I think it's only sensible to have you also part of the debate so please let me know your thoughts on the following set of stats, taking intou account that this is a turn-based game. Let us know what you think each stat does, which stat you'd really like to add and which one you think really sucks.
Hmmm... give my impressions on what I think each stat does? That's a good idea.
Strength - This increases melee damage and carrying capacity, and it lets you wear heavier armor and use heavier weapons. It allows you to perform special [Intimidate] actions in some conversations.
Dexterity - This increases ranged damage, as well as your chance to evade melee attacks and hit enemies with melee attacks.
Intelligence - This increases your mana reserve and magical damage. It may also open up special conversation options in dialogue.
Speed - This increases the amount of action points you have available and how quickly they recharge. It also affects your ability to evade attacks.
Perception - This increases your chance to evade ranged attacks and hit enemies with ranged attacks. It may also affect your chance to disarm traps and pick locks. It also can opens up special conversation options with people who are being less than truthful.
Constitution - This increases your health, and your resistance to poison, disease and other negative status effects. (This one kinda sucks)
The secondary stats btw (i.e. the ones impacted by the above, but also by items/equipment & spells/skills) are:
Charisma - Charisma effects how persuasive some of your dice rolls are in conversations with your partner, but it is not the sole determiner in all cases. It also affects shop prices and opens up new conversation options. It is affected by
Intelligence,
Perception, and
Strength, in that order, although one of the lesser two stats can be more effective in special cases.
Plenty of resistances - These decrease damage by a certain percentage. It is affected by
Constitution,
Intelligence (in the case of generic Magic resistance).
Initiative - This affects the turn order. It is affected by
Speed.
Action points - This affects the number of action points a character have.
Dexterity decreases the points needed for melee attacks,
Intelligence decreases the points needed for magical attacks,
Perception decreases the points needed for ranged attacks.
Cost of movement - This affects the number of action points movement requires. It is affected by
Speed and
Strength, especially in the case of heavier weapons and armors.
Mana/Energy - The amount of magic energy a spell or skill costs. It is affected by
Intelligence.
Hitpoints - The amount of damage a character can sustain before being knocked out (one party member remains) or killed (both party members knocked out or survivor flees battle). It is affected by
Constitution.Chance to hit (melee/ranged) - Melee =
Dexterity, Ranged =
Perception.
Chance to be hit(melee/ranged) - Melee =
Dexterity, Ranged =
Perception.
Damage (melee/ranged/magic) - Melee =
Dexterity, Ranged =
Perception, Magic =
IntelligenceDamage absorption (melee/ranged/magic) - Absorption... um... I know evasion and reduction, but absorption? maybe
Constitution? No idea.
Willpower - Uh... I have no idea what this does. Decreases hostile spell duration? based on
Intelligence?
Critical hit chance/damage - Melee =
Dexterity, Ranged =
Perception, Magic =
IntelligenceEvade - Chance to outright avoid an attack. Based half on
Speed, half on the type of attack: Melee =
Dexterity, Ranged =
Perception, Magic =
Intelligenceand then also a whole bunch of things you'd probably call perks or abilities (Lockpicking, trading, convincing, luck etc...)
Lockpicking would be mostly based on
Perception, maybe
Dexterity as well.
Trading would be based on
Intelligence and
Perception.
Convincing would be based half on
Intelligence and half on
Perception.
Luck is based on nothing.
I might have forgotten a few but it's the primary ones I'm really curious about. As further info, we're thinking of only giving ONE stat point per level, and capping the primary stats at 15 or 20, giving you X points to start with (e.g. 30)
Let us know your thoughts and thx in advance for the feedback!
With 6 primary stats, 30 initial points to start out with, 1 point per level, and a max of say, 15 in a stat, that puts the effective level cap at 59 or 60, I think.
Will there be a respec-for-money option available? If you screw up and realize that you don't like how that build works, you may have lost a third of your possible points already with no respec.
I'm also worried about how free this will be. There are 6 stats, and 30 points, which could result in builds between 5 points in everything and 15 points into 2 skills and the rest at 0 or 1. That sounds like it could be harder to balance, especially if you do something dumb like pump all your points into skills that aren't that helpful in combat or are best for weapons that take a while for the tutorial dungeon to give you.