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Azi Demonica

Azi Demonica

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Westenev said :
Hmm, I read over your stat system Azi. Is that a final product, or would you be open to ideas?

Warning: said ideas may or may not be ripped off from dnd
My new optional Stat system is not a final product, but I feel it is the simplest and most effective as it is now. If you have any suggestions, go for it. I think that the Stat system being optional works best, as users who prefer a little more challenge and freedom can use it, whereas users who prefer more story or interaction can RP normally.

As a heads up, I did not bother with a 'strength' Stat because you just need to inflict a mortal wound to amage Vitality. You don't really need strength to kill someone, as it doesn't take much power to cut a throat open, or pull a trigger, as examples.

I will soon work out the storylines and such.

22-Jan-2019 00:00:24

Westenev

Westenev

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I kind of agree with the premise of your stat based system – assuming its intention is to measure how the player intends the world (and GM) to view their character. However, I’m not sure you’re measuring the right fields.

To remedy that, I would like to suggest the following stats.

Strength: Measures a character’s raw physical prowess.
Constitution: Measures a characters health, stamina and susceptibility to disease.
Intelligence: Measures how well your character learns or reasons.
Dexterity: Measures hand-eye co-ordination, reflexes, agility and balance.
Charisma: Measures a character’s personal magnetism, ability to lead and personal attractiveness.
Wisdom: Measures a character’s willpower, common sense, perception and intuition.
Luck: Measures how much the GM likes your character.

(Okay, this last one was a joke, but it would make for a very amusing idea xD)


What’s the difference between these systems?

1) Strength, Wisdom and Charisma are now measured.

2) Constitution is basically the same as Vitality, although now the stat also factors in illness and fitness.

3) Intelligence would replace spellwork (the more you know, the more you can use or defend against magic). To use magic effectively, one could require a high intelligence to learn how it works, and the wisdom to use it effectively.

4) Wisdom would replace morale. (experience > panic)

5) Dexterity now covers both agility and dexterity. While dexterity by definition tends to refer only to the hands, in RPG’s the two words are basically synonymous. It's simpler that way, and dexterous people in fiction are generally fit anyway.

6) The stats really don't need explaining.

7) I pulled some guidelines from the internet, which have some decent quantifiers which I think could be used to gauge characters. "pulled" as in "plagerised", so this is not an origional idea. If you google the first sentance, you'll probably find the site I pulled this from (since I'm not sure if we can post links).
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22-Jan-2019 01:13:44

Westenev

Westenev

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Strength:
1: Morbidly weak, has significant trouble lifting own limbs
2-3: Needs help to stand, can be knocked over by strong breezes
4-5: Knocked off balance by swinging something dense
6-7: Difficulty pushing objects their own weight
8-9: Has difficulty lifting heavy objects
10-11: Can literally pull their own weight
12-13: Carries heavy objects for short distances
14-15: Visibly toned, throws small objects for long distances
16-17: Carries heavy objects with one arm
18-19: Can break objects like wood with bare hands
20-21: Can out-wrestle a work animal or catch a falling person
22-23: Can pull very heavy objects with appreciable speeds
24-25: Pinnacle of brawn, able to lift several people at once.

Dexterity:
1: Barely mobile, probably significantly paralysed
2-3: Incapable of moving without noticable effort or pain
4-5: Visible paralysis or physical difficulty
6-7: Significant klutz or very slow to react
8-9: Somewhat slow, sometimes trips on their own feet
10-11: Capable of catching a small tossed object
12-13: Able to often hit large targets with projectile weapons.
14-15: Can catch a medium speed projectile
16-17: Able to hit small targets
18-19: Light on feed, able to often hit small targets
20-21: Graceful, able to flow from one action to another easily
22-23: Very graceful, capable of dodging a number of thrown objects
24-25: Moves like water, reacting to all situations with almost no effort
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22-Jan-2019 01:15:23

Westenev

Westenev

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Constitution:
1: Minimal immune system, body reacts violently to anything foreign
2-3: Frail, suffers frequently from broken bones
4-5: Bruises very easily, knocked out by a light punch
6-7: Usually prone to disease and infection
8-9: Easily winded, incapable of a full day of hard labour
10-11: Occasionally contracts a mild sickness
12-13: Can take a few hits before being knocked unconscious
14-15: Able to labour for 12 hours most days.
16-17: Easily shrugs off most illnesses
18-19: Able to stay awake for days on end.
20-21: Very difficult to wear down, almost never feels fatigue
22-23: Never gets sick, even to the most virulent diseases.
24-25: Tireless paragon of physical endurance

