The stats were initially supposed to be guidelines rather than strict limitations but one thing I've come to accept is that balancing the game is going to be hard without those guidelines having real meaning to them rather than just being a metaphor for how good or bad a character is. As they say no staircase is safe without the necessary rails to guide people.
I want to think about a better approach to the stats, not really limiting the amount of stats characters start with, however make them a lot more meaningful. As such don't consider this a straight up nerf to all the characters as much as a setback in their personal timelines, yeah?
The idea is this;
Every character starts with 32 points, like usual. But instead of each skill point meaning 1 stat point they will be progressively more expensive, even during character creation.
The numbers are so: 1, 1, 1, 1, 2, 2, 3, 3, 4, 5 (Each rank)
So as an example... Social 1 would cost 1 point...
Social 4 would cost 4 points, whereas Social 5 would cost 6 points.
Getting a 7 in a skill would mean using up 11 out of 32 points just to achieve that. With a 8 being 14 out of 32. You can see how that progresses from there.
This way in order to make a character more rounded they will start out with lower stats overall, or a specialized character might have to give up entire stats just to upgrade their specialization.
The keyword here is to start, as I plan on giving out stat points over the course of the game that players can use to upgrade their stats.
Say... You have a 6 in social right? You would have to save up 3 statpoints to make it a 7. OR spend those stat points somewhere else like making a 0 stealth into a 3 stealth or splitting them even further like upgrading a 4 might into a 5 and using the remaining point to upgrade a 0 accuracy into a 1. Hopefully you get the idea?
That being said a lot of people will think about how equipment or pre-determined skills will affect the characters yes?
Equipment is very straight forward...
Let's say you Have a might of 3 and you buy a Basic Sword+1
you now have might 3+1
Why not 4? Because you can be disarmed. In which case you loose that +1 benefit untill you have rearmed yourself.
So how would this affect characters that start with a weapon or stat increase of sorts? Will they get free stats? The answer is no, but they can be upgraded over time. For example;
Let's say you have this Fighter, right, and his Might is 3... He's got a fancy sword, maybe passed down through his family or a trophy of sorts. The character absolutely needs this in order for his theme ...of "this is a guy who has his own personal sword" ...to work so the simple answer is? Since he starts with it, it's just a +0. Well what if he gets disarmed? Well he is a fighter... He is menacing enough and able to fight with just his fists so the sword is just flavor text. If he has the sword or not his might will be 3 regardless because he's capable without it.
To bring up another example; think about a stealth character.
Airgetlam in the past had a stealth field that made her practically invisible, but it had it's drawbacks. The idea is that she still needs to be able to sneak and have the common sense not to stand in certain places at certain times or she'll be caught anyway. She can't just be bad at sneaking but decide since she can turn invisible shes automatically a god at stealth. Doesn't work that way. so instead it's all flavor text. Does she have her stealth camo thingi on? Yes? Still just a 3 in stealth. Is she sneaking manually? Still just a 3 in stealth.
Now here is where the fun parts come in...
One of the concepts i've always stayed true to in the game is that players who play smart should be rewarded as such. That's why you can't just kill an npc just by having purely better stats. You need to use your stats in a way that you set them up in a situation they can't escape from, be that beating them to a pulp or outsmarting them somehow.
I want this to remain a truth in this system where players get rewarded for playing with the resources they have
So lets say You have an archer fighting a swordsman without a shield. They are far away from each other.
Yeah they both have 3 Might (3 Accuracy), for the sake of this example, but since the archer is at range and using a bow he might get +1.
To use a more relate able example; When in 1.0 RD fought the wolves. He could have taken out one of the two wolves, but it would have put him in a bad spot. Instead he opted to skip on the checkmate in order to capitalize on it. He did a smart play and was rewarded for it by taking out both wolves eventually through this foresight and use of his characters stats, resources and personality. This would be the equivalent of getting like a +1 in speed or agility for thinking ahead of the enemy attacking him.
The system isn't fully fleshed out yet but I think by more solidifying it, it will help characters be able to do a lot of things but make them more specialized whilst simultaneously addressing the idea of some characters starting out too strong and there being no proper progression system.
A character with 32 points might only be able to get 4 in all stats making a fairly well rounded character but not an op character who has multiple 10 in some areas.
The strongest I've been able to make a character is any variation on 6, 6, 5, 4, 3, 3, 0, 0, ending in 32 points by the original formula.
Stat: 6, 6, 5, 4, 3, 3, 0, 0
Cost: 8, 8, 6, 4, 3, 3, 0, 0 (32/32)
Let me know what you think and what you disagree or agree with. Perhaps you can think of something that could be improved or something is unclear?
I'm still trying to sort through this so any feedback is HIGHLY encouraged.