> IMO, a set of points vs random rolls is the way to go. > > The reason can be seen in the current method - if by re-rolling, you can get > better stats, you'll re-roll to maximize your characters. This is one reason I > prefer just some set number of points. > Yup. Folks will just roll until the cows come home. > As for selection of stats, it then comes down to more interface of the client. > Eg, it may be easier to have all the stats start at 12, and let players adjust > them up or down. that's really more an issue of refinement of the interface > probably, and less about the system itself (unless you do want to limit > adjustements within some value of the base stats). > Yup - it just seemed to me faster and easier to preallocate and modify than to assign points from scratch. Totally an interface issue. In the case I suggested it would amount to 12x7+5 = 89~90 points with a arbitrary limit on how much you can transfer. Being that 20 is normal maximum, 10 is dead average so 70 points represents the average character, but as adventurers are not average they get an additional 20 or so points to spread around. Racial modifiers make some sense, but I wonder if we should really be doing the stat modifiers for classes as well. > As for penalties, depnds on the character. Arguably, most characters will > care not a whole bunch about charisma. But if your playing a fighter, you might > be willing to also have a crummy pow score for example. If players don't care at all about a particular stat then maybe that is an indication that the stat needs to be looked at and game adjustments made. It should be possible to get a real high in exchange for a really low stat if you want to play it, but it should be difficult to play it (the character with the one of 20 and another of 4 can be fun, but it shouldn't be standard for every PC to do this because some stats are only useful in narrow applications (like if POW is only useful for spell use). I wouldn't want to see stat plundering where less useful stats become a source of easy starting points. A charisma of 6 or 7 may be very crummy, a charisma of 3 or 2 should be debilitating to the point that most people wouldn't want to play it even if it was not relevant to their class. A lot of this sort of thing could be fixed/fine-tuned over time by incorporating more stat based calculation into skills and functions rather than limiting the interface, but until there are really good penalties for really low stats, it would be easy and perhaps quicker to make a minimum stat requirement in the creation interface or put a cap on the amount of points you can transfer between stats... _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel