Another thing you may want to realize, as far as stock, is that each stat
means something, so if you increase the stat by 10, you'll need to go thru
all the code and look at what each part does to make sure things aren't
"too" over powered.  I'm of the opinion, bigger is definitely not better.  

I use a lot of equations in my mud that determine what bonuses each stat
has, and several stats rely on eachother.  When I first started trying
calculations, I tried intervals of 25, up to 100 to see how the computations
would take effect (imagine 9 skills, at 100 points each )  in the end, I
found that keeping 25, but making it harder to get to 25 would make the game
more interesting, rather than Diablo 2/warcraft 3 style over stating to make
"uber" powerful characters.



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