Dimpy
New member
There seem to be a lot of people on this forum who are displeased by there inability to do fairly basic things like boil eggs or make forges in A17. A lot of the arguments struck me illogical and and unappreciative of the early game, but it made me think, what is the point of gating attributes behind levels? I can think of two reasons why that might be. First, it keeps new players on track and keeps them from making imbalanced characters. Second, I get the impression that this game is following the mechanical template set forth by DnD(we call them Role-playing games even if they aren't primarily focused on pretedning to play a role.). These kind of games are about getting a feeling of progression, and feeling good about the character you built. If players could get a few late-game abilities or pieces of gear in the first week, then they wouldn't even bother playing the game longer than that. Right?
Maybe. The DnD concept is a tried-and-true method, but I don't see why it is specifically suited to this game. I'm all for gating perks behind attributes, but gating attributes behind levels? Meh. I'm going to need some more convincing.
Maybe. The DnD concept is a tried-and-true method, but I don't see why it is specifically suited to this game. I'm all for gating perks behind attributes, but gating attributes behind levels? Meh. I'm going to need some more convincing.