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Article #841

Re: net.rpg: Character Stats [based on skills]

#841
From: Carl D. Perkins
Date: Sat, 21 Nov 1992 02:53
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In article <1992Nov19.194427.1@kean.ucs.mun.ca>, jbridson@kean.ucs.mun.ca writes...
>As for you statement that Joe shoudl be able to have low fencing, but high 
>Agility, it's perfectly easy to do this with this method of character 
>generation.  Easier than a lot of other systems, I might add.  A stat is a 
>representaion of a talent, or general level of ability in one direction.  
>If you're not good at anything involving this talent, obviously your 
>general level of ability won't be high.  In Joe's case, he gets a low 
>Fencing skill, but high in other Agility skills (eg. throwing, catching, 
>dodging, running, jumping...).  No-one can have high Agility, but be lousy 
>at all agility-related actions.  This high agility must be manifested 
>somewhere.

This is clearly nonsense. Someone who has never practiced the "agility
increasing skills" could still have a high inate agility. They simply have
not spent the time to learn to use it. Say someone like a bookworm type who
has never played any sports, but who could learn them rapidly and easily if
he became so inclined to do so.

>Robert Bridson (using the account of jbridson)

--- Carl
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From: carl@gergo.tamu.edu (Carl D. Perkins)
Subject: Re: net.rpg: Character Stats [based on skills]
Message-ID: <20NOV199220532891@gergo.tamu.edu>
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