"Roleplay in a roleplaying game" is just a sad invalid argument....
D&D roleplay that you're referring to follows a certain logic, there is always a reason behind the functionality of the game and the way you improve your character ....of course you can choose not to be specialized in anything but in the end you'll be penalized....for instance you cannot wear plate armor otherwise your magic will be weaker....etc which ensure a certain fairness among characters in the game....
This is a different game with a different concept...where specific races can eat body parts.....where your armor is giving you extra "health" instead of mitigating damage...
Nevertheless, that game must have a logical aspect for it's functionality....
and right now I am challenging a small part of it to the benefice of the game....open your mind to other people thoughts.....
Why do you improve in a specific area, it's because it is beneficial...
As a grown up you find your way in life, and who knows where it will lead you, but when you specialize into something, it open's doors to bigger opportunity as oppose of learning various aspect of life but to a smaller degree which open's other door,....so they are both viable but specializing is usually the better one of the two for obvious reason....bigger salary....generally speaking...
To be objective here is being able to see what's the good and consequently the bad of each side of the coin. You realize quickly though, that if I had to do this over, I would spread more points into more skill tree because it is much much stronger to have the best skills in the game ready for usage as oppose of doing an additional minimal amount of damage or health/armor gain....
If all my character's had teleport, frost armor, restoration, the group healing, earth armor and first aid....wow...you would have to double the amount of enemies to make this a challenge for any encounter's.........regardless of my characters purpose in the fight...
So this is why putting more points into a skill tree needs a bigger bonus than what it is....make lvlup do more damage....heal more....unlock specific cure for a skill...in the worse, start making those skills requiring lvl1-2-3-4 of a skill tree to be learned...
But in the end, by suggesting people to invest in the same skill tree (where you agree for sake of roleplaying), comes down to the other point I was suggesting earlier;
the Offensive and Defensive section wouldn't be use, therefor a suggestion of 2 points per lvl, 1 for the skill trees and 1 either for the offense or defense section...to ensure that people may use the options at their disposal... It would make much more sens...
I played the game with 4 character's
Max Warfare with 1 point into Polymorph
Max dual weapon with 1 point into Rogue and Necromancy
Max Pyrotechnic with 1 point into Geomancer
Max Water magic with 1 point into Air and Summoning
Then on my last lvl, 3 of them learned Huntsman just for First Aid
Truthfully I should have started that long before...
Everybody get Water (frost armor, restoration, group healing), Air (teleport, swap, stunt), Huntsman (first aid), Pyrotechnic (earth armor, clear mind, haste), Polymorph (invisibility), Rogue (teleport) have all those skills learned and ready and then have them specialize the remaining few points into the same thing as before, my group party would do a little bit less damage but would be much much much stronger in defense and survivability...actually with this they could all do close combat and wear plate armor....and just like that an unspecialized bunch would so much more powerful than anything specialized...
As for the talents, yes I was including the talent you start with.
Anyway, if I follow your stand point that you have 7 talents at lvl 28 or 6 really because we can both agree on the fact that mnemonic will be taken sooner or later for good reason, you also have to understand that at lvl 28, you're at the end of the game....so the 7th talent, you're not really going to play with... which lead me to say that for the general part of the game you would have an average of 3 talent's that you would have chosen and be playing with...
6 divide by 2...for equal playtime....
On the other end, if after 10 lvl, I already have my 7 talents + my starting talent etc....this would mean I would play a big part of the game with a good amount of talent which would round up my character....so that would be fine too...
What i'm complaining there is the fact that most of my play time, I wouldn't really be using those talents.... look right now, i'm lvl7 and I've completed 25% of the game. I had my starting talent point where I left as is, and I had to chose once one talent point when I got to lvl 5 I think....all characters got mnemonic and that's it, I haven't use anything else yet....and 25% of the game is completed...and you're telling me that you want more talents?! what for.... (I'm being sarcastic there as yes more talents to build a synergy between them is good but what i'm saying is building your synergy will take forever...)
You have to understand, i'm not going to pick something for the sake of "roleplaying" my character, I am going to pick something because it is beneficial to my character so the game must give me more beneficial options at my disposal for me to pond my options on what I should be taking.....right now it's not the case...
Last edited by AngeliusMefyrx; 01/05/17 07:14 AM.