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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