All the neat ideas in this thread have made me think about revising my initial idea with more specifics. I'll probably post that soon.


Originally Posted by Chaotica
in my opinion, you usually have 3 "kind" of characters : wizzard, rogue, warrior, and each of this kind will privilege stats regarding to their "kind" (of course, in divinity the interesting point is that you can mix thos kind). a

As I can guess, a wizzard will favor intelligence, while a rogue will favor dexterity speed and perhaps perception, and a warrior will favor strength and constitution, so this is not balance.
to my mind, perception and speed should be under stats of dexterity (or strength for the speed). sh the 4 main stats should be :
Strength
Dexterity
Intelligence
Constitution

<snip>

EDIT : I like the post of PUVer for this "social" stat


That's almost like Divine Divinity, but I want to point out that the way you've got it set up, it's still imbalanced. Here's why: In Divine Divinity, Strength and Dexterity were the only two primary attributes. Intelligence and Constitution were only used to increase your mana and hit points respectively. Magic damage was fixed in Divine Divinity.

Using those same four attributes in a game where magic damage is variable based on Intelligence, and having Intelligence also still increase mana is the imbalance. If you used the Divinity 2 model, which added Spirit as the mana-increasing-only attribute, then it would be a bit more balanced.

Speaking of PUVer's social stat idea, I sat down and tried to figure out a way to tie all the currently planned attributes to contribute to a particular social stats. This was just an exercise, I don't think it would actually be workable as a game mechanic.

Strength - Intimidation
Dexterity - Humour (taunting / softening up a gruff person)
Intelligence - Persuasion
Speed - Flattery (rather weak)
Perception - Deception (lying/detecting lies)
Willpower - Promises/Sincerity (?) (This is a tough one)

Finding 6 possible social stats was tough, and not all are equal. This also certainly too deep for this kind of game to implement, but it was an interesting mental exercise.