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Re-thinking basic character development

Assumptions

A.) Veteran players know how to program rolling triggers.

therefore

a.) New players are more likely to have sub-optimum character statistics at character creation.

B.) Rolling triggers and programs trick the system that was built on chance and make it a tedious waiting game.

therefore

b.) Neither new players or veterans are served well by the current rolling system.

Solution

1.) Give each race and class a standard # of points to distribute to character statistics at creation. The number varies by race and class, but does not vary among individuals of the same race and class.

2.) Allow for character perks and detriments that reduce or maximize the number of distributive points.

Examples

A.) Branford the human warrior is given 18 points to distribute between strength, intelligence, wisdom, etc.

a.) Branford chooses character detriments that add RP to his character and gives him more points to distribute. Branford chooses trick knee, dim-witted, and momma's boy. Due to his inherent flaws, he gets a greater number of points to distribute, say + 6. Any left over after max stats are achieved become training points.

B.) Hiilpry the halfling thief is given 20 points to distribute at character creation.

b.) Hiilpry is truly exceptional and chooses perks of lean and mean, everyone's best friend, and lucky investor. Hiilpry is now at a loss of -6 distributive points.

C.) Players may mix and match detriments and perks to change the # of distributive points they are given as well as to impact their characters life.

The proposed system rewards characters for taking crippling, humorous role-play oriented detrimental qualities and penalizes characters that gain hard-coded and convincing benefits that make their in game life easier.

Results

1.) Rolling removed.

2.) Veterans and new players alike now have an equal footing at character creation, regardless of ability to program or trick the system.

3.) Avenues of role-play expanded to include hard-coded character attributes more dynamic than those currently in play, which allow only one selection and have inherently limited effects.

** Going further **

Selected detriments and perks could change the class titles. For example: Zhara the one-footed bitch (dk); Temor the smelly good guardian of the monastery (monk); Pilmee the hard-luck wizard. Yyrxv the grossly obese master of silence. Selmaress the butter-face knight of rue. Werlen the rich and promiscuous master of brazilian jiu-jitsu.

In the end game, RP quests could allow characters to overcome their flaws and in-game actions could remove their benefits, if warranted. Additionally, RP quests and in-game actions could make them acquire detriments and perks.

Thoughts?

I love you.

This suggestion has potential, definitely.