
Subject: Re: About stat system..
From: Jonathan Koehn (Eleril) (dgkoehn@gbasin.net)
Date: Wed Nov 24 1999 - 05:55:58 EET
Strength :
- Magic Strength
- Muscle Strength
- Mental Strength
Reflexes:
- Speed
- spell quickness, quickness of conjur time
- quickness of movement in battle
Endurance:
- inherit skin toughness, armor
- how long can one fight, run ,etc.
- mana recovery or what ever it will be called
just an idea, other ideas sound good to
(Eleril) eleril@majik3d.org
Check out https://majik3d-legacy.org/
Majik 3D project
----- Original Message -----
From: Taneli Niko Tikka <ttikka@icon.fi>
To: <majik-design@majik3d.org>
Sent: Tuesday, November 23, 1999 8:18 PM
Subject: About stat system..
>
> On Thu, 18 Nov 1999, Atte Koivula wrote:
>
> First on the idea that races should have racial stats and individuals a
> stat that say how good is that one person inside a certain race. A nice
> idea, that could be done so. but but...
>
> > The stats of Majik are as follows:
> >
> > o Strength (STR)
> > o Dexterity (DEX)
> > o Sturdiness (STU)
> > o Constitution (CON)
> > o Agility (AGI)
> > o Intelligence (INT)
> > o Wisdom (WIS)
> > o Willpower (POW)
> > o Charisma (CHA)
>
> It's these stats that i dont like one bit. They are totally out of
> balance, meaning that they have a different weight on them. Sturdiness and
> charisma should not even be there. And those stats are quite a straight
> copy from AD&D
>
> In AD&D it goes as follows :
>
> Presented in the form of : main stat, and the substats
> And majik stats presented inside () marks
>
> Strenght
> - stamina (majik: constitution)
> - muscle power (majik: strenght)
> Dexterity
> - aim cordination (majik: dexterity)
> - balance (majik: agility)
> Constitution
> - health (majik: constitution)
> - fitness (majik: sturdiness)
> Intelligence
> - reasoning (majik: intelligence)
> - knowledge
> Wisdom
> - intuition (majik: wisdom)
> - willpower
> Charisma
> - leadership (majik: charisma)
> - appearance
>
> See part of the problem ?? i think those stast that we have proposed for
> majik simply SUCK ASS, surely we can come up with better ones.
>
> We have to make a difference between a virtuous quality and a stat.
> a thing like appearance is a virtuous quality or a nasty flaw. NOT a damn
> stat. Also a thing like sturdiness had got nothing to do with stat,
> shields and stones have sturdiness.
>
> I know i was designing those sucky stats once, but only because everyone
> seemed to want them so much. Now im trying to force us to invent better
> models, since those really do suck.
>
> We also have to make a difference between stats and skill, stats and
> abilities. etc.. something like "war skill" can't be a stat.
>
> I would like to see a system that ressembles more GURPS than ad&d, since
> gurps really is a way way better and realistic game system.
>
> In gurps there is only 4 stats : strenght, dexterity, IQ and health.
> things like appearance, willpower, intuition, charisma, leadership, etc..
> are advantages/disadvantages abilities and skills.
> That kind of system works really really well and is in good balance.
>
> The next possible solution would be like the system in storytelling games.
> they have: strenght, dexterity, stamina, charisma, manipulation,
> appearance, preception, intelligence and wits
>
> that is quite well balanced and a nice system also, but again there is
> thing like "appearance" that realy should be advantage/disadvatange
> instead of a stat.
>
> Then the model in Ars Magica, the art of magic. In that game they have :
> intelligence, perception, strenght, stamina, presence, communication,
> dexterity and quickness.
>
> a working system also.
>
> but what i really would like, is a system of AMBER the best RPG in the
> world. Amber has 4 stats also, and they are :
>
> Psyche - all that is mental, willpower, wits, intelligence, perception,
> manipulation, intuition etc.. The level of mental power and
> reserves that creature has in use at the max.
> mental strenght, force of will. Mental agility and skill,
> precision..
> Strenght - all that is brute force, sturdiness, ability to resist damage,
> toughness etc.. The level of physical power and reservers
> that creature has in use at the max
> Endurance - all that is fitness, health, recovery rate, stamina, abilility
> to heal, the power supply that runs that creature,
> the level of recovery and general power supply the creature
> has in use in the end.
> warfare - all that is reflexes, quickness, agility, dexterity,
> cordination and balance etc.. Also part of the combat intuition
> and how well the creature participates tactics and strategy.
> the creatures 'knack' for tactics and stragety and combat.
> also military leadership and psychology of war.
>
> In amber the stat system is REALLY good and working one. Things like
> appearance are advantages, just as are things like wealth and so on.
> The stats all have very diverse range of things that they stand for, none
> of them stand for actuall skills - they only prepesent inherited talents
> and abilities that the creature is capable of learning, not the actual
> skill levels. Those stats describe born talents and the limits of what can
> be done and what can be learned. They describe level of potential.
>
> So.. lets kick those old majik stats to the hell house and start using
> those 4 stats, maybe with more proper names, if we want to.
>
> I can tell from vast experience that AMBER stat system is the best iv ever
> seen and it works very very very well in practice.
>
> ....
>
> we really dont neet to create several useless unbalanced stats like
> "sturdiness" - we CAN do a better system. Use those 4 stats above for
> example. Why the hell we even should brake up something like that
> endurance stat above into smaller pieces? it only creates more work and
> more code for us. All things related to that can be handled with one
> representative stat and randomness.
>
> The use of Psyche, Strenght, Endurance and Reflexes is a way better
> solution than our current sucky and ARTIFICIAL stat system.
>
> -Mandor
>
>
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