That's part of the problem, your use to seeing them.
I disagree; I use them to see. Many D&D cRPGs hide the mechanics (though they are there), some allow the player to see the results if they wish; While I can play most of these games without the information... I
always enable it if available; because I like to know what's going on ~what's influencing the events and behavior. In Icewind Dale 2, I wanted to know why the goblins were killing my characters so easily ~and its because they had +29 to strike and to damage (this was in HF mode ~like HC mode in NV).
As mechanics go... Oblivion is terribly simplified. In an RPG I want the stats to list how perceptive my character is; Ideally I would prefer that traps, hidden switches, and certain item details, not even be visible in the game unless my PC makes a successful stat check. The benefit of playing a more perceptive character is that these details would then show up more often.
I want to know what kind of charisma my PC can bring to bear in conversation ~charisma is not simply a positive appearance or look; its behavior... its the difference between Conan and Thundar ~the barbarians. All of the PC's NPC interactions should be heavily influenced by it (and by the character's wisdom and personal acuity ~qualities that can only be defined by one or more stats).
We don't need less stats ~we need more... There is a difference between charisma and (physical) beauty for instance... Right now most RPGs cannot create a characters like (for example...) http://www.youtube.com/watch?v=KWhYpHU02sI... because the simple rules of most RPGs only allow characters to be attractive&socially interesting, or the ugly&socially forgettable.
A great opportunity was missed in Fallout 2, where the PC should have been allowed to take the stage after the comedian left (or was killed); and having a Charisma stat check determine their reception; and possibly adding in any really good jokes they had read (during the game ~in journals & notes). The point being that having very low charisma would make that choice (to hop on stage and attempt to 'wow' the audience) a lot harder (but still not impossible); while the highly charismatic PC could attempt this with utter confidence (but could still fail).
Though it didn't happen, this is fitting with the Fallout series (prior to Fallout 3).
IMO the XP awards should be greater for the PC with the lowest charisma ~low stats are not always bad. In Fallout if your PC was very perceptive then the details of the Master's lair could be mentally damaging to them (but not so if they don't notice things much). In FO2 a low intelligence allowed you to understand Tor's written note, and dialog quite fluently.
The reason why a table top rpg like D&D has them is because you need them.
Damn straight :chaos:
The Players and the DM/GM, are the one that has to do all the calculations, and they need those stats to figure out whether or not a dice roll is good or bad.
No... Stats help to form a mental picture/ an assessment of the PC's character as well as their abilities and limits. I don't need stats in a shooter, but I
want stats in an RPG.
... its because there a dozens of hidden variables involved, to the point that trying to calculate something takes a degree in computer science, and even then you not going to be able to keep up with the computer.
This is not the issue or the point. I expect a modern RPG to do
all of the calculation automatically, but RPGs should be like... like http://www.youtube.com/watch?v=0anIyVGeWOI... Where different numbers going in, produce a different result coming out ~Stats should affect the game in a myriad of ways, and each new PC that one makes should generate a different realm of possibilities during play.
I'll give you an example....In D&D factoring how much damage you do is pretty simple, you look at what dice are needed to make a roll, you roll said dice, you add the appropriate modifiers (Strength bonus, enchantment bonus) and boom you got you damage. There maybe some addition factors, such as whether you crit, or this was a sneak attack, or the sword is on fire, but that circumstantial stuff can be sorted out after you roll your damage.
D&D can also account for attacking uphill, and using a overly long weapon in a cramped hallway with low ceilings; I wish TES would.
And Fallout 3 is even worse, that damage number they give you isn't even representative of shots fired when using automatic weapons, then there's where you shot them, and chance to crit, and how much bonus damage the crit did, etc, that your never told about in game.
Fallout never had this problem until FO3.
I'm not saying stats are a bad thing, it's nice to have some kind of general idea if whether or not that weapon you just picked up is better or worse then the one your holding. I'm just saying you shouldn't get to attached to them because they really may not tell you much unless your really into crunching numbers or cracking open the game.
But one
has to be attached to them, as they are all that attaches one to the character; its inherent (and intrinsic) to RPGs.