Subject: Re: About stat system..
From: Pekka Toppi (pot@norssi.oulu.fi)
Date: Wed Nov 24 1999 - 09:01:27 EET
On Wed, 24 Nov 1999, Taneli Niko Tikka wrote: > 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. If we make the character creation a point-based system like gurps, I think the gurps stat system would work as well. But if we are going to have advantages/disadvantages, the use of "dice" in creation must be minimal. I would personally like to see a gurps-like system, for it works well. > 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. Storytelling system would work as well, for it also has it's flaws/ merits-section in which we could include appearance and such. i have played storytellings also and IMO it's working too. > > 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. Never tried Amber but a combination between it and GURPS's/storytelling's adv/dadv system could work Pekka Toppi/ Mirithil
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