Alex Schultz wrote: > Mark Wedel < mwedel at ... > writes: > >> 1) As a dragon player, I find that at some point I just have stat potions >> piling up since I have no real use for them (can't make weapons that are >> usable). One thought I have would be to allow players to effectively go >> beyond max stats, but only rarely (say 1% chance of each potion you drink >> going up a stat?) That'd give a little value to those potions. > > > I have the same issue and I think this would be great, but I'm thinking that > perhaps using a more gradual curve than 1% after normal max would be good. > This change would also be more useful if the cap of 30 for stats even with > equipment was removed, or at least raised. I'm inclined not to raise the cap. It's basically a never ending max if we do. At one point, the maximum for stats was 25. It was raised to 30 because it was considered too easy to get all the stats up to 25. The problem I see is that if the cap is raised, what do you raise it to? 35? 50? One potential issue with a higher cap is that map makers feel there is less a problem of having items that give bunches of bonuses. After all, if you say make the cap 50, an item that gives +10 int wouldn't seem all that outrageous (you'd need 3 of those to get that 50 int). If the cap is raised, then I'd think it would also make sense to follow the example of AD&Dv3 and make the stats bonuses linear, and not exponential. Thus, the advantage of raising the stat is less relevant (if you get an extra +1 dam from that point of strength, not that big a deal). With the non linear bonuses, right now it is highly desirable to get those last extra points because in terms of dam/sp/grace/whatever, it means a pretty big difference.