Been playing C:DDA for some time and had some thoughts on the character creation - didn’t want to necro it, but here’s a previous thread: http://smf.cataclysmdda.com/index.php?topic=3313.30 . I have differing ideas than that post, but felt I should put it here for reference.
Like the above thread, I think the character generation is too generalized - you get X points and put them into a 4 categories.
I would suggest the following:
Characters have Stat points (Str/Int/Per/Dex), Traits, Backgrounds, Starting Gear, and Skills.
Characters have 6 points to distribute between Stats and only stats.
Characters can take up to 6 points of positive traits or 12 with 6 negative trait points - these points do NOT transfer outside of traits, however.
Characters can take up to 4 points of Backgrounds (e.g. Hobo + Backpacker + Etc) - again, points do not transfer to other categories
Characters can take up to 20 points of starting gear (e.g. Backpack, Bow, Etc)
Characters can take up to 12 points of skills - some skills have default levels from Backgrounds.
Backgrounds are slightly different from Professions, though similar. For one, they can stack. It might be weird to have a karate prositute, but nothing is stopping you. Likewise a backpacking, ex-military shower victim.
The major difference I propose is that you let all these be freeform and have a Difficulty Rating in the character creation screen. It starts at “Difficult Challenge”. Increasing Stats, taking Positive Traits, Useful Backgrounds, and any skills decreases the challenge rating. Negative traits and harmful backgrounds increase challenge rating up to Insane Challenge (or something).
One nice addition is that you could add various gameplay-options to the character selection screen: Black Road (or whatever starts zombies around the shelter), Double Zombies (i.e. zombie count = 2), and so on. Enabling them increases the difficulty.
The difficulty has no actual effect post game-start (aside from the gameplay-options of course).
The difficulty display would be disabled by default, but have an option to show it, I think. It should also be viewable after game start for bragging rights of course. Nothing like a naked start to mutated, bionic god on Insane Difficulty.
============ Reasoning
There are a few reasons I suggest this change.
- It feels more natural and intuitive to progress in phases that are mostly independent.
- Keeping the character selection options independent removes the drawback from selecting options outside stat points
(The “Increase stat that is very difficult to raise in game” or “Add skill that makes early game a bit easier” choice) - It gives some amount of additional replay value by allowing players to voluntarily increase the difficulty (and telling them that it’s doing so, which is important, I think)
- The difficulty rating allows those that min-max to still try and min-max vs the difficulty and also gives newbies some idea of how hard things will be
- Allowing multiple Backgrounds gives more options for roleplay
- Starting Gear purchases allows players to mitigate specific early game deficiencies they want to mitigate without having to take a package of stuff they don’t want or doesn’t make sense
(To be honest, starting gear is inspired by DF’s embark-setup - don’t want to have to luck into a welder? That’s 5 of your 20 starting gear points! Welding goggles? 3 points. Hacksaw? 2 points. Etc. Instead of taking a Welder Background that also forces you into points in Fabrication and whatever else the modder in question came up with.)
As an aside, I would mostly want Backgrounds to be minimalistic changes to the character, maybe affecting starting clothes and the starting city or something while mostly used for NPC interaction and roleplay once that exists as opposed to packages of pre-set gear+skill combos. I’d love it if the game had “knowledge skills” that represent. Instead, I’d like the game to ship with some pre-built character setups, e.g. “Survivalist”, “Gun-Guy”, and so on.
Thoughts?
I could probably program it myself, but I wouldn’t want to do something that isn’t wanted by the community.