Article View: rec.games.design
Article #849Re: net.rpg: Character Stats (LONG)
From: Magnus Alvestad
Date: Fri, 20 Nov 1992 20:47
Date: Fri, 20 Nov 1992 20:47
76 lines
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2875 bytes
Brian> Physical: Brian> Strength: Brian> Power, Build, Speed Brian> Toughness: Brian> Endurance, Resistance, Pain-threshold Brian> Dexterity: Brian> Accuracy, Agility, Flexibility Brian> Cognitive: Brian> Reasoning: Brian> Logic, Comprehension, Faith Brian> Wisdom: Brian> Intuition, Charisma, Perception Brian> Knowledge: Brian> Memory, Experience, Studiousness Brian> Energy: Brian> Magic: Brian> Invocation, Alteration, Channeling Brian> Psychic: Brian> Equilibrium, Synchronicity, Essence Brian> Innate: Brian> Control, Force, Focus I mentioned this earlier on - I don't think we could have a strict tree-structure like you have proposed here. The problems Ketil bring up just go to show that, IMO. For example - Build would influence both the raw-strength-power-to-kick-ass stat and the tough-enough-to-be-shot stat. I think a better way would be to make a interconnected net, but where you could work your way from the skills up without getting into loops. For example: Muscle. Height. Weight. Endurance. Concentration. Build: Height, Weight. Toughness: Endurance, Muscle, Build. Strength: Muscle, Concentration. where of course, Build is for example calculated by some operation on Height and Weight - average or something simpler. Ketil> o Is Build 'below' strength? I'd put it the other way Ketil> around, but.. Agreed. Or I'd rather put Height and Weight below Build. Ketil> o Same for agil/dex, agility should be the more general Ketil> stat IMHO Agreed. Ketil> o Faith is Reason? How about under wisdom? Wisdom is a stat I cannot stand. Ketil> o XP as a stat...well why not? :-) Untraditional to say Ketil> the least.. Well, depends on how we want to implement the payback for play. If we just give the players skill-advancements, we may not need Exp at all. Ketil> o 'Energy' appears to me to be a little arbitrary, and Ketil> genre-dependent, and I don't at all see what the Agreed. Keep magic to the genre-spesific parts. Make magic a seperate method that stays below the Concentration-like part or the Intelligence-like part, for faith-magic or magician-magic. -Magnus
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Newsgroups: rec.games.design Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!sunic!ugle.unit.no!alf.uib.no!alf!magnus From: magnus@bark-fddi.ii.uib.no (Magnus Alvestad) Subject: Re: net.rpg: Character Stats (LONG) In-Reply-To: ketil@ii.uib.no's message of 19 Nov 92 17:14:58 Message-ID: <1992Nov20.204704.13155@alf.uib.no> Sender: usenet@alf.uib.no (Bergen University Newsaccount) Reply-To: magnus@ii.uib.no Organization: UVBS -> SFK/T-DSA / SOPS - HOS / RNoN References: <Bxu28F.Jrz@acsu.buffalo.edu> <Bxvv78.4y0@acsu.buffalo.edu> <1992Nov18.172809.16951@klaava.Helsinki.FI> <KETIL.92Nov19171458@sandel.ii.uib.no> Date: Fri, 20 Nov 92 20:47:04 GMT Lines: 76