Okay the background mechanics that may or may not be referenced during this post.
base class-advanced class-mastery class
there are three base classes a player may start as these are the main classes that determine that basic style of play you will most likely have. They are mage, fighter and expert. You can never take a level in a second base class, (of course after seeing the advanced and mastery classes, you wouldnt want to) each base class may allow for selection of an advanced class, some advanced classes may be chosen by all three, some may be chosen by only one or two classes. Advanced classes are a bit more powerful than the base classes (A fighter/barbarian at levels 5/3 most likely will outclass (puns intended) a fighter level 8(depending on how you build your character, and after I release the final version what abilities are gained at what level). Each character may have up to 2advanced classes. Mastery classes are far greater than base classes, While most are more open to what classes they allow, they have special requirements that must be met that are far easier to get with certain other classes (for example, the sharpshooter class is far more compatable with the marksman class as opposed to the sorcerer class. Mastery classes are also more limited in how far they progress level wise. A character only gets one mastery class.
also each class has its own experience, a character attempting to achieve another class must set aside experience to get that class.
magic system
in this game all character may cast magic regardless of class. Magic levels independently of character (a bit more work to keep track of, especially when you take into account what I am about to tell you) magic levels by a decimal system, ie .1, .2, .3, this determines magic cost to cast, and wether a caster meets the required caster level to cast it or learn it, once a spell makes a full circle on level(ie a level 1.3 spell makes it to 2.3) it upgrades its abilities(mostly at the players whim, however spells level on a slightly linear path, ie if your spell encompasses range and damage but not teleportation, the new level cannot add teleportation, if your spell has teleportation, it cant gain damage.) The magic system has a VERY elaborate player spell creation system, there are premade spells of course, to help show players how each effect works, however they will not be fully optimized, and possibly would be weaker at higher levels.(while spell level is determined by the player, this increases the starting spell level, and spells do not progress as strongly as a spell created at that level with the same abilities, while this may lead to players simply creating new spells every chance they get, spell crafting is a bit tougher than just having the spell on paper. there is no need to go over this as you have all the info that you need to know at this point)
stats
now here is where you will hear the question, so pay really close attention
stats are divided into two groups, your basic stats, and your advanced stats.
advanced stats may have limits on how high they may be increased, and who can take them (some classes unlock stats, some races unlock stats.) Just because you have access to advanced stats does not make your character better than another, after all luck does not increase health.
classes do not determine health, defense, max magic points, damage, or what skills(called talents) a character takes.
your endurance and race determines health(for example), different sized races create different health bonuses.
characters gain stat points each level.
stats are well spread out, having high points in strength might make you cause more damage overall, but you may want to spread stats more usefully, if you want to use magic, you will need your intelligence, if you want to take a hit, your endurance.
while there are not a ton of stats, (currently only 3 advanced)
in most D&D styled games(specifically 3rd edition era) you have skills(as I said earlier I call them talents, remember this from now on I will ONLY say talents...I told you to pay attention earlier in the post)
however I suddnely had an idea, focusing on more versatile characters, making my game focused on even heavier realism than it already has(actually I removed alot of the factors that make it realistic recently, didnt like them) a person who is good at talking himself out of things might not be so good at combat (The game is set up for some heavy role playing, and an easier NOT DYING system, ie a lower level character can ressurect(more or less you ressurect based on targets level, a spell that ressurects up to characters level 5 wont ressurect a level 6 character until the spell itself levels up enough)
I am thinking of removing the talents and instead adding a few more advanced stats, such as Rhetoric, thief craft, smithing, and the likes. I havent worked too much on talents, as I prefer DM's to make up what causes what...the entire game system is fairly advanced, got it broken up into easy bits to understand though. this would remove the second set of points to place, and do what everyone likes(keeping things simple) 'specially since I had quite the array of talents.
This would help remove one thing I personally hate, the limited skill systems in other games (I lied I used skill this time instead of talents) such as a max at first level when there is a vast array of skills and limited point placement, especially if I want a diplomatic character.
This will also force players into more specialized roles, while defining their characters and keeping them original compared to other player characters. (While having only three base classes looks like it forces characters into roles...it really does not.I thought it might, and was relieve to see that it doesnt, as I am not attempting to confine players to exact roles, except for how they wish to play, or at least how the gm(game master!) wishes them to play, depending on how different groups act with eachother I suppose lol.)
What I want to know is how everyone here thinks about this change in system, and how they would react.
and also, I want to know is your opinions on wether I should limit max starting rank of battle stats more than non-combat stats or I should have the same begining limit on every stat.
possibly you could tell me what other stats aside from Rhetoric and the others mentioned above, that might be helpful in case I missed other required skills for a game(not doing things such as climbing, jumping, and the likes, those can be based off of physical stats.
Now the second part is about races, and the reason I put this second is just because I am looking for opinions on something basic.
races are usually preped to be better suited for classes, my game has a WIDE variety of races. in real life just because your larger doesnt mean your stronger, stronger is stronger. longer legs arent always faster. faster is always faster.
an orc may or may not be stronger than a human, but should these be in additional stats? or should each race give only non-stat based bonuses? each race is also split into sub-races which give additional bonuses. I also have a half race system which takes a little bit from each race and allows you to build whatever race you want.(minotaur-dwarf?Why not? elf-goblin?sure. Dragon-gnome?be my guest! Troll-ogre?sounds legit....oh btw, no dragons are not a playable race, except for being in the half race list...the rest mentioned are, along with a plethora of others.) maybe each race should be static and only get bonuses they normally get from size difference and spell targeting?(some spells may target specific races and/or racial types)
or youve got a better idea? (also currently bonus stats from races count towards max starting stat, meaning if two differnt raced character focused all the way in endurance, they would max out the same)
any and all input would be nice. burn me down or set me on a totem pole, or whatever else you want.
Actually I just relooked over my starting stats and realized I already removed the limit in one of my older revisions...now I feel kinda stupid for saying anything about the limit. At first I had a higher starting points than the limit, but I didnt want anyone going all out in a stat or two such as endurance and strength, meaning from the start they would be nearly unstoppable, especially starting with a larger race. You'd think I would have seen that before posting...haha...wow me...so the bottom answer is already done.
But im not really trying to limit them, so much as keep them from being overpowering in some way.
the next one up, my spell system is designed so that players can create their own spells, exactly how they want them, how could the spell creation system conflict with the role playing? especially if they interlink along with mechanics so that players arent crafting spells on the fly just whenever they need them? role playing makes the game feel more alive, while the system keeps it fair and balanced. I spent alot of time on my spell creation system, so if anything is going out the door for this game ,its not that!
so do you mean no stat bonuses whatsoever, or light stat bonuses, with no counting towards a max? Its a good thing I already got rid of the max..ha...ha...ha... >_<
anyways, it seems that creating the races is the hardest part for me.
and finally(gotta love my reverse ordering...I know I am rediculous)
So what you mean is as say one stat increases, possibly reduce the max possible for another stat? or at least make it more expensive to buy? If im getting you wrong could you please try and explain more? That seems like it would be a bit difficult, I mean I suppose I could have a max stat block for each race and then have the class modify the max.