> Actually, if the tables are smoothed out (eg, you get just as much in terms of > added bonus from 20 to 25 and you do from 25 to 30), a more linear advancement > system would also make sense. > I am not a big fan of the 18/00 thing you can get the same effect with whole numbers. I do like the idea of twiddling the amount or type of magic/potions you need to raise stats as you approach the ends of the distribution curve (some loose idea like one potion per standard deviation). Actually if it is harder to raise really high *and* really low stats this partly addresses the issue of players plundering less useful stat values into really low ranges to get more points in their prime stats since it becomes much harder to recover from this behaviour. > But I guess what you're really saying was that it was relatively easy to get > to your racial maximum, and then going beyond that is quite difficult, but still > possible. > I wouldn't change the difficulty of raising the stat based on race either, if a race start with 22 then it should be just as hard to raise the stat to 23 as if they were human starting at 20, raised to 21,22 and raising it to 23. Having the racial bonus should only be applicable to starting, not a ongoing bonus throughout the game. > Note that with the current stat gen system, average is I think around 13 (it > uses the roll 4d6, keep best 3 method). > > I also note that code is place that will automatically re-roll if the sum of > stats is less than 82 or greater than 116. This would be an average of 11.7 to 16.5. > Yes but as you say players will roll until they get the 116... A stat average of ~12.5 seems reasonable to me. Of course it all depends on the basic maximum and the bonuses you get for the stats. > I agree it doesn't make a lot of sense for class to change stats. Classes > should really deal with starting skills, and starting equipment in most cases > (spellbooks for spellcasters for example). Ya, skills - not to say an exception can't be made, to balance some other large factor (perhaps like for monks) or whatever, but *most* classes should not have stat modifiers. However I think that currently with races and classes that both get an stat bonus for the same reason (like no armor) this is being abused. > I don't really have any solution to that problem. However, one could > certainly argue that we should just get rid of charisma, make buying/selling > fixed rate, and leave it that unless someone has something better to do with cha. > Keep Charisma! I think that just working the stats into more things over time (especially more skills) would fix this sort of thing - Crossfire already does a pretty good job of using the stats compared to many games- although the system may need some value adjustments. Anyway there is always lots of ways to work existing stats into the game more, especially with a new skills system. Imagine if NPC's would not speak as much to player with low CHA (lots of work...), or if it impacted your summoning skills or number and duration of pets or such. Then again if CHA and POW were merged into one stat that would be interesting... _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel