Forums

Story and Roleplay Chat Thread Thread is sticky

Quick find code: 49-50-864-65646316

Westenev

Westenev

Posts: 19,719 Opal Posts by user Forum Profile RuneMetrics Profile
I'm not suggesting new stats so much as outright replacing (or repurposing) the old ones. It's supposed to start from a clean slate.

The later examples were simply quantifiers to help describe what the numbers meant, which is important for a numerical based system. If I had three vitality, for example, what does that mean? How healthy is my character? What is the difference between having three vitality left vs a character who only had three vitality to begin with?

Also, if you're worried about space, you could probably throw them on the last page and redirect people to them. Stats like Strength, Intelligence or Wisdom don't really need much explaination beyond "pick a number off the list, scrub"

On the topic of informed attributes like "intelligence" or "charisma", it's true that they can only be expressed during the roleplay. I mean, if you ran this system, you could probably end up with such absurdities a rather rude horned toad who becomes a town mascot and gets all the (elven) girls simply because he has a charisma of 10. But this isn't reality, damn it. No self-insert protagonists here. :P

Keep in mind, I'm only suggesting this if you're only using your numbers to describe a character's status. At the end of the day though, go with what you feel comfortable with because this totally isn't going on a save file for later anyway.
Noth
ing
inte
rest
ing
happ
ens.

22-Jan-2019 02:03:28 - Last edited on 22-Jan-2019 02:08:53 by Westenev

Azi Demonica

Azi Demonica

Posts: 5,601 Rune Posts by user Forum Profile RuneMetrics Profile
Ah, I see, I think.

Vitality is your hit points, or life. If you have 3 Vitality, that's your default HP. If you have 3 VIT left, you have 4 or more, and took some damage. This was meant to keep things easier to work with.

Ha, ya, a horned toad getting girls 'cause 10 charisma XD I also prefer something more realistic.

Your system definteily is more suitable for RPing, but ya, it'd be best for a clean slate. The main reason I prefer a simpler set of Stats is because I am not as energetic, healthy, or leisurely as I used to be. If only I came upon your suggestion long ago, but oh well. I'll try to finish what I have thus far, and see what I can improve.

I just wand a RP that was simple to work with it. For example, say there are several characters with differeing strenth/damage. I'd have to remember each character's strength, then each attack would drain a certain number of HP, then I'd have to do more calculations. My system is simpler. You just inflict an injury that would normally kill or incapcitate, there ya go, now I don't need to worry about memorizing very many numbers!

I'll think of something. Like, there are Powers that increase damage to Vitality, so maybe there's room there for more development.

22-Jan-2019 02:32:35

Azi Demonica

Azi Demonica

Posts: 5,601 Rune Posts by user Forum Profile RuneMetrics Profile
You'd be incorrect, sort of. There will be action and adventure, but that comes later. Initially, I want users to intro themselves, then we'll start character interaction, storytelling, and then begin the adventure. I will intro the Apprentice storyline sooner or later, to showcase what I mean.

having problems with copy-pasting for some reason. Need a bit more time.

OK, intro for Apprentice storyline is up. There's several loose ends that anyone can fill-in if they wish. I will attempt to intro the Adventurer storyline tonight as well, but it'll be more open-ended than Chapter 1. Also note that Deviants must intro their own characters, but can still correlate with anything thus far.

I don't have enough time to intro the Adventurer storyline. Will instead make a few bios for the characters thus far intro'd.

22-Jan-2019 03:40:25 - Last edited on 22-Jan-2019 07:21:38 by Azi Demonica

Quick find code: 49-50-864-65646316 Back to Top