Originally Posted by Joram
LordCrash,
I'm sure I've explained what I was trying to say in a confusion way because you missunderstood me:
I never said a rpg with social skills is no fun ! I very like social skills in rpg, together with combat it can make a good balans between different kind of actions smile !

I just wish to give the hero 1 statpoint each level, like the devs have in mind. Correct me if I'm wrong.

I'm only afraid too many analysing of the primary and secundary stats can make loose its strong(er) basic fundation .. I feel it like someone is trying to split a mountain in two pieces, like Mozes ! Its only a warning not to loose the way into all the numbers, like you said, systems, many of them, with numbers ... ! It can start to be a real MAZE ... And LordCrash, it's NOT a warnig for You, just for everybody and especially for the developers of Larian ! wink

And for God sake, its just a GAME, entertainment for having fun ... please may I give MY opinion without being attacked immediately ?
Thanks ! smile

Oh, then I got you indeed wrong, I'm sorry, mate. smile

You could avoid the stat distribution for social skills at all if you really interweave the social skills in the traits and talents system. So you get better in conversation/coummincation skills the more often you use them (which is quite reasonalbe and logical) and you could have certain talents from the beginning which could give you a better chance to perform certain communication attempts. Even some skills are possible to enhance social interaction.

This way stat distribution would be for combat "alone" and you could build up the character you want to play with in comat (mage, warrior, ranger, ....) without the fear in mind that you might not be able to do certain social interaction that way (which is actually my biggest concern now). There could still be a (small) bonus for social skills based on certain stats (like intimidation trait/talent could gain a bit from strenght). But social skills wouldn't be determind by in first place combat stats.

So new/improved approach:

1) Active stat distribution/level/XP system for combat skills:
-strenght
-dexterity
-intelligence
-speed
-constitution

2) Social interaction stats are interwoven with the traits and talents of characters which can't be improved actively but only due to using them implicitly in dialogue or decisive situations (so progress is not based on level/XP but on constant improvement based on usage). You could have certain talents from the beginning and even special skills for better social interaction.


WOOS