Total Available Rolled Stat Points Indicator in Char Creation
fortuntek
Member Posts: 8
So, I roll a class-- let's say a Fighter. When allocating stat points, I click the button to roll for stats, then I lower each stat to their minimum. This allows me to see how many available "stat points" I have to play with, in the little box at the top of the screen. Since I am (naturally) trying to maximize this number, I am forced to do this again and again until I obtain a good result. Roll. Subtract all available stats. Is the number higher than the highest result I have saved? No? Rinse and repeat until satisfied.
This is a sort of clunky and unnecessary mechanic. I have always thought: wouldn't this process be much easier if we could simply see how many available points we have to spend in a nifty indicator, as we make each stat roll? It's just an efficiency/ease of use idea that I always wished could be implemented. Say I want Strength 18/95 or higher for example. This makes the process take even longer, and I know I am not the only perfectionist among us who does this. Would this be easy or difficult to implement? Anyone else ever wish we could have something like this?
This is a sort of clunky and unnecessary mechanic. I have always thought: wouldn't this process be much easier if we could simply see how many available points we have to spend in a nifty indicator, as we make each stat roll? It's just an efficiency/ease of use idea that I always wished could be implemented. Say I want Strength 18/95 or higher for example. This makes the process take even longer, and I know I am not the only perfectionist among us who does this. Would this be easy or difficult to implement? Anyone else ever wish we could have something like this?
5
Comments
Making everything easy seems to be the way of the modern gamer, but I like how BG has it's challenges and I think by making things like this easier it takes away from the whole feel.
Why not double the xp we gain from monsters because it takes too long to level up?
Why can't we earn 1000gp in Candlekeep (aside from that sapphire :P), we want armour and weapons!
It's a valid claim, who wants to sit around for hours trying to get a good roll? But in the end, I think it is more rewarding the way it is.
I suspect that you don't use mods that allow arrows to stack to higher numbers either.. and that's fine, but I'm of a differing mind. Perhaps I'm in the minority.
a) players outright getting a less challenging gameplay experience due to a random cause (as opposed to good play etc).
b) Players playing horribly to get killed so they can make a new character with better stats.
In BG this was just as stupid since it rewards players who reroll (metagame) endlessly.
The easy fix would be to give a fixed number of points to spend, and possibly give certain classes a bonus due to weird 2nd edition rules (paladin having crazy requirements...). I think it is fair to say that most people played the BG series with pretty high rolls, so my suggestion would be to keep a "high power" number as the baseline, and improve it if you lower the difficulty, and lower it if you increase the difficulty.
One other thing: from a developer perspective, they may WANT us to want to metagame endlessly. In a weird way, it actually creates replay value... and that's another issue entirely.
Hmm... I thought more people would agree with this little addition. I suppose it could be made optional... I would certainly be just as happy if this were to be moddable by the community, but it hasn't happened yet and I'm assuming it's because it was hard-coded.
That seems fair enough. This seems to me to be an ease of use feature rather than an easy game feature.
This has actually been requested several times already, so you're not alone in this.
only one roll,
take it or leave:]
And for sure it shouldn't be implemented.
And let's be honest here, for most of us at least, we're still going to take 45 minutes to roll our character either way
That said, I'd actually prefer that they limit the amount of rerolls you can do to prevent stat min/maxing, as min/maxing is exactly the opposite of what D&D is supposed to be, and what modern (aka crappy) roleplaying is all about.