"And there are certainly all sorts of abilities which could be racial differences that are largely independent of stats. "
Heh, yeah, in the default config of the codebase
I work on, orcs and dwarves are unable to swim...
a fact usually discovered by such players at some cost.
I think I made dwarves able to see in zero light...
I'll have to check on that. There's other fun stuff,
like elves not sleeping, and much fun one can have
with gameplay-affecting race attributes that don't
necessarily affect stats. I agree that race selection
can be meaningful to gameplay without having to have a
dramatic impact on stats.
I am still, though, unsatisfied with the idea of
taking away the impact of race selection on the
average (combat-affecting) stats of a player. I am
having difficulty decoupling orcs from physical
strength, and physical strength from combat suitability.
And yet...I do see that there is weakness in a
system that makes an Orc Mage basically play the
game at "Nightmare!" difficulty.
Having discussed the issue with folks on
intermudI'm warming up to a hybrid system. I'm not inclined
to ditch "orcs == stronger, strong fighters > weak fighters",
but I think it should be feasible to be a Halfling
warrior with a reasonable chance of advancement in
single play.
The way it works now in my lib is that stats not only
have levels (str: 15, int: 30, etc), but also a "class".
A stat class is how important that stat is to your
race...in other words how often that stat is increased
when you level.
For an orc, str is class 1. That means that every level
promotion comes with a +1 boost to the str stat. On
the other hand, the poor unfortunates have a luck class
of 4, meaning they get a +1 boost only every fourth
level promotion. The upshot is that the strong get
stronger, and the lucky get luckier, as they advance.
I am beginning to incline toward a system that allows
you to improve a stat's class at a cost of XP. I'm still
spitballing precise numbers, but I like the idea of
being able to improve your int class by an increasing
XP tariff per class point.
The result would be that an orc would have to spend
more time grinding in order to get the same XP that
another orc would get without the stat class deviance
penalty, but that orc would still be *able* to grind
and be mage, rather than be playing at maximum
difficulty as a low level player.
This hybrid system allows me to keep what I think is
logical and reasonable (strong orcs, wise elves),
while allowing for nonstandard class combinations for
players willing to put in the extra effort that their
weirdness calls for.
Naturally this probably bumps up against your "games
are not work" electric fence, but I think it is a
reasonable and good idea. Advantages and preferences
in a game, in my opinion, should be balanced by cost,
and I think XP cost for nonstandard stat advancement
is fair.
-Crat
http://lpmuds.net