How about separating attribute points and skill points?
We’d still get the same (perhaps slightly reduced, if it’s imbalanced) number of attribute points available, but skill points would be a separate pool - or would be allocated based on career, with no player choice.
It’s not like it’d be that big a deal in terms of gameplay. In the early game items are far more useful than skills (except perhaps melee skills), and by the later game you can hone your skills all you like.[/quote]
Expanding on to this idea, what about if you had tokens to spend on a starter shop, the shop contains a few items that vary depending on :-
*Skills taken
*Traits taken
A few examples :-
*I start off with 10 tokens (or whatever you wanna call them) let’s say I pick 1 point into pistols, the store then unlocks a few low caliber pistols that are worth say 2 tokens. If I take 3 points into it instead then higher calibers will unlock but cost more tokens (4 tokens for example)
*So I have 1 point in survival, lovely I’ll buy that rollmat for 1 token. 3 Points in survival??? Great I’ll have that backpack instead for 5 tokens.
Of course the selection should be limited to some degree.
Just an idea throwing out there :p[/quote]
I’m dead against the idea of a starting shop for items, you should get items based on your skills.
I quite like The Darkling Wolf’s suggestion of preset characters.[/quote]
You would still get items based on your skills, but instead of random chance you get to choose a small varitey of items depending on what skills (or traits depending) you take. Limited tokens (points) would restrict what you can actually take depending on skill level.
It was just an idea for an alternative to random chance of starting loot since some aren’t too keen on the idea.