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Topic: Stats (Read 12831 times)
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Nate of Sorren
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Stats
«
on:
12 July 2001, 18:35:00 »
I'm creating this thread for some stat ideas to be discussed. We will most likely not have hitroll, but have damroll and ac would effect the damage taken instead of the chance to hot.
The other status such as str, int, wis, con may be added and may not. We need to keep in mind that sometimes more isn't always better.
Some stats effect how a character is roleplayed and not the physical abilities in the game. These stats will most likely not be included since how a player chooses to roleplay would have a greater effect. (an example is charisma).
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Greybark
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Re: Stats
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Reply #1 on:
12 July 2001, 20:11:00 »
damroll being damage taken, AC is?
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Gean Firefeet
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Re: Stats
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Reply #2 on:
13 July 2001, 05:08:00 »
armor class
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Koldar Mondrakken
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Re: Stats
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Reply #3 on:
13 July 2001, 11:23:00 »
Concentration might be fine.
A stat that is slowly decreasing when the character is not resting, affecting complicate actions(magic,...) and is heavily decreased by "exhausting " actions.
A tired character might then be a weak character. Always imagined that this or a similar stat is missing in nearly any RPG. You can't be active all day without any sleep or rest.
Koldar Mondrakken, Knight of the Moonlight
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Artimidor Federkiel
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Re: Stats
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Reply #4 on:
13 July 2001, 11:29:00 »
Well, that would be "Endurance", I guess.
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart."
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Nate of Sorren
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Re: Stats
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Reply #5 on:
14 July 2001, 05:57:00 »
some interesting thoughts.
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Koldar Mondrakken
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Re: Stats
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Reply #6 on:
14 July 2001, 08:19:00 »
Hmmm.. Concentration wouldn't be exactly endurance as I always thought endurance to be more physical but of course both things would influence eachother.
The problem is that endurance is almost always used as a 'skill'( a firm value) while I see it as a stat like HP(hitpoints) and AP which might be slowly decreasing while it is 'used up'.
Similar to 'food level' or what will be used to determine if someone is hungry or not!
Koldar Mondrakken, Knight of the Moonlight
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Artimidor Federkiel
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Re: Stats
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Reply #7 on:
14 July 2001, 12:28:00 »
Well, most RPGs I have in mind handle it this way: There's the endurance bar, together with the hit points bar and the mana bar. If you run fast or jump or go up a mountain etc. your endurance goes back. If you wait a while and do nothing your endurance goes up again. If your endurance is down to the minimum you can't run anymore unless you pause. But aside from that usual up and down the possible maximum of the endurance bar slowly moves towards zero. If this maximu level is rather slow you have to sleep sooner or later (this represents the natural exhaustion). This decreasing of the maximum level also affects other character stats to a certain degree (if it drops below a certain line) - like strength or wisdom, which mages use. This way mages will have difficulties with succeeding in casting spells, directly related to their endurance. Looks a bit complicted, but is pretty logical, I guess.
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart."
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Koldar Mondrakken
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Re: Stats
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Reply #8 on:
14 July 2001, 12:50:00 »
In any RPG I played, yet, I had this endurance skill but it never affected me in any of these games except Ultima 7 perhaps, so I don't think most games are a good reference, how to use this.
Also, concentration is IMO different from enfuarance as you can be exchausted and still quite awake with your mind and you can be fit with your body but certain effects like fire masses of people distract you so you can't concentrate.
Because of this I thought this might be a good idea esspecially when you skip these strange 'Mana' 'Astral' points.
But in the end it depends on the system in the whole if this would fit into it..
Koldar Mondrakken, Knight of the Moonlight
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Artimidor Federkiel
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Re: Stats
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Reply #9 on:
15 July 2001, 00:23:00 »
"Exhausted and still quite awake with your mind" - *hehe* not me, I fear...
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart."
-- Maria (Metropolis)
SmurfStormcrow
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Re: Stats
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Reply #10 on:
19 July 2001, 15:07:00 »
But is concentration mental rather than physical? You can by mentally tired even if you are not physically, or the other way around. We also need some sort of a table that says what modifiers different races have. e.g. dwarves would have more endurance and strength than humans. Humans have basically no modifiers except for a little on strength.
And, what exactly is wisdom? The ability to learn more spells? And mana is the strength to do spells. There should also be something that allows a character to better get along with others.
Stormcrow
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Koldar Mondrakken
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Re: Stats
«
Reply #11 on:
19 July 2001, 15:46:00 »
Just reread my own posting. Its a good example of being mentally exhausted but physical strong.
