Article View: rec.games.design
Article #515Re: net.rpg: stats.ideas
From: Ramez Naam
Date: Sat, 12 Dec 1992 14:54
Date: Sat, 12 Dec 1992 14:54
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cffitzge@IASTATE.EDU (Charles F Fitzgerald) writes: >I do not believe, however, that this problem is insurmountable, in >fact, I believe the mechanism for combatting the problem has already >been discussed by the group, _ie._ the ability tree. In my view of >this mechanic, the final form of net.rpg will come with a well >fleshed-out ability tree of the general form > A1 > / \ > B1 B2 > / | \ / | \ >C1 C2 C3 D1 D2 D3 >etc. etc. etc. etc. etc. etc. >I also think that there is generally a tendency among game designers >to add, and sometimes necessitate the use of, symmetry in role playing >design. This means that if B1 has three subcategories, B2 must have >three subcategories. I would like to state again that this practice >is probably unneccessary and may be unrealistic and needlessly >cumbersome. I think that if a few stats are used (say, between four >and seven) symmetry is nice and can be handled easily. If one uses >more abilities, generally in an attempt to increase realism, pedantic >use of symmetry tends to erode the realism and does not serve any >worthwhile purpose. I agree with you completely that trees (and not just at the ability/skill level, but at levels of detail of the rules) are the best way to design a flexible game system. I disagree with you on symmetry, though. Symmetry has very real advantages in that a.) It's more intuitive. If B1 has two children, and B1 and B2 are both children of B, then, as a player, I'm going to suspect that B2 has 2 children, as well. I think it's very important for a game as complicated as any multi-genre game has to be, that the game have clear, consistent patterns in the rules. b.) In a point based system, it's desirable for all skills/stats to cost the same number of points (at the same level). This is ONLY possible if the skill/stat tree is symmetric. Ie..if all 4th level skills (ie...fourth 'generation' of the tree) cost 1 point per level, but some 3rd generation skills have 3 children and some have 2 children, then not all 3rd generation skills will cost the same. My stat tree would be something like: All stats Physical Mental/Magical Physical Fortitude Coordination Mental/Magical Mental Magical Fortitude Constitution Strength Coordination Hand-eye (Dexterity) Whole body (Agility) Mental Willpower Intelligence Magical Power/Resistance Luck/Intuition/Sensitivity As you can see, I like binary trees... Anyway, that's roughly how the game system I've been working on for the last 2 years works. -- Ramez Naam naam@terra.cecer.army.mil
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Newsgroups: rec.games.design Path: arc1-ca.pugleaf.net!sparky!uunet!spool.mu.edu!uwm.edu!ux1.cso.uiuc.edu!news.cecer.army.mil!naam From: naam@cecer.army.mil (Ramez Naam) Subject: Re: net.rpg: stats.ideas Message-ID: <naam.724172075@terra.cecer.army.mil> Sender: news@news.cecer.army.mil (Net.Noise owner) Organization: US Army Corps of Engineers Construction Engineering Research Labs References: <1992Dec11.233642@IASTATE.EDU> Date: Sat, 12 Dec 1992 14:54:35 GMT Lines: 71