Atomic Postman
Vault Archives Overseer
In retrospective, it feels like Agility was far, far too important. Yet, I can't seem to think of a way of rebalancing it.
Any ideas?
Any ideas?
Perhaps you could make it so your action point count is affected by multiple stats, like Wasteland 2 did?
An idea I’ve had for a while was to have some kind of “fatigue” feature in the game that would apply to longer combat scenarios. Your action points would be reduced after a certain amount of turns, and continue to be reduced as your character becomes more tired. This way you could have a high AG low END character be able to take a lot of actions in the first few turns, but as combat goes on his action points per turn would rapidly be reduced, giving an average or high END enemy the action point advantage. This might not be very fun ingame though.I feel like Endurance could make sense, as it's meant to represent physicality / physical ability. Perception might be a better choice as Endurance governing Health as well might then make End more important.
I like it the way it is.
This way we can have a near sighted pacifist that can still run away from combat. And we can have a tough fighter that can hold his own in a fight. We can have a wimpy doctor that can still be useful in combat, etc.
If we start changing what attributes affect AP, we will force people to always have tough nimble characters, or nimble eagle eyed characters... Paradoxically, with more attributes affecting AP, the game and characters get too restrictive.
If you have a slow moving character (low Agility) then the wasteland should eat you up, just like a wounded baby deer against a tiger.
Let's be honest, the problem here is not the attributes, the problem here is how every character needs as much AP as they can get. If you change how characters get AP, Agility stops being a problem. If you make it so the character gains AP when it gains a certain amount of levels, this problem would be gone, lets say a character starts with 5 AP and gains 1 max AP each 4 levels (while gaining a perk each 3 levels as normal) by level 20 the character will have the 10 Max AP.
No matter what type of character you have. You will never be forced to boost your AGL anymore.
Another way of "fixing" this issue would be with special Perks. Perks that reduce how much AP is consumed by doing actions in battle or add extra AP in battle. These perks could be rewards for doing steps of the main quest or gotten from exploring certain dungeons or something like that.
Yet another way of dealing with this, is by adding weapon and armor modifications and/or miscellaneous items and chems that would boost a character AP. Or reduce the AP needed for actions.
Another way is making the character having two different AP values, that are used in different things. For example having an AP value for offensive actions (shooting weapon, throwing explosive, punching, etc) and an AP value for moving and neutral/defensive actions (reload a weapons, using an item from inventory, running away, etc).
After using these "fixes", all the developer has to do is make it so there's a maximum AP limit.
FNV uses Charisma as a way of boosting your companions.
In a P&P environment, I could see a charismatic character that would give small passive bonuses to their companions. Kinda like a good leader that inspires others around them to give their 110% in a stressful situation.
I’m thinking if you wanted to go that route then you might as well just have a minimum Charisma level to pass the Speech/Barter check. Might make the math a little easier than having to throw in all these modifiers together.Maybe you could have Charisma tied to Speech/Barter check difficulty, so at certain marks of low Charisma, modifiers are added to all checks to make them more difficult. A 55 becomes a 70, or whatever. With average range Charisma (5-7) having no benefit or change, and high Charisma offering benefits.
Maybe that's a dumb idea and could be covered by base Speech/Barter being more strongly governed by Charisma (i.e 4x Charisma). I don't know.
In retrospective, it feels like Agility was far, far too important. Yet, I can't seem to think of a way of rebalancing it.
Any ideas?
Here's my ten cents, more from a Classic Fallout perspective:
ST: This stat has issues.
1. Strength is too easy to up. In FO1 you could gain +4 ST, +3 from PA and +1 from implant. FO2 allowed you to up ST in six points (+3/4 PA/APA, +1 Implant, +1 Gain Stat perk). So the perfect ST was 6/5/4. Any subsequent points were lost because it only goes up to 10.
2. Strength is borderline useless. Lemme see what ST does:
- Carry more stuff
- A slight HP increase
- A pretty bad melee attack buff (+1 melee damage if you 7-10 ST? Yawn)
- Can use heavier weapons (but if you do anyway, you get a skill debuff... which can be compensated with cheap skill points)
- Can unjam some doors (very rare)
3. Stats can't go beyond 10. This means any point above a certain number is pretty much wasted. If we could go beyond 10, it would be more useful to invest above a X number.
PE: VERY good stat. I think the only issue with it is that the PE calculations are bugged and AFAIK PE doesn't help accuracy beyond 7 PE.
EN: Really useless. The HP increase is too weak, it really doesn't do much aside from a few perks, stuff like Poison and Rad resistance is too marginal. You just need 4 EN in order to get the Lifegiver Perk and not be too fragile. If something like Fatigue was a thing, I could see it being more useful.
Personally, I think the real solution is to abandon HP increases per level and go with fixed HP according to ST/EN, traits and perks. This way, your starting EN matters A LOT. Wanna be a Joshua Graham-style invincible man? Up that EN. This would also get rid of HP bloat, and make the cliched "Diplosniper" character actually pretty frail up close.
Bringing in a fatigue mechanic would rock, too. And honestly, more EN perks in general - for example, a perk allowing you to use left-over APs and fatigue to get an extra attack at the cost of sapping fatigue, like in Arcanum.
And honestly, more EN tests in dialogue and actions. And more EN links to skills.
I will talk about the others later.
Van Buren AFAIK was going with a different agility formula. AFAIK, a 10 AG character would have +30% AP than a 1 AG character (or was it a 5?). Van Buren was also going to have a larger AP pool to represent a more granular action pool.
@hexer remembers it better than me, surely.