I was that tired that I didn't recognize the masses of Typos I made but I was strong enough too push the keys!
Well, this friday things are finished and I'll have some free time! YEAH!
Koldar Mondrakken, Knight of the Moonlight
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Langston B Hummings
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Re: Stats
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Reply #12 on:
22 July 2001, 01:27:00 »
As muvch as i hate to refer to established game systems (AD&D) It appears that the first determination must be what functions will the character be allowed to attempt. If we attempt a real-world modeling then detailing is important but not to the point that the player is bogged down in min-max-ing.
Perhaps if we break down the list of potential actions into the respective catagories of Physical vs Intellectual?
Example.
Attributes Primary
Strength : application of brute force.
Agility : adroitness and skill aptitude.
Health : physical toughness.
Intelligence : ability to learn and retain.
Charisma : Strength of personality.
Wisdom : Ability to understand how to apply ones knowledge.
Then develop direct correlations between ones resources and abilities
Example...
Endurance = (Strength+ Health) / 2 : Physical stamina.
This skill will be affected by all activities physical.
Minor activities will drain this slowly while strenuous activities will drain more quickly. Time between camps will affect the regain rate on a logarithm eventually beconing = 0. (Representing the fatigue of the flesh). This max time could be affected directly by health.
...
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Koldar Mondrakken
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Re: Stats
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Reply #13 on:
24 July 2001, 01:12:00 »
Perhaps another note on the concentration. My idea behind it was to replace these strange Mana/Astral/magic points in every other RPG I know and make a stat(I often said skill, did I?) that:
1.) Is heavily used by mages to cast their spells. Every spell will drain concentration and will weak them mentally. When all or a certain limit of concentration is gone there should be the danger of getting physically hurt. The mage might still succeed in his spell but it will also wound him then.
2.) the stat is the way that also common travellers need them. Hunters to find their prey, thiefs to picklock a chest, unarm a trap and so on. So they'll all need this concentration skill to succeed in their tasks.
Also Hummings proposal is certainly a good one (so I thought I should correct my point!
) but also a bit too conventional?
Koldar Mondrakken, Knight of the Moonlight
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Kanga
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Re: Stats
«
Reply #14 on:
24 July 2001, 14:31:00 »
well ive thought of a basic idea for skills & stats, i dunno if its possible to actually do but ive thought of following :
well the game is prolly gonna be divided up into factions more or less, there might be 10 factions, there might be 100 im not sure, but buttom to create some kind of player-interactive enviroment game, i thought that factions would prolly be the best, well my idea goes on that in the beginning there will be perhaps 5 factions? (guessing that there will be 100 people in the beta althrough i have no idea) then there would have to be a leader for each faction, in the beginning we might as well just use ourselves until the players settle in etc, well i thought that if the leader gets a certain amount of skills/statspoints each day or week then he could divide between his members as they do sumthing for the faction, we could keep it a bit secret how much he actually gets to divide and so on, as the community evolves the players will become the leaders and with the right balance we might be able to do so the player achievements is kept for this leader and he could look over and give each player want he thinks would give that same player an advantage ingame, worries about the leader giving it all to a friend is a bit stupid cause there is no leader that will risk loosing his "power", if he does so then the members will just simply leave, much like the sorren game, if the "leader" of a country goes mad for some reason everyone leaves, the leader looses his respect and will prolly never gain any followers again so noone would actually take the risk, we could give it like a couple of months to look it over in a beta but i think it would be good, i mean a leader actually have sumthing that means sumthing for the members of his faction and he can give more active players the benefits they deserve as well as giving the hack&slash player (i doubt that we can remove em 100%) sumthing to play for as well without makin any of the characters too strong, perhaps we can make sumthing in the skills/stats that makes it more common to give out most of the skills to those not so trained in the game.
perhaps only some of the skill can be achieved like this or the other around that is the hack&slash+training part that only can be achieved to some degree.
basically i think there will be different types of players in the game, Explorers (those looking for new territories to explore whether its new dungeons or new maps to make), Warriors (the typical hack&slash boy), Merchants (perhaps its possible to make a fortune on the black market?), Questors (those that seek to do most good to their factions), Thinkers(solving all the little puzzles around the game) with lots of others to integrate, well a clever leader will get to know his members of his faction and give em what they need and thereby giving his faction an advantage to some others perhaps... there could be integrated a very big storyline on this.
a little idea ive been working on althrough i have no numbers, no nothing its an idea at least. it can be done in any scale we want after all so i dont think its gonna be a big problem althrough the programming might be i dont have a clue.
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