peregrin wrote:
Claim: Mixing direct and indirect attributes makes the game less fun.
Consider a scenario in which STR is direct (it affects damage rolls) and CON is indirect (it affects the HP increase at each level-up).
Players Kali and Mero start with identical attributes (including derived attributes) at level 0.
Kali raises CON exclusively for 10 levels, then STR exclusively for 10 levels.
Mero raises STR exclusively for 10 levels, then CON exclusively for 10 levels.
Kali and Mero will now no longer have identical attributes. While their non-derived attributes are identical, Kali will have significantly higher HP. Thus, the attribute system not only allows for but also makes it very easy to experience wasted opportunities. Once Mero's player realises their mistake, they will probably choose to restart the game (which is "not fun").
This isn't really a matter of derived/direct/indirect as you've defined it (what you seems to be worried about based on the example is not that a stat is derived or indirect, but that the computation occurs at different times). Rather, what you seem to be referring to is path independence (or commutativity), that is, that the order of the choices made should not affect the outcome.
FWIW, your example is somewhat incomplete, in any case - having higher STR earlier (and thus higher damage) may have allowed for Mero in your example to overcome challenges Kali could have not (or the HP might have been more useful, still, in which case Mero is just really unhappy). Making attribute raises commutative is neither necessary nor sufficient to making attribute raises balanced or even fun (though it may help in making it *appear* balanced at first glance, which *may* influence fun; fun is pretty hard to measure, though). That said, being commutative tends to help balance simply because it drastically reduces the number of possible configurations at any given point in the game.
peregrin wrote:
Raising attributes is not that exciting
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Here's an alternative suggestion: everyone but the twins raises their own stats. This can be affected by three sources:
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The third point is particularly interesting: the idea here is that the character will find out how they fit into the party and focus on attributes that are more beneficial towards their role. Here's a rough algorithm:
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The problem with 'training' style stat raises is that it's hard to come up with one which isn't going to be manipulated to become effectively manual stat raises by anyone with a hint of powergaming (see: Elder Scrolls). Most such algorithms are also reactive, not active; I may know that I'm training Bob to be a mage, but right now all he can use effectively is a crossbow. In order to 'solve' this problem, you end up having to model a far more complicated solution that the problem really deserves.
A simpler solution if raising stats proves to be particularly tedious is to just be able to set automatic stat goal ratios and manage it that way. I'd argue that this only really proved to be an annoyance in Loren due to the sheer number of characters; levelling up wasn't so frequent that this was a huge problem that needs to have a complicated solution for. The solution of only selecting the PC's stat seems to recognize the root of the issue (which, again, is really a pretty minor issue...).
A pretty common semi-solution is to autoplace some of the points and let the user place the rest, or to have an autoplace checkbox.
peregrin wrote:
[*] It would be great to have the ability to auto-use `buffs' before battles (except for ambushes and chain battles). In later stages, there is a tendency to develop a ritual of `Loren uses Rally and Apulimesho uses Regenerate and Dora uses Camouflage, and now let's see what battle we have in front of us here...', which doesn't add to the excitement; having auto-casting as a configuration option on the party setup screen would be great.
Isn't this effectively just passive skills? If it doesn't take a turn to apply, that's a change in mechanics, not just convenience. If it does, I'd question the value of it; if the buff is good enough to always be worth casting immediately or always worth spending the time to bring up, it probably is not balanced well. FWIW I don't think there were such buffs in Loren in practice.
However, what I think you are really trying to mention here (based on making an exception for ambush or chain battles) is a gameplay change where there is the possibility of 'prep' time before the battle. Which could be a cool idea (another thing that could be improved by stats => more choice dimensions => harder to balance but more fun to explore) but it's not really just 'autocast buffs'. This would be encroaching on the design space of initiative, however.