You shouldn't have replied to him, there is no sense in talking to confused individuals like him. You will always come out frustrated.
Yeah, I should have known better since, iirc, he's the guy who stated that PS:T isn't a 'good RPG' or something along those lines, and even got into a pretty intense debate about what's RPGs are with Risewild (and Gizmojunk iirc). Shouldn't be surprised he started his participation in this thread with claiming that Fallout 2 is flawed because of stat points-allocations.You shouldn't have replied to him, there is no sense in talking to confused individuals like him. You will always come out frustrated.
This is where you are wrong. It doesn't matter what skills you chose to increase, because their whole system in place is flawed; not because it determines too many things, but, again, it doesn't matter. No matter what set of skills you chose to master, you can always get back and activate the other corresponding stone (going from your example, even if you chose to upgrade magic by activating Mage Stone, you can always go back and activate Warrior or Thief Stone instead, thus you can 'fix' the problems, without having to make an entirely new character), and because of that it doesn't matter because you're not restricted by your builds and decision. This leads to a situation where no matter what kind of character you had in mind upon character creation, it will inevitably ends up as just about any other type of characters: a character that's a master at every (!) skills. This is also a problem that's become much worse in Fallout 4.Nope, in skyrim, upgrading skill determines too many things.
for example, if you upgrade magic rather than other skill, then you are fxxxed.
All those choices make my head spin ...
I disagree. RPGs merely need a defined character, and the reactive opportunities where one may roleplay the character's extrapolated actions. The more defined they are, the easier it is to extrapolate how they would react.A RPG isn't a RPG unless you can build your own character/s-
N-nani?!I just said stat building of Fallout 1 and 2 is flawed. I Already said there is better option: give more options to build character after charater making.
In Wasteland 1, there are a lot of chance to increase skill and stat "after" character creation. same for Arcanum and NV.
Gerald of Rivia as pampered prince ... Yeah, you can not get that image out of your head now.I disagree. RPGs merely need a defined character, and the reactive opportunities where one may roleplay the character's extrapolated actions. The more defined they are, the easier it is to extrapolate how they would react.
*Seriously, All they have to do is dictate that the PC is a pampered prince, and the player should know immediately how they would react when trapped in a sewer or a prison, or when offered a filthy blanket. Dictate instead that the PC is a huntsman (or huntswoman), and in the same situations they'd not likely act like a pampered prince(ess).
I don't see how defining one's own PC is integral. Indeed... developer assigned characters can have the entire game carefully tailored to them, because they know exactly who the character is when they write the content.
You don't create Geralt of Rivia... And Witcher (1) is one of the better RPGs that I have played.
(Yeah... they do the amnesia thing... it allows selective relearning; same as in Planescape:Torment, with the Nameless One. But in the strictest sense, they could have defined all the stats and skills from the outset, and it would still be an RPG.)
**That said... Having player created characters is usually a good idea; especially when their possible traits and aspects are carefully anticipated in the dialog, and situations that they might encounter.