Originally Posted by Chaotica
Originally Posted by Stabbey


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)



Unefortunately I do not like this idea of stereotyping the character, I mean we can have a sweet srtong warrior and a severe wizzard, that is the idea of larian's games !! We are our choice, our acts, we are what we chose to be, there is no predefined character, only the character we want and our beahviour influence the world around us


That's a good point, and I'm not really in favour of my own thought experiment there. But from the developer comments in the thread, adding in a bunch of social stats is definitely out of the question, it's too much work. Maybe for a game that was mostly dialogue-based with almost no combat, but that is not this game. That's one of the reasons why I suggested tying bonuses to certain things to existing stats. So instead of a bunch of social stats, the best I can think to come up with is to have multiple non-attribute based conversation options, and based on your attribute levels, there could occasionally be special conversation options, like in Fallout and similar games.


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Here's my second attempt at a list of the attributes and what they affect:

Because of the idea floated that bonuses on equipment could be used to fill in gaps in your attribute spread, I�m now less in favour of minimum attribute requirements for equipment. If you are going to put in minimum attribute requirements for equipment, then please decouple the available attributes from the equipment type.

For example, in Divinity 2, Warhammers were the mage type weapon. Random found or store-bought ones had bonuses to magical stats, and only magical stats. The Dragon Knight Saga version also had no minimum attribute requirement, which meant that it didn�t matter. However, if you�re going to have mandatory minimum requirements for equipment, then I want all types of bonuses available to any kind of gear. If Intelligence bonuses are found only on circlets that require a minimum Intelligence to wear, then they�re of no use in filling in a gap in my stats.

Strength
� Melee Damage
� Melee Critical Hit Damage
� Weight / Carrying Capacity
� Conversation Option: Intimidate
� Lowers Action Point (AP) cost for Heavy Weapons
� Heavy Item Throwing Proficiency
� Minimum requirements for certain types of Armor/Weapon

Dexterity
� Ranged Damage
� Ranged Critical Hit Damage
� Lowers AP cost for Light Weapons
� Melee Weapon Evasion (50%)
� Melee Weapon To-Hit Chance
� Minimum requirements for certain types of Weapon
(The (50%) means that this stat accounts for 50% of the calculation for the evasion chance)

Intelligence
� Magic Damage
� Magic Critical Hit Damage
� Conversation Option: Intelligence/Persuasion
� Mana Points
� Lowers AP cost for offensive spells
� Minimum requirements for certain types of Clothing/Weapon
� Spell Evasion (if applicable. (50%))


Speed
� Melee Critical Hit Chance
� Action Point recharge rate? (The need for this might not exist. I think Fallout 1/ 2 had you get full AP back at the start of your next turn.)
� Evasion to all attack types (50%)
� Lowers AP cost for Ranged Weapons
� Conversation Option: Bluff

Perception
� Ranged Weapon Evasion (50%)
� Ranged Weapon To-Hit Chance
� Ranged Critical Hit Chance
� Lockpicking (Skill instead?)
� Trap Detection (Skill instead?)
� Lowers AP cost for lockpicking/disabling devices (if applicable)
� Sight / Hearing
� Conversation Option: Awareness

Willpower
� Magic Critical Hit Chance
� Lowers duration of debuffs
� Lowers AP cost for defensive spells
� Lowers AP cost for recovering from certain debilitating mental (magical) statuses (good idea, Chaotic Heretic)


Constitution
� Hit Points
� Resistance to Poison
� Lowers magnitude of debuffs
� Lowers AP cost for recovering from certain non-magical debilitating physical statuses (good idea, Chaotic Heretic)


Secondary Attributes

Charisma � Modifies the dice rolls in conversations where your party member disagrees. Based on Intelligence (33%), Perception (33%), and Strength (33%)

Resistances � Reduces the damage done. Based on Constitution (40%) and
� Melee Damage � Strength (60%)
� Ranged Damage � Dexterity (60%)
� Magic Damage � Intelligence (60%)

Luck � A little bonus to pretty much everything. I have no idea what a good way to determine it would be, or even if it should be determined at all.

Initiative � The character�s place in the turn order. Affected by Speed (50%), Perception (25%), and Willpower (25%).

Action Points � The amount of action points you get per level. Increased by Dexterity (67%) and Constitution (33%). This could be a way of restricting higher level weapons and spells, if you don't start out with enough AP and need to gain levels to get enough to use or cast something.

Cost of Movement � The amount of movement distance you get per action point. Increased by Speed (67%) and Strength (33%)