Moderator: Rangers
Characterised Party:
In Ashes You get to create your own party of four characters but they won't just be a bunch of names and stats. For each member you'll also have to choose a personality (valiant leader, cynical wrangler, shy intellectual and eccentric weirdo) which will play a very important role in the game.
Party Dialogue:
Ashes is all about role playing a party rather than an individual with followers. As such the dialogue system lets you speak using the voice of any party member and use their individual skills as you see fit.
Woolfe wrote:So picking "Boxer" won't increase your strength or endurance, it would just allocate the points and give you a background as well. So you could get the exact same effect gamewise by simply choosing to pump the points in manually. Excpet where it comes ot some dialogue specifics.
OGK wrote:How is choosing your background explicitly at character creation any different than choosing skill and stat points which presumably come from your character's background? This idea doesn't make much sense to me.
paultakeda wrote:OGK wrote:How is choosing your background explicitly at character creation any different than choosing skill and stat points which presumably come from your character's background? This idea doesn't make much sense to me.
Contextual background need not be about attribute or skill assignment but rather a different set of metrics. Gender was used in WL1 in-game, ad I'd like to see more use of such metrics to alter NPC interaction and change a quest's parameters.
Some stuff is just for player customization, like WL1's nationality selection; it does nothing in-game but it fleshes out character creation.
Woolfe wrote:Indeed. having a background of "Medic training"(which puts X points in medic) and simply pumping X points into medic are exactly the same, until such time as you use them for "background" purposes.
Drool wrote:Then it just becomes another avenue for min/maxing: "I can save 2 skill points by just picking this background! Score!"
Drool wrote:Woolfe wrote:Indeed. having a background of "Medic training"(which puts X points in medic) and simply pumping X points into medic are exactly the same, until such time as you use them for "background" purposes.
Then it just becomes another avenue for min/maxing: "I can save 2 skill points by just picking this background! Score!"
That's why, if there's going to be something like this, I far prefer to crib from Fallout's Traits as opposed to their Perks. In other words, every choice gives a bonus and carries a penalty (potentially a bigger penalty than the bonus gives). So picking a Medic background might get you the Medic skill for free, but all of your combat skills progress at half pace.
alexlovesinxile wrote:To put it concisely: The system does not augment stats, but rather allocates them.
Woolfe wrote:See I disagree with that sort of background/trait in WL1. Thats constraining me where there was no constraint previously. If I created a medic in WL1, it was by pumping points in and nothing else. Min Maxing existed in WL1 and will always exist in a "choose" type skill allocation method.
Drool wrote:Woolfe wrote:See I disagree with that sort of background/trait in WL1. Thats constraining me where there was no constraint previously. If I created a medic in WL1, it was by pumping points in and nothing else. Min Maxing existed in WL1 and will always exist in a "choose" type skill allocation method.
I would keep it optional as it was in Fallout. I'd also make it one of the last things you do during creation so your attributes and skills were already set. It would allow for customization as opposed to controlling the process. Of course, you'd want to limit it to one to prevent nonsense like taking both Skilled and Trained in Fallout 1 and totally gaming the whole system at the cost of 2 perks.
Drool wrote:You have the order reversed. Let's use Wasteland as our template with Traits added on.
You make your character. First, you roll up his attributes. Then pick sex, then nationality, then you allocate skill points. You put 1 in medic (using 2 points) and 1 in clip pistol (1 point) and assign the rest where ever. Then you get to the Traits section where you can pick the Medic trait which gives you a bonus point to Medic (effectively 4 free points) and slows progression of your clip pistol skill.
Your second character starts the same way (naturally), but you want him to be just as good a medic without the hit to your combat skills. To get the same end medic skill, you'd need to spend 6 of your starting points instead of just 2, but your combat skills will progress faster than the medic's.
It still gives you the customization and specialization, but subtracts the whole, "You can only take this skill if you also take this background."
Drool wrote:Meh. I'd prefer to allocate myself.
paultakeda wrote:Adding a skill point to medic implies this without a need for a background picklist as you'd now be stating the same thing twice
paultakeda wrote:The last metric has no in-game effect: it is a large textbox called Personal History. This one is for those who want to write a novel about the character.
alexlovesinxile wrote:But the whole point of putting a mechanic behind "humanizing stories" is to simulate the table top experience of having other players and dungeon masters who can take a personal history, and form a narrative through which further play develops that history into a current story.
alexlovesinxile wrote:How do you establish a characters aspiration to unite the wastes via stats alone? How would a player opt in or out of that character element? How would the player know to expect that of their character without some narrative element supplied by the game on the character creation screen?
paultakeda wrote: By making a background selection allocate attributes and skills you have done nothing but create a macro to allocate points.
paultakeda wrote: Stats like gender, nationality, birthplace, etc. establish and describe far more than you seem to think.
paultakeda wrote: The personal narrative of a character can never be captured and implemented in a game but a character sheet can leave space for it for the player's satisfaction.
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