

The number of available choices starts out small (to keep from confusing new players) and grows dramatically as you proceed. As you get a better idea of the challenges you are facing, you can mold your characters to enable them to proceed.įinally, every other level, you can pick one trait from the long list.

Thus, you never stop being able to shape your characters. This allows a lot of character customization while making sure all skills go up gradually so that you won't be hamstrung by completely neglecting an attribute.Įach level, you can also increase two different skills by one point. In addition, each level you can choose one attribute to increase by one. It's different each level, so every four levels each attribute has gone up by one. Price of doing business.īut then, when you gain a level, a base attribute goes up by one point. Because of this, many gamers will try to make a party, think I have completely dumbed down the system, and ragequit. This is far, FAR less customization at the beginning than was allowed in Avernum. When you make your characters, you can increase five skills and pick one trait from the long list. There are still base attributes (unchanged), skills (mostly unchanged), and traits (an all-new, very long list). By which I mean that it's mean-spirited and unnecessarily punitive. Major decisions that affect how you play the entire game, and you make them before you've even fought one monster. You could only pick these traits at the beginning of the game, and you couldn't change them.

You could have at most two traits.Īnd here's the awesome part. Good traits came with a penalty to experience earned. They could make you better at spells, more vulnerable to disease, and so on. Traits are special character qualities, some positive, some negative, that affected your characters. These players got angry at me, and justifiably so. As a result of this mess, many players had problems with getting halfway through the game and finding that they were not strong enough to proceed. Worse, it was necessary to increase the base attributes to survive (especially Endurance, which increases health), but they were so expensive that doing so required careful planning. You have to make most of the big changes at low level, when skills are cheap. It's a system where the more you play and learn about the challenges facing you, the less you can do to customize your characters. At high levels, you might have to save up for two or three levels to get enough skill points to raise a major skill one point. To limit this, I made increasing a skill cost more skill points the higher you trained it. However, it could break the system if a player put a huge amount of skill points in certain skills. You can use skill points to increase base attributes or regular skills, but the base attributes are expensive. You start out with a ton of skill points, so that you can majorly customize your character from the beginning.
