Article View: rec.games.design
Article #658net.rpg: stats - solution to Build/racial factors?
From: Juha-Matti Liukkonen
Date: Mon, 16 Nov 1992 11:29
Date: Mon, 16 Nov 1992 11:29
58 lines
3294 bytes
3294 bytes
Considering the rather awkward attribute Build/Frame, I thought (once
again, in the bus:) that mayhap it was better of if it was split in two.
(I have to remind you that the stat names here are not official ones,
and probably not even too accurate - feel free to fabricate more
elaborate and appropriate ones. I hope these names are enough for me to
make myself understood, however...)
Let's assign heights and weights a number from a scale relative to the
"official" stats. Then we would have the basic physical properties
(primary stats)
Frame = Height (racial average +- 30%?)
Build = Weight (racial average +- 50%?)
Fitness = fitness (% of maximum efficiency?)
Health = racial average +- 50%? (I think this should be categorized
as a primary stat, because it is not a derivative of the
other primary ones..?)
This would split the awkward Build stat into two distinct properties
everyone does possess (the same grounds Build was originally chosen.)
This split would also preserve the concept of static/active muscle
ratio: while I used to think it would be a racial property (50%-50% for
humans,) now it becomes standard issue depending on the racial averages
of Frame and Build, and the weighted average of Frame & Build would
replace the old Build * racial factor as follows:
Strength = (Height + 2*Weight) / 3 * Fitness
Agility = (2*Height + Weight) / 3 * Fitness
The idea here is to say that a lot of muscle in a weak skeletal
structure don't give great strength (there's a limit the bones can
handle); neither does a lot of muscle in a heavy-boned creature give
high agility (the muscles needed to operate a heavy skeletal frame are
more towards strength than speed.) This concept would seem to fit rather
well from a mouse to an elephant - if the heights and weights are scaled
properly to the range that can be compared to other stat values.
So that's them secondary physical stats. These would be attributes,
then, I suppose:
Fatigue = (Agility + Health) / 2 (short term fatigue) \_ one and
Endurance = (Strength + Health) / 2 (long term fatigue) / the same?
Life = (Weight + Health) / 2 (or call them Hit Points if you wish)
Move = a mix of Strength, Agility, and racial modifiers (short
legs of Dwarves, and similar differences in body build are
not very easy to implement in the stats...)
Hmm. This would expand the primary stats from four to six... The mental
ones are a bit harder to elaborate, but perhaps enlightenment shall come
upon me :) (Though I don't think that there will be more than six
primary stats - the secondary ones, and attributes, are the ones
requiring thought.)
--
Juha Liukkonen, aka jliukkon@cc.helsinki.fi
University of Helsinki, Dept. of Paranormal Investigations
"Trust me, I know what I'm doing." - Sledge Hammer
Technical Details
Message-ID:
<1992Nov16.112908.4963@klaava.Helsinki.FI>Path:
arc1-ca.pugleaf.net!sparky!uunet!mcsun!news.funet.fi!hydra!klaava!jliukkonShow Full Headers
Complete Article Headers
Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!news.funet.fi!hydra!klaava!jliukkon From: jliukkon@klaava.Helsinki.FI (Juha-Matti Liukkonen) Newsgroups: rec.games.design Subject: net.rpg: stats - solution to Build/racial factors? Keywords: net.rpg, stats Message-ID: <1992Nov16.112908.4963@klaava.Helsinki.FI> Date: 16 Nov 92 11:29:08 GMT Organization: University of Helsinki Lines: 58