|
Post by TweaK on May 23, 2011 18:03:22 GMT -6
Ok so I'm gonna make an attempt at a stat system that doesn't require scaling and dismiss the limitations and such imposed by a scaled stat system.
There are Six attributes that must be accounted for when creating a character. This six attribute are the major components of our stat system. First lets explain the attributes:
Strength (STR) The measurement of an individual's ability to exert physical force with their body. It is how hard you swing, how much you can lift and how far you can jump.
Endurance (END) The measure of one's ability to endure. It is synonymous with the term stamina or constitution as it measures the ability to hold your breath, take a beating, and keep running or going. the resiliency of the body and its capacity to do things for an extended amount of time as well as resist disease and infection. it is also a measure how swiftly one heals from wounds normally.
Agility (AGI) The body's ability to move. This measures flexibility, dexterity, speed and reaction time as well as flat out coordination with your physical self. The ability to aim a gun accurately, build an item with your hands (or toes perhaps), how quick you sprint, and whether or not you can land that double back handspring with a twist. It also determines just how far you can bend your body under the most extreme circumstances.
Intelligence (INT) Mental agility. The measure of how much your character knows and how fast they can learn. One doesn't need a high intellect to be smart though. This is primarily important amongst those who invent or cast magic as both are difficult to learn and perform if you haven't learned how. This is the measure of learned knowledge and not that of the instinctual nature. It is how much and how fast you can absorb a subject, read a book, deduce a solution, if you can pick up a new language, and understand something on the fly. It is synonymous with learning, reason, logic, and intelligence.
Awareness (AWA) A person's intuitiveness. The measure of instinct and common sense. How well your character interprets what they perceive and even what they can perceive. it is to a lesser degree a measure of willpower. This determines the degree to which one is aware of their surroundings. Where as intellect tells us how well you reason, intuition tells us how well in tune with the flow of the world and how well you can interpret sensory information and how quickly you can notice it.
Capability (CAP) This is basically the stat that governs a character's special powers be they deviation abilities, technological capabilities and control over them , or the forces of sorcery. This determines the scale,range, and ability to control those abilities as well as the force behind them.
In order to gauge you characters effectiveness in each of these attribute you will be allotted points that you may distribute however you wish to suit your character's play style. Each character is allotted 80 points to distribute no matter what archetype they choose for their character. In addition to this 80 points your character may receive bonus points for specific attributes for further specialization. Thread. So lets see an example.
Distribution of 80 Points
Addition of Class Bonus Points
*This is an example so numbers are incorrect. You can see what classes give what bonuses in the Classes*
Summary: There are Six attributes that determine your character's strengths and weaknesses. You get 80 points to spend in each of these attributes and Classes give you bonus points for certain attributes. Also know that there is no set maximum number for the attributes. This is to prevent a power ceiling that will put a chokehold on character growth.
|
|
|
Post by uberlawl on May 24, 2011 4:18:59 GMT -6
For bonuses I'm thinking either 8 total points to be distributed to the two stats involved with your class, so you could put all either into strength, or split it between END and STR if you were a Duelist for example.
|
|
|
Post by shadowyshinobi on May 24, 2011 6:07:18 GMT -6
Well this system throws off my entire idea for a magic and invented items / equipment section...
This method kinda just makes it harder and literally means next to nothing when thought about. What does it mean to have 35 strength? the lack of a scale to measure meaning, one can just say i'm doing what the hell ever and well my stat is simply higher than yours so obviously im just better at it than that guy but outside of comparing urself to someone else the measurement has no justifiable definition.
see i was going to suggest that on the 1- 10 scale it could be used for simple equations to determine things such as jumping distance, number of magical spells memorized at one's disposal, related deviant abilities, and total pieces of equipment a character can have at one time.
something like for sorcerors you can have a list of up to int x 3 in spells to list so as to not go way overboard and have no limit to ability
or 2x int + agility for number of inventions an engineer can have starting out
or 1/2 capability (rounded down) for related deviant powers (such as pyrokinesis, fire immunity and fire generation)
A scale with measured meaning and defined numbers is a faster and easier system plus the higher the numbers and the lack of an actual cap to them just says nothing to me. i have some numbers cool, what the hell do they mean and why do i want to use them at all? hell we could implement a system running on xp like at the end of a thread some xp is gained that xp xan be used to purchase another stat point, an ability advancement, a technological augmentation or upgrade, a new spell, develop a new skill like gardening or whatnot. I just don't like using gigantic numbers to get shit done and the system we were developing had a lot of merit and function and we could actually build a system with some meaning and allow ppl to advance and do things easily.
|
|
|
Post by uberlawl on May 24, 2011 8:14:20 GMT -6
Both systems have their pros and cons.
The major con on yours Shadow, is the fact that each stat is explicitly defined, which causes a rigid structure when it comes to stats and building, also with the ten point cap there's a lot less room to grow.
Tweak's scale is centered around relative measurement, meaning all the points point to is how you are compared to other people - a main point of all stat systems that wasn't a major part of yours, with yours it was focused on how good you are as an individual, not really how you are compared to others. Also the way yours is going, stats are going to end up governing almost every action outside of conversation (thank god for no charisma stats); which can either be a good or bad thing depending on the direction you want to go.
The major con in Tweak's system is that things outside of what the numbers meaning, since his doesn't focus on that, is that everything else will be have to be better explained. By that I mean the kinds of things you pointed to in your post,
For example, instead of it being 3x int for a number of spells, just if you have X amount of points you can have Y amount of spells, or amount of spells equal to 3/ something. So for building it, there would be a lot more description to be put into the system outside of what the numbers themselves mean, it would be more if you have a certain number what that means in relation to other systems. [The big numbers don't really matter as much, since its a relative form of measurement, with tweak's system the numbers could literally be anything]
It doesn't mean 'next to nothing' because like I said this is a relative measurement. To be frank, similar things can be accomplished with both systems, the major differences for a lot of what you said are just semantics or wording issues.
The BIGGEST difference between the two systems is that yours, Shadow, has rigid implicit measurements when it comes to statistics which has it's merit, and Tweak's is a more open relative form of measurement which doesn't mean as much but can easily be related to most other parts that you brought up. Honestly it's a matter of opinion, I don't think one is better than the other.
I, personally, side with Tweak's ; because I agree with something Shadow said before, that we were focusing too much on the battle side of things, plus the archetypes have already become streamlined and rigid. Tweak's system is kind of a modified version of the kind used in a lot of console based games imo. However, I'm just stating the merits and cons of both systems in this post, and I actually don't care that much :P so whichever the majority goes with at the end of the day I'll be fine with.
|
|