get some item along the way that will magically boost my strength, but you can be sure that the one gnome warrior I had in the past had his strength at 18. Also, how does your system change these highs and lows as firmly set? It would be absurd to have a gnome walking around with 25 strength as a possibility, beacuse gnomes are weak, just as the possibility for a Fire Giant to have a 25 wisdom, they are as sharp as a marble. Your system still has ceilings, you just make them harder to get to.

At 50' date=' you're the cream of the crop. At 50, I can see some characters getting close to maxing all stats. At 5, at 15, you're just another hardy adventurer. People should not be maxing their stats so early.[/quote']

And I'm sorry, but you're wrong. This has been the accepted truth of FL for as long as it's been FL. All players are Heros, and the NPCs are the simple guys. Maybe before you created your character he was the big fish in a small pond, and now they are in the ocean. Maybe in the small pond he could just bully people around with what he had(max stats), now he has to learn new things to get the same job done, and thats the players tactics. It seems that your idea is meant to nulify personal players ability, which removes the skill of the game. At 50 you have reached the pinicle in your guild, that does not represent your past accomplishments, past successes, just as Cabal rank does not signifiy guild rank, and just as a leader in a personal clan does not mean he has acomplished more, or 'better things' than someone who isn't, he's just done different things.

Now you mention distributing new hp on a curve, but why should high con races get less hp per level? I really don't see the reason for this? Part of the point of rolling a dwarf is getting the high hp, thats part of the reason why dwarves have the exp penalty they have, because they will have those extra hps.

but let me add that perhaps all characters should have an incentive to improve their strength?

And thats a bit... something... I can't quite think of the adjective... All characters do have incentive to improve their strengths... to get better. Isn't that incentive enough? They are already getting stronger in some way... Be it through more mana, more wisdom, more something. Now if you meant strength as the stat, they do, they can carry more weight and get a higher base hit dam.

  1. Why? As you have said to me, thats your opinion. You still haven't convinced me of this otherwise. For FL it's a very good thing, it is the thing.

  2. More variety among the race, but not the race/class. You still have cookie cutters. And No one would bother rolling an elf warrior just to maximize Str, Dex and Con, when he can roll a Slith Warrior and get a race presuited to play that class. It's a bad move.

  3. I agree completly, Stats are very fickle in pk, at times they mean less in pk than Racial vulns/immunities, and skills and spells available, and most importantly player skill. At other times if you are running around gimped to level 15 stats across the board, skill won't save you at all, you're toast.

  4. No amount of change will ever remove that predicatbiliy, there will always be the power gammer aspect of the game, no matter how much people want this to not be so, and I am one included I hate powergammers, it's going to be there, and players will roll a character to emulate the successful. Why do we have trends all the time? Why do we have 'Feral Rangers are overpowered' for two months then quickly followed by 'Tribunal is overpowered' for two months? Becuase someone succededs with one and then others emulate because they want to succeded. No one wants to do poorly, so they will maximize the means to produce the desired result and thats by going the easiest road.

Races are diverse enough, maybe their stats seem to fit a mold, but there isn't much you can do with five fields to change within a 25 point range when anything bellow 15 is considered a penalty, so really it's a 10 point range. But you have neglected all the other things that make races different. The vulnerabilites, the immunities, Alignment, Ethos, classes, cabals, all that.

And I brought up the old rolling to show that it has gotten better, FL will make changes for the better to the system. Just because you started the thread doesn't mean your the only person posting in it.

I've given my reason' date=' several times. You haven't ignored it, you understand it well enough to argue against it.[/quote']

I was argueing aganst the idea, I didn't see/understand (perhaps it was disbelief that those could possibily be reasons) your reasons why until this last post, and after reading your whys, I just reaffirm my stance that this is not a good idea.

I don't like your idea because it's not based on game mechincs, it's based on your sense of what is fair, your sense of how things should be, but that is just your sense. Players expecting to max there stats isn't a bad thing, and I guess in a way it's not a good thing, it's the way things are, it's how FL is. It's part of how fl is balanced, it's part of how races are balanced, it's part of how classes are balanced, it's part of how experiance penalties are figured.

You've produced an idea here, and Idea I think is bad. It's bad because it isn't needed, and it changes alot of FL, that would require people to learn a new way to play, and so much that it is a completely new game, and that is why it's bad. I play here because I like FL, not because I like the name Aabahran, not because I like the maps, but because I like FL. Changes like this change the game, you might as well tag an amendment with the idea that changes it to Zetakappa Lands, because it sure as hell won't be FL anymore.

Not let me make this clear, this is not a good idea for FL. I am sure this system would work well in another game, where things can be changed to such degrees, but FL is established.

WC

Essentially, the problem with your argument is that it follows DnD char creation (with regards to stats slowly levelling up), but for the most part, DnD itself it illogical in that regard.

Most people's physical stats, ie strength, dexterity, and constitution 'max out' during early/middle adulthood, for the most part, if they undergo decent physical training.

Levels, though, have nothing to do with age. Levels have to do with experience; how much you've learned from the world, how many tricks of the trade, so to speak. In FL, you can have, for example, a 500 year old ogre at level 50, and an 20 year old ogre at level 1, but honestly, if you want to discuss a realistic point of view, who would you expect to have the better 'stats'?

Sorry for the late reply, the internet was out due to storm damage.

Some very good posts in here, just what I was looking for. Some of you have convinced me that, though it may be a decent idea for another game, the removal of rolling and addition of a moderate number of initial trains would change FL beyond what is reasonable. The additional changes to patch up a few of the shortcomings inherent to the system I proposed would have changed FL far too much. I never really expected it to happen, the effects on gameplay would be too great without modifying most NPCs, but I thought it an interesting idea to put forward.

Essentially' date=' the problem with your argument is that it follows DnD char creation (with regards to stats slowly levelling up), but for the most part, DnD itself it illogical in that regard.[/quote']

Yes, it is. You would not expect creatures to grow stronger as they aged, but it's very common in D&D. Almost everyone is familiar with the stereotypes of the foolish young warrior and the battle-hardened veteran, and one can usually safely assume the outcome of a duel between the two. Terrible liches, dragons, illithids, and other sorts of magical evil grow more powerful every year. Elves and related creatures often seem unaffected by time, even near the ends of their lifespans.

I can't think of any game system in which age is a serious handicap, except FL (and only then if you happen to be a warrior). This is mostly a good thing, FL's characters are meant to die off.

Most people's physical stats, ie strength, dexterity, and constitution 'max out' during early/middle adulthood, for the most part, if they undergo decent physical training.

Levels, though, have nothing to do with age. Levels have to do with experience; how much you've learned from the world, how many tricks of the trade, so to speak. In FL, you can have, for example, a 500 year old ogre at level 50, and an 20 year old ogre at level 1, but honestly, if you want to discuss a realistic point of view, who would you expect to have the better 'stats'?

If you mean physical attributes, I'd expect the younger ogre to be stronger and faster, of course. But stats aren't everything, skills exist for a reason. If the younger ogre has only minimal weapon training and the other is an older ogre who specializes in several weapon types and has managed to survive to such great old age, even if the younger ogre were ten times as strong it would not be enough if he didn't have the skills to properly apply that strength.

Besides, there could be plenty of reasons an older ogre would have better stats than a younger one. Ogre physiology could be very different from that of humans. Perhaps their muscles atrophy only slightly with age. Maybe surviving to old age kills off their pain receptors, or their skin becomes thicker, or they simply become used to pain. All of these things could be reasons for why an older ogre would have a higher maxhp than a younger one.