Isewein: Is the Ultima series the odd one out, maybe because of its less defined P&P roots, or do you play it in that vein, too?
I'm a game mechanics type of gal, and as a result, I have studied the mechanics of some of these games and it's rather interesting to compare them to Dungeons and Dragons, which is the P&P game from which most WRPGs trace their ancestry.
In D&D:
* Class, level, and strength affect melee accuracy. Ranged accuracy uses dexterity instead of strength.
* Evasion is affected by dexterity and armor worn.
* It's worth noting that armor reduces the chance of being hit, but does not affect the damage taken by an attack that hits.
In Ultima 3 and 4 (but not Ultima 4 NES):
* Dexterity affects all accuracy, while Strength affects damage.
* Armor affects evasion, but does not reduce damage. (This mechanic does feel D&D'ish; systems not descended from D&D tend to use armor as damage reduction.)
* Note that the mechanics are asymmetric; the party and the enemies follow different rules.
In Ultima 5 and 6:
* Accuracy is affected by Strength or Dexterity, depending on the weapon type (only blunt weapons use Strength)
* Strength does *not* affect damage, which is rather unusual.
* Armor reduces damage received; here the developers finally broke free of that D&D-ism.
* Dexterity affects turn frequency, while Strength affects carrying capacity (though in Ultima 5 only equipped items count against this).
In Dragon Quest 1 (for comparison):
* Accuracy is not affected by the attacker; each enemy has a fixed chance to dodge.
* Strength affects damage dealt (and is added to the weapon's attack power).
* Agility reduces damage received, ambush chance (IIRC), and chance of running away, but does not affect accuracy or evasion.
So, looking at this, we see that the Ultima games still hold on to their D&D roots mechanically, albeit only partially (though still more than DQ, which is very *not* D&D-esque in its mechanics).
Isewein: I recently caught myself answering the gypsies questions with the sort of character in mind I envisioned myself playing rather than my own values. Not out of a sense of powergaming, but rather I believe because in the meantime since I first played this series as a kid, I have been so conditioned by many other RPGs regarding the meaning of role-playing as a sort of Stanislavsky method acting: that is coming up with a character entirely removed from yourself and filling them with life. Is the Ultima series the odd one out, maybe because of its less defined P&P roots, or do you play it in that vein, too?
I see this as perfectly reasonable; answer the questions so that they give you the sort of character that *you* want to play. If you feel like playing as a decent fighter with limited (but not non-existent) magic, feel free to choose the choices associated with Sacrifice. If you want a challenge (and it's not your first playthrough), feel free to take the Humble option. Would rather prefer a character who presumably lives in harmony with nature (even though the game doesn't really reflect that well)? Choose Justice.
Interestingly enough, the remakes of Dragon Quest 3 start with a questionaire not too dissimilar top the Ultima approach, but it further ends with you actually being sent into a scenario where your actions determine your character's starting personality. (For example, maybe you're now a dragon who can kill people by breathing fire; do you just leave right away, or do you go on a genocidal rampage and kill everyone?) It's probably one of the few examples of actual role-playing (by the table top definition) that you'd ever find in a JRPG. (The actual effect isn't that big; it affects your personality, which affects stat growth, but not the abilities you learn, and personality can be changed with books.)