So I just tried to look up a full list of the effects of each stat in the learndb, and couldn't find it. I'm not saying it's there, but I couldn't find a section labeled "attributes", "stats", or "strength". I looked on the Wiki, but we all know about the issues with that (the article on dexterity hasn't even been updated since 0.12).
So anyway, given my lack of reliable information on what stats actually do, here's my thought: in addition to some of the other suggestions in this thread, is there anything wrong with removing some of the more obscure effects of stats? Things like (according to the wiki, don't know if this is still in the game or not) dexterity helping you close doors more quietly.
Right now, stats, or at least strength and dexterity, seem like they're loaded with obscure side effects. And a lot of these don't really seem necessary. It feels like in the vast majority of the discussion in this thread, and the vast majority of discussions of stats elsewhere (whether from a game design standpoint or just giving advice on what stats to focus on for inexperienced players), the stat system is described roughly as such:
Strength: Helps with heavy armour and damage with large weapons.
Int: Helps with spells.
Dexterity: Helps with EV and Stabbing.
So what about just simplifying the stat system so that something along these lines could actually be an accurate description, and not a "well, here's all you really need to know" sort of thing? Are things like the effects of stats on aux attacks really necessary, let alone the volume of door closing?
Siegurt wrote:2. Stats and skills complement each-other, you get *most* of your stats at the beginning of the game, and the type of stats you get depends on your race and class, that makes for a large differentiation in the early game, and even a fair amount of differentation late into the gameQuestion (this is not a suggestion, just a thought for the sake of discussion): what would happen if we kept starting stats in the game, but removed all choices involved in them (stat gains on level up become purely deterministic, and no items with stat mods chane)?
Question/Thought Experiment (not a suggestion, just for the sake of discussion): what would happen if we kept starting stats in the game, but removed all choices involved in them (stat gains on level up become purely deterministic, and no items with stat mods)? So stats still serve to differentiate between between races and classes, but that's it. How much would that hurt the game?
It seems to me like many of the arguments in favor of stats focus on their ability to distinguish between races and classes in a way that skills and mutations can't. Meanwhile, the arguments against stats seem to mostly revolve around the choice of what stat to raise every 3 levels being opaque and arguably meaningless. This means we're discussing two very different things, that happen to revolve around the same mechanic.
[quote="bananaken"I like how SPECIAL stats worked in the Fallout series[/quote]
If we're on the subject of games that successfully implement transparent stat systems, there's
Pillars of Eternity. Every attribute's effect on combat can be expressed as a numerical bonus to two or three different values per stat point. Or, for a non-RPG example, but one that also only has str, dex, and int as its stats, there's Dota. I wouldn't want DCSS to adopt any of the details of Dota's stat system, of course, but it's an example of how you can have only three stats, each with very simple, transparent bonuses, where the stat system isn't completely redundant or meaningless.