I'd like for stat rolling to be improved
PugPug
Member Posts: 560
Spamming the reroll button, then subtracting all the points to see if you have a higher total than the one stored in "Recall" is not a fun experience. It's something that's been greatly improved upon in RPGs that have come since.
I'd rather see a static number of points or point-buy of some kind.
I know the game is launching in a week, but I read something about ongoing support. Just something to consider for the future.
I'd rather see a static number of points or point-buy of some kind.
I know the game is launching in a week, but I read something about ongoing support. Just something to consider for the future.
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At the same time, I see your point, and I'm sure there's plenty of people who would prefer that. I just don't see them changing it because honestly it's always felt like a big part of the character creation experience. I know it's not a perfect solution, but if you don't want to spend the time rolling I'd recommend just using the cheat code (ctl+8?) to get all 18s and adjust it how you'd like. The only problem here is (I think... been a while since I used it) 18/00 on not allowed classes, and you can't have 18/xx besides /00.
The engine currently rerolls automatically any array with fewer than 75 total points. So you could probably create a mod that rerolls anything except a total of X number of points.
The whole point of rolling a character is to garner a bit of optimization and endure some limitations, not to have superman with maxed out stats.
Secondly, it isn't hard to visually add and subtract stats in you're head to realize an approximate good roll..does everything need to be handed to you on a silver platter like every other game does today?
Evidently with this feature implemented you would see everyone speed rolling as fast as they can to obtain ridiculously strong characters..you call that a role playing experience?
Huh? The game is based on D&D 2e. Rolling for stats is embedded into that experience, and has been for, what? More than thirty years now?
You can take my dice when you pry them from my cold, dead hand!
Anyway, if Aoesaw is right and the cap is 74, that at least gives people some idea of what they can shoot for.
I know I've beaten that, though. I've rolled 65 "free" points on a fighter, so that easily exceeds 75 total, unless it is subtracting 3 from every stat (counting a 3 as a 0).
So any roll that adds up to 75 or more is legal; anything less than 75 will be discarded. The game already has a limiting mechanism in place to make sure that your character isn't too weak.
I also would like to clarify what I said above about point-buy in tabletop. In tabletop, you're playing with other people; if you want to run a fair game where all players begin with the same set of tools to build their characters, then you have to implement a system where that's possible. Point buy allows your players to do just that. It doesn't create random rolls, but it does create a system that, at the very least, puts the human players on equal footing.
For a single-player game like Baldur's Gate, you're not sharing resources with other players. So a point-buy system is less important, meaning that rolling for stats can be a fun little "mini-game" that also helps you to grow more attached to your character (you're less likely to scrap a character if it took you half an hour to get the stats you wanted, for instance).
The last time I played the game I just accepted the default rolls and did not feel gimped at all while playing. Just enjoy the game. I just don't see how lowering your INT and WIS to 3 on fighters and thiefs and maxing everything else, is fun.
I'm planning to play the game with 2 friends in multi, and we already agreed to spend the night of the 18th with rolling our characters. It would be cruel to take that one night of fun from us
But as @Senash said it's good we have +str tome so 18/00 isn't a must have
On checking the 2e Dungeon Masters Guide, pp 9-10 present 6 methods for character abilities rolling, as such:
I.) 3d6 in order. (+) Quick (-) Not very likely to have high rolls.
II.) 3d6, twice, keep highest, in order. (+) Quick, about the same average as [I] (-) Takes a little longer; high rolls still quite unlikely
III.) 3d6, arrange to taste. (+) More likely to fit in with desired race/class (-) Slower; high rolls still unlikely; min/max more likely
IV.) 3d6 twice, arranged to taste. (+) Mix of [II] and [III] to create slightly better rolls (-) Even slower; same as [III]
V.) 4d6, drop lowest, arrange to taste. (+) Higher rolls on average -- "heroic advantage"; meets most race/class requirements (-) Extremely slow; min/max is all but guaranteed.
VI.) Points plus dice (+) Quick, easy (-) Not specifically outlined
One thing to note, also, is that players rolled *before* they chose a class, unlike in BG. This lets you build your character around your roll, instead of trying to build a roll around a character. I like the idea of [IV] or [V], personally. I also like the idea of rolling before choosing a class. That way, I'd pick the appropriate class for the roll, instead of the other way around -- which is a losing battle.
As it stands, I'll probably roll the scores myself using a method that I enjoy, and Ctrl+8 to set it up correctly (though this causes problems with STR, as mentioned). It'd be nice if char gen is externalized, like GemRB, because this could all then be addressed with mods.
Do we known anything else about how it works? Did someone figure this out, or did they find the script and read it for themselves?
...I hate you all.
STR: 18/47
DEX: 18
CON: 18
INT: 11
WIS: 18
CHA: 10
I think I moved around maybe 3-4 points total. A good omen? I've *never* been that insanely lucky with character gen in any RPG in my life.
For hours after installing the EE you will click and click and click trying to duplicate that point array, but in vain... VAIN!!!
(actually ranger/cleric is the easiest class combination to get high rolls for since every stat except maybe INT is a class stat)
Personally I never dual/ or multi/ class anything.