[quote="Zakhennahr":1ctybfx6]I have an idea... instead of making caps on stats, you should make some stats cost more for certain characters. Let's say i want to use warrior's axe with no mana cost, i would have to improve either efficiency (in 2.<!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> or wisdom (in 3.0b), and i could raise it to whatever number i would want, but it would cost 2 attribute points as opposed to the 1 to raise strength, or the same for the mage, take 2 points for strength, but take 1 point for wisdom. Just wanted to run this idea by you.
It's a interesting idea seen in many rpgs that goes for a more realisitc aproach, but my guess is that Hexen been an action FPS, a lot of care was put into designing the stats systems so that:
- It would, mainly, not ruin the balance original designers achieved so well.
- It could be extremely easy to use not requiring mouse, like the original game, so it would feel intuitive and wouldn't brake it's fluidity.
- As said before, the whole point was to develope the hints given by original designers and explore them, make the interactive (like the differance in stats between the classes, that was already there, but couldn't be changed), add that new "flavour", new complexity.
I think the freedom in what you want to increase and don't (no peanlties/bonuses, no interference), is obviously countered by the fact that you encouraged to work the same points but to bet on your class' specific strong points. Also the limits in how much a certain class can achieve at a certain atribute, makes it plain simple that your fighter will never "out-smart" a mage.
It's jsut that, this way, if you are a not so good player, and feel you could use a little more roughness and endurance, even as mage, you can choose to dedicate more points to that in an early stage then magical prowess, which you can always develope later on as long as you are alive! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->