Intelligence
1: Animalistic, no longer capable of logic or reason
2-3: Barely able to function, very limited speech or knowledge
4-5: Often resorts to charades to express thoughts
6-7: Often misuses or mispronounces words
8-9: Has trouble following trains of thought, forgets important things
10-11: Knows what they need to know to get by
12-13: Knows more than necessary, fairly logical
14-15: Able to do math or solve logic puzzles with reasonable accuracy
16-17: Fairly intelligent, able to understand new tasks quickly
18-19: Very intelligent, may invent new processes or uses for knowledge
20-21: Highly knowledgeable, probably the smartest person they know
22-23: Able to make Holmesian leaps of logic
24-25: Famous sage and genius
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22-Jan-2019 01:15:57

Westenev

Westenev

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Wisdom:
1: Seemingly incapable of thought, barely aware
2-3: Rarely notices important or prominent items, people or occurrences
4-5: Seemingly incapable of forethought
6-7: Often fails to exert common sense
8-9: Forgets or opts not to consider options before taking action
10-11: Makes reasoned decisions most of the time
12-13: Able to tell when a person is upset
14-15: Can get hunches about a situation that doesn’t feel right
16-17: Reads a situation fairly well
18-19: Often used as a source of wisdom or a decider of actions
20-21: Reads a situation very well, almost unconsciously
22-23: Can tell minute differences among many different situations
24-25: Nearly prescient, able to reason far beyond logic

Charisma
1: Barely conscious, incredibly tactless and non-empathetic
2-3: Minimal independent thought, relies heavily on others to think instead
4-5: Has trouble thinking of others as people
6-7: Terribly reticent, uninteresting or rude
8-9: Something of a bore that makes people mildly uncomfortable
10-11: Capable of polite conversation
12-13: Mildly interesting, knows what to say to the right people
14-15: Interesting, knows what to say to most people
16-17: Popular, receives occasional greetings on the street
18-19: Immediately likable by many people, subject of favourable talk
20-21: Life of the party, able to keep people entertained for hours
22-23: Immediately likable by everybody
24-25: Renowned for wit, personality and/or looks
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22-Jan-2019 01:16:09

Westenev

Westenev

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A suggestion for Azi's thread


Azi Demonica said :
As a heads up, I did not bother with a 'strength' Stat because you just need to inflict a mortal wound to amage Vitality. You don't really need strength to kill someone, as it doesn't take much power to cut a throat open, or pull a trigger, as examples.


People's strength can vary wildly depending on age, sex and livelihood. While it probably wouldn't take much strength to insert a dagger after shanking someone (under ideal conditions), it sure takes a lot effort to get one out. Have you never had that situation where an axe or a knife just bites into whatever you're trying to cut, only to refuse to come out again?
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22-Jan-2019 01:26:01 - Last edited on 22-Jan-2019 01:28:19 by Westenev

Azi Demonica

Azi Demonica

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There's no way I can merge all that in the RP, West. Not enough room, plus extra stats are confusing. I feel that five stats for combat are good enough, plus another stat for random events. Besides, the stat system is optional, so users may not even end up caring about it. I still have a cold, so I don't have the time or health to rearrange the thread.

Strength isn't really needed as a stat, because we can know how strong a character is by imagining them for what they are. If your character is a hulking knight, we know he's strong. All you have to do is inflict a mortal wound to do damage, and the bigger you are, the more obvious it is you can inflict severe punishment, especially to smaller and lesser-armoured foes. I want to eliminate as much redundancy as possible, yet still include a means to address specific actions.

Intelligence, Wisdom, Charisma and knowledge are based on the individual user's abilities. After all, show, don't tell. Don't tell me your character is smart and charismatic, show me how they possess these skills.

I like the idea of more stats, tho. I just no longer have the energy, health or time to include so much more.

22-Jan-2019 01:29:46 - Last edited on 22-Jan-2019 01:34:53 by Azi Demonica

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