Yeah, in most D&D incarnations the only real difference between races tended to be minor ones gameplay-wise. The majority of your racial decisions would be for roleplay reasons.beastro said:I need more than the Rule of Cool to get me into a class of race. Maybe this is showing me being a cRPG fan who never got people's love of board games and such like DnD when so much left to the imagination that there weren't hard rules when you had someone be a GM that could alter whatever they wished. I've always loved practical, grounded solid rules in a built world like Tolkien's than DnD where math and dice fill the meat of the mechanic side while you're at another persons whim for the world that could change unrealistically (unrealistic in this case not being like reality so much grounded in the rules of the world - the anathema being Star Trek's ungrounded technobabble saving the cast this week from an ungrounded technobabble danger).
I'd rather have some real semblance of power to back it up. If the only long term appeal for godlike are their strange heads, then I find that a terrible gimmick that needs patching.
The major difference between a elf and dward in 2nd edition D&D for example (Which is Baldur's Gate's system) is that elves have bonus resistance to sleep and mind magic while Dwarves are strong against poisons and similar effects. Elves also got a bonus to dexterity, Dwarves to constitution is my memory serves me right. In later D&D like 3.5 (My favourite version, most notably used for the Neverwinter Nights games) the differences tended to be similarly small with humans getting an extra feat at character creation and others getting similar minor bonus.
Obviously if you wanted to min/max the perfect fighter or spellcaster there were clear choices, but the rest of the time your race selection was largely more for story reasons than gameplay ones, so for me 'strange heads' being an added appeal is pretty cool. I also like how even with the other races such as the humans, different sub-races would often have cosmetic effects. Apparently some roleplaying ones as well with racial options popping up in dialogue every now and again, which is something I always appreciate in rpg as it tends to be very prominent in actual D&D sessions.
Considering both the developer and publisher for Arcanum are gone, I wouldn't hold my breath for there ever being another Arcanum game sadly. Such a shame as I'd totally love more steampunk fantasy games, regardless of genre.beastro said:Arcanum has so much potential and a awesome world, I hope they return to it and do it justice.
What it suffered from was incomplete world building, too much history and not enough physically fleshed out in the world. It feels like half the game is centered around 1/4 of the world map and most of that is one massive city that leaves the rest of the world "unnaturally" bare that reminds you that you're in a game and that it was most likely left very incomplete (which looking back is a early taste of Obsidian's crews overly ambitious aims).