View Full Version : Thoughts on Characters
Shaps
07-04-2020, 10:12 AM
I post here as I am not currently subscribed. I still do play off and on.
With regards to the conversations on the officials in regards to characters trading bonuses, allowances in cities, etc.:
I'm more for personal customization of a persons player character (PC) to achieve goals, influence, achievement through customization as to changing systems centered on NPCs or game mechanics. With that in mind, might an alternative be the following:
Instead of having negative modifiers to specific stats inherently built in, could a modification to the allowed number of applied starting stats be adjusted to allow each individual player to assign statistics to what they deem for their own PC?
ie. Instead of giving +10 STR to one, -5 STR to another, etc. we give at player creation screen an additional 20 or 25 stat points that can be assigned to whatever category they wish?
This would allow people that view their Dark Elf as charismatic, refined in the ways of trading to apply those 20 extra points to the INF stat - which would afford them the ability to enter cities and trade with merchants, etc... or where a person sees their Halfling as dedicated to the physical arts all of their life and can apply those points to reflect their increased STR... and so on.
Or potentially all races recieve 30 points that they can assign to TD (training/environment as a child); resists (environments they grew up in), dodging (physical agility), perception (eye sight)... and so on - essentially the encumbrance, combat maneuver checks, etc. - the hidden roll mechanics side of the game.
These are all rough numbers and no idea if possible given the coding, but I believe an approach to allow more control of the players to define their view of their own character would be preferable to the alternatives.
Thoughts? And if someone finds a concept like this interesting, please post to the officials for discussion. Hope I expressed the idea I have in my head properly with the above examples.
Shaps
07-04-2020, 10:26 AM
I suppose this actually would be easy to do now that I think about it. Just struck me.
Maintain the current point assignment system as is - working as intended.
Remove all inherent passive stat allocations (ie. Elves get +15 to AGI inherently) for all races.
Another example - Halflings and their +40 ETD bonus or "excellent" dodging bonus - figure out a point value available for players so they can assign points to various affects as they see fit - so the inherent strengths and weaknesses of a given PC are chosen by the players themselves.
Find the mean number of points across all the races currently and allot those points for people to assign as they wish for their PASSIVE abilities.
So in addition to the current stat allocations available, players now get an additional set of points to assign for their passive ones upon character creation - that can not be added to or affected. That would be pretty cool in my opinion - plus it would still allow the current system of stat increases to occur as we level up.
Shaps
07-08-2020, 02:17 AM
No thought's on advanced customization at the character creation point? Thought would be a cool idea, one to build on at least. Back to the drawing board then. :)
Tgo01
07-08-2020, 02:29 AM
I like the idea of each race having their own inherent strengths and weaknesses, seems more realistic to me so we don't see a Halfling that is inherently stronger than a Giantman.
I'm all for advanced character customization though in the things you mention, similar to what they are planning already with skills.
So you can further increase your stats, your dodge , your TD bonuses, etc. Something tells me that isn't something the GMs want to do though.
Shaps
07-08-2020, 02:41 AM
Makes sense - and ya suppose would be to difficult to create plateaus properly for each given race for their specific strengths/weaknesses.
As for the other things - TD's, dodge, hide, etc. bonuses the races get - potentially some flexibility?
Think you're right though, doubtful it's the best allocation of resources to make such a change. Thanks for the feedback.
Tgo01
07-08-2020, 02:47 AM
Think you're right though, doubtful it's the best allocation of resources to make such a change. Thanks for the feedback.
No I think it would be awesome, I just don't think it's something the GMs want to do. Then again who knows? I never thought they would implement the alternative growth thingie, but then again they still haven't technically implemented it yet, just talked about it.
FlayedAngel
07-08-2020, 02:50 AM
I dig the concept, for sure.
Shaps
07-08-2020, 03:05 AM
Hmm -
Possibly an easier approach to it?
Apply the inherent bonuses (TD, resists, dodging, hiding, etc.) to starting locations? To properly reflect the environs they are "born" into?
ie. Just because a Halfling currently has the "best" dodging ability - maybe they were born in a major city and their city life didn't require them to develop those skills as much - but one born in a more remote location near the wilderness would? Thus the two individual Halflings would have different "dodging" abilities.
This of course would be offset with perhaps a TD boost to the "city born" Halfling, as they were required to deal with a closer congregation of people and developed an "resistance" to a specific type?
Meanwhile another easy example - all those born in Icemule recieve "heavy" protection to cold attacks, Teras fire attacks, etc.
Or - Trading (which seems to be a hot topic) - if maybe born in someplace like Solhaven? - a major trading port provides a trading bonus if born there to a persons character because they had to wheel and deal with the ship merchants for goods?
This would probably be easier to develop/implement and give characters more agency in defining the strengths/weakness of their given character regardless of race selection, and more based on the environs they conceptually grew up in.
Just random ideas - since it seems like the discussion (regardless of how it started) has opened some avenues for more robust character customization/agency.
Tgo01
07-08-2020, 03:21 AM
That would be cool if you got some bonus customization at character creation. I'm all for more customization.
It would also be cool if you could see some of these other bonuses like when you did info or something.
