Damned Registrations
Furry Weeaboo Nazi Nihilist
- Joined
- Feb 24, 2007
- Messages
- 15,011
I like both methods. I largely play games because I enjoy achieving mastery over systems, so whether I do that through party creation or careful management of pre existing characters makes little difference in the end; having both types just means I get the novelty of a different kind of system to exploit.
I will say when it comes to premade characters, I tend to prefer the more jrpg approach, where the characters in question are unique in ways that break symmetry, both with enemies and between party members. You can give characters abilities or traits that would be wildly unbalanced in a customized setup, because the dev can give the character the right flaws to balance things out. For example, you could make a character with really powerful regeneration abilities that would be overpowered on a front line fighter, but balance it by making him someone unlikely to be injured anyways like an archer, or preventing him from wearing armour so he is on the front line but is vulnerable to burst damage rather than attrition.
I will say when it comes to premade characters, I tend to prefer the more jrpg approach, where the characters in question are unique in ways that break symmetry, both with enemies and between party members. You can give characters abilities or traits that would be wildly unbalanced in a customized setup, because the dev can give the character the right flaws to balance things out. For example, you could make a character with really powerful regeneration abilities that would be overpowered on a front line fighter, but balance it by making him someone unlikely to be injured anyways like an archer, or preventing him from wearing armour so he is on the front line but is vulnerable to burst damage rather than attrition.