Article View: rec.games.design
Article #874Re: net.rpg: Character Stats [based on skills]
From: David Matiskella
Date: Mon, 23 Nov 1992 03:50
Date: Mon, 23 Nov 1992 03:50
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In article <1992Nov21.132524.1@kean.ucs.mun.ca>, jbridson@kean.ucs.mun.ca wrote: > > In article <20NOV199220532891@gergo.tamu.edu>, carl@gergo.tamu.edu (Carl D. Perkins) writes: > > In article <1992Nov19.194427.1@kean.ucs.mun.ca>, jbridson@kean.ucs.mun.ca writes... > >> > [my view (that if you have a high stat, it must be manifested somewhere, in > at least one skill) deleted.] > > > 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. > > I think the problem here is that we're using different meanings of the word > "stat". When I say stat, I mean the up-to-date, current level of ability. > When you say stat (I think) you mean the genetic, instinctive potential for > ability. In other words, if my character has high agility, it is because > *at* *this* *moment* he is very agile; if your character has high agility, > his body type, genes, etc. allow for him to become agile easily, to easily > become good at running, tennis, dodging, etc. I see now that if you do > look at my post with your definition, you might think it nonsense. > > By my definition, your bookworm type would not be at all agile. If he > can't dodge, run, play tennis, [etc]..., or skin dive well, he is not good > at any action involing agility. Therefore, he has low agility. > > > --- Carl > > Robert Bridson (using the account of jbridson) If you use stats as a potential would never be used in the game except to limit the skill of the user. For example the super dex character is terrible with the foil( lets give hime a scoure of 5,dex 60) while the slug is an experienced fencer with a score of 40, dex of 40. When Slug fences Dex he kicks his ass. Dex goes off and spends a month practicing. His fencing now is 60. Slug mean while is off practicing also. However he is at the maximum level for his dex and can't get any better. Dex now kicks Slugs butt.(Note I am using Dex as the maximum value for the skill. YOu can use any formula you want.) The problem with a system like this is that the characters knows from the beginning how good he is going to get, and can tell if he is ever going to be among the best. It sort of depends on how you play wether this is desirable or not.
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Newsgroups: rec.games.design Path: arc1-ca.pugleaf.net!sparky!uunet!spool.mu.edu!news.nd.edu!archmacconsultant From: dmatiske@nd.edu (David Matiskella) Subject: Re: net.rpg: Character Stats [based on skills] Message-ID: <dmatiske-221192224353@archmacconsultant.architecture.lab.nd.edu> Followup-To: rec.games.design Sender: news@news.nd.edu (USENET News System) Organization: University of Notre Dame References: <Bxu28F.Jrz@acsu.buffalo.edu> <Bxvv78.4y0@acsu.buffalo.edu> <1992Nov18.221344.3370@alf.uib.no> <1992Nov19.194427.1@kean.ucs.mun.ca> <20NOV199220532891@gergo.tamu.edu> <1992Nov21.132524.1@kean.ucs.mun.ca> Date: Mon, 23 Nov 1992 03:50:18 GMT Lines: 47