Unbuffed Spirit TD: 200
Unbuffed Elemental TD: 220
Bonus to maneuvers: 20
Shaps
07-08-2020, 03:41 AM
An example of one starting location: an Aelotoi from Solhaven
-Replace current "Other Characteristics" with "City Characteristics"
-This would not apply to Spirit off Node / Max Health / Weight Factor or Decay Timer (These are still baseline to a specific physical baseline of a given species)
Characteristic Current Race Bonus City Characteristic Bonus
Maneuver Bonus GOOD GOOD - City life has made them a bit more lethargic or athletic
Trade Modifier 0/-5 depending on city +10 in all cities - Dealing with merchants from around the world taught them
Base Regeneration 1 1 - City life does not require as much physical extremes on a day to day basis
Elemental TD 0 0 - There is always a comfy inn to get out of the rain
Spiritual TD 0 +10 - Regular attending of church fortifies them
Mental TD 0 +10 - The constant haggling (trading) has sharpened their minds
Sorcerer TD 0 0 - Dealing with the arcane is not a daily ordeal
Poison TD 0 0 - Not much poison ivy in the city
Disease TD 0 +20 - Having lived in the city their immune system is strong
Addition - "Heavy crit padding" versus "Lightning attacks" - Living at the seaport and dealing with constant storms has hardened them to the elements of water and thunderstorms.
That's just an example - each city could have it's pro's/cons and it would apply to ANY race that was "born" there. This would let people further influence their characters backstories, etc.
I'm sure I'm forgetting something - I'm just slinging ideas against a wall to see what might stick. :)
Shaps
07-08-2020, 03:41 AM
Gahhhhh - my chart got all messed up!
Shaps
07-08-2020, 03:46 AM
Characteristic: Current Race Bonus: City Characteristic Bonus:
Maneuver Bonus GOOD GOOD - City life has made them a bit more lethargic or not as athletic
Trade Modifier 0/-5 depending on city +10 in all cities - Dealing with merchants from around the world taught them
Base Regeneration 1 1 - City life does not require as much physical extremes on a day to day basis
Elemental TD 0 0 - There is always a comfy inn to get out of the rain
Spiritual TD 0 +10 - Regular attending of church fortifies them
Mental TD 0 +10 - The constant haggling (trading) has sharpened their minds
Sorcerer TD 0 0 - Dealing with the arcane is not a daily ordeal
Poison TD 0 0 - Not much poison ivy in the city
Disease TD 0 +20 - Having lived in the city their immune system is strong
Shaps
07-08-2020, 03:47 AM
Geezus - Still can't figure it out - Well hopefully that example makes sense.
Shaps
07-08-2020, 03:47 AM
That would be cool if you got some bonus customization at character creation. I'm all for more customization.
It would also be cool if you could see some of these other bonuses like when you did info or something.
Unbuffed Spirit TD: 200
Unbuffed Elemental TD: 220
Bonus to maneuvers: 20
Oh I like the addition of being able to see those numbers too.
Tgo01
07-08-2020, 03:48 AM
Geezus - Still can't figure it out - Well hopefully that example makes sense.
If the spacing is wrong try using at the beginning and at the end.
"cod" should be "code", I had to use "cod" so it would show up correctly.
FlayedAngel
07-08-2020, 03:50 AM
That would be cool if you got some bonus customization at character creation. I'm all for more customization.
It would also be cool if you could see some of these other bonuses like when you did info or something.
Unbuffed Spirit TD: 200
Unbuffed Elemental TD: 220
Bonus to maneuvers: 20
I'm loving all the transparency lately, with the Favor changes and RESOURCE verb... this would fit hella well with those.
I'd love to see Spirit Regen, too... even something like 1/3 Tiers, or something.
FlayedAngel
07-08-2020, 03:51 AM
Characteristic: Current Race Bonus: City Characteristic Bonus:
Maneuver Bonus GOOD GOOD - City life has made them a bit more lethargic or athletic
Trade Modifier 0/-5 depending on city +10 in all cities - Dealing with merchants from around the world taught them
Base Regeneration 1 1 - City life does not require as much physical extremes on a day to day basis
Elemental TD 0 0 - There is always a comfy inn to get out of the rain
Spiritual TD 0 +10 - Regular attending of church fortifies them
Mental TD 0 +10 - The constant haggling (trading) has sharpened their minds
Sorcerer TD 0 0 - Dealing with the arcane is not a daily ordeal
Poison TD 0 0 - Not much poison ivy in the city
Disease TD 0 +20 - Having lived in the city their immune system is strong
These are both creative and hilarious, heh.
Shaps
07-08-2020, 03:56 AM
If the spacing is wrong trying use at the beginning and at the end.
"cod" should be "code", I had to use "cod" so it would show up correctly.
That worked! Thanks!
It's not lined up right, but at least better than it was LOL.
drumpel
07-08-2020, 09:24 AM
Just have them rip off other games that start you out with class creation questions - each question will give you some inherent bonus or some negative impact on your overall abilities.
I remember playing Morrowind and always found it interesting going through the questions when you started a new character.
Shaps
07-08-2020, 03:16 PM
Just have them rip off other games that start you out with class creation questions - each question will give you some inherent bonus or some negative impact on your overall abilities.
I remember playing Morrowind and always found it interesting going through the questions when you started a new character.
Not a bad idea either. Could provide some interesting alternatives.
Menos
07-08-2020, 05:32 PM
They made one of these (https://gswiki.play.net/Wehnimer%27s_Historical_Society) in GS already, and just didn't add the planned mechanical effects.
It is how the game knows Menos' favorite liquor is vodka. Best thing the halflings make.
Shaps
07-09-2020, 12:13 AM
They made one of these (https://gswiki.play.net/Wehnimer%27s_Historical_Society) in GS already, and just didn't add the planned mechanical effects.
It is how the game knows Menos' favorite liquor is vodka. Best thing the halflings make.
Never knew that existed. That's amazing! So what if we just tie all the other characteristics to that answer sheet. That would make for some real diversity among all the characters, and the characters within a specific species.
Thanks for posting that, I'll have to check it out next time I play for a few months.
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