quote:Original post by Jesse Chounard
Maybe you meant Chrono Cross. What you describe sounds like that. (I haven''t played it yet, but watching a friend play, Grandia 2 looks that way as well.)
Sorry, Jesse''s right.. it''s chrono cross and chrono trigger. I was playing these with my girl''s little brother last time we were up that way and couldn''t remember which was which
As for the play in Planescape.. you can up anything. You start out with 9''s in all the D&D character stats, with 20 points to allocate to ANY stat as you so choose. Your character can go all the way up to 25 in stats (although at creation you can only have up to 18 i believe.. i never put any up that high).
Death isn''t so much of a worry in the game, as you start out dead.. well, coming back from death. The character is immortal, and he''s seeking to find his past. The character starts as true neutral alignment, and your choices and actions in the game define the character. As you swing a club around, you gain club profeciency. Through the way you talk, your alignment is determined. Oft you''re presented with MANY choices during conversation (based on your intelligence you get more or less.. one of the few games to take that stat into account in a realistic way). It''s great to play.. and it''s only 15 bucks at babbages now, so go buy a copy Naz.
Back to the topic at hand.. Killing can be a way to gain levels.. for a murderer
Anyone ever thought of using the murderer as a class? LOL. Goblin Hat0rz forever!
Seriously though.. if you''re a monk, why should you kill to get exp? Unless you couldn''t avoid it.. killing is that last thing a monk should want, right? So wouldn''t killing merely make you lose your monk class?
I''m personally in favor of a system that the player can pick a class, and then the character''s actions take on properties of that class. For instance.. we''ll use alignment in the D&D system. If i''m lawful good, i would never say "what is there to steal in your house?" However, as a choatic evil, i''ll never (truthfully) say "I''m here to rescue you free of charge!"
I''ve major issues with this in BG and BG2. As a good aligned character, you''d make certain choices in what you say and what you don''t.. and the character wouldn''t say things, regardless of what the player wanted. If you CHOOSE the character to be lawful good, the game shouldn''t allow you to make choices against your alignment at every turn. True.. i believe you should have ONE out of alignment choice to any situation.. but choosing it might have dire results.
Now.. back to applying this to combat
If you''re a monk.. why would you even THINK of attacking something defenseless or weaker than you? You might defend yourself for a minute, and hit it a couple times to get the point across.. but not kill unless it was absolutely nessicary. So if you''re going to pick a monk, you should act like one. If the developer doesn''t allow the monk class to randomly attack monsters.. wouldn''t that take care of people abusing the class? And if it was allowed.. having them become un-monks.. hehe. Now, true.. most games handly this badly. You kill something, and someone 500 miles away knows it''s happened, instantly. Kinda stupid.. lol. But as a monk, your chosen god might.. well.. stop favoring you.. assuming you killed someone where no one else could see. This could stop you from gaining levels in your monk class untill you''ve atoned for the sin. But.. that''s actual game design, and no one wants to do that anymore.. cept us, right?
J