05-28-2015, 06:43 PM
As I've always said, luck based growths are bullshit. If my character chooses to be a bodybuilder and train for muscles, why should they only have a 70% chance of getting that strength gain at level up? If my character suffered a childhood injury that left them unable to run, why are they unable to keep Cel low if the RNG decides to go "lol, take that 15% 10 times in a row?" Random growths are definitely counter-RP. Sure, not everyone is the same, but you could also look at how different players would choose to play; I actually prefer to keep hp low to minimize poison damage taken, and focus on defense instead, but many others feel hp is the most important of all. It's not like allowing manual input will suddenly make everyone the same.
That said, your idea -IS- too powerful as is. I mean, 236 is enough points to go 80/80/76/0/0/0/0 in three main stats, and that can be rather ridiculous.
My counterpoint would be to allow a point of 3, not 4, and to cap the stat at the level (So, for example, if you were given 3 stats to assign at level up, you could not surpass your level in a given stat.) This would allow some creative and viable builds you can't see with the current growth system, while giving those who want to keep doing things the old way a reward for all their grinding: Far more stats overall/ outstripping the "fixed" amounts.
Alternatively, we could use Sarin's idea of being able to re-allocate points, but instead of limiting it to 10, instead make it a 2:1 ratio. You sacrifice two stats to add one elsewhere. This will really make it an interesting choice to go through, and a very specialized character will have glaring weaknesses.
That said, your idea -IS- too powerful as is. I mean, 236 is enough points to go 80/80/76/0/0/0/0 in three main stats, and that can be rather ridiculous.
My counterpoint would be to allow a point of 3, not 4, and to cap the stat at the level (So, for example, if you were given 3 stats to assign at level up, you could not surpass your level in a given stat.) This would allow some creative and viable builds you can't see with the current growth system, while giving those who want to keep doing things the old way a reward for all their grinding: Far more stats overall/ outstripping the "fixed" amounts.
Alternatively, we could use Sarin's idea of being able to re-allocate points, but instead of limiting it to 10, instead make it a 2:1 ratio. You sacrifice two stats to add one elsewhere. This will really make it an interesting choice to go through, and a very specialized character will have glaring weaknesses.
*loud burp*