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Considering Core Statistics

Started by WizardofthePress, May 10, 2016, 04:11:13 PM

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vgunn

Quote from: XĂșc xắc;899018Sounds like the game "Warrior, Rogue, and Mage" (where the stats are Warrior, Rogue, and Mage).

I like this one as well. I'd probably expand to:

Knight
Knave
Heathen
Wizard
Hallow
Jester
 

TristramEvans

What would Hallow represent?

jcfiala

Quote from: daniel_ream;897123Three.  Fighty, Talky, Thinky.

Which is pretty similar to BESM/Tri-Stat's Body, Spirit, and Mind, if I remember them correctly.  (Which then was enhanced with various advantages disadvantage to, for instance, give you a +2 on dexterity/speed related rolls.)

I liked the DC Heroes game - MEGS? (Yeah, Mayfair Exponential Game System) had it split into Body, Mind, and Spirit, but then each of those had a sort of accuracy, a power, and a hit-point sort of pool - so, for physical stuff your Dexterity was how well you could use your strength, your strength was how powerful you were, and your body was how much damage you could take.  And the same with your mind and spirit.  A nifty idea, but unless you're doing mystic adventures, the spirit doesn't get used a lot.
 

Skarg

Depends on the character and how atypical they are.

Completely generic bystanders may have zero to one stat, effectively, which is:

Effectiveness - used for practically everything, but they're bystanders so is rarely checked. "Zeroes" are just assumed to have the baseline ability level (10) in everything. Some are assumed to be more or less effective in everything (8-12).

For fighters, I want at least two stats, to differentiate types a bit:

Strength
Dexterity

This is from the first RPG I played, Melee, from The Fantasy Trip (TFT).

Having played TFT for years, I'm also comfortable enough with most people essentially having three stats:

Strength
Dexterity
Intelligence

But also having my interest in detail outgrow both TFT & GURPS (in some ways), while those three are good enough for many characters, I find all of them sometimes ought to be broken down to distinguish atypical characters. Typicaly when someone is strong in one of those areas, they are not really strong in EVERY application of that area, so really, the can and should each be broken down for the more interesting and exceptional characters, rather than just making them Uber in one area. Strength is the exception, except that if you're not careful, ST gets used for things like resistance to disease, for example, and not all strongmen are immune to disease.

Even diehard TFT players tend to end up making "superscript" attributes available, which are ways to focus ability without increasing the whole attribute. In TFT house rules, these tend to look something like:

Strength
       Muscle
    Fatigue
Dexterity
       Speed
    Agility
    Talents which give bonuses to certain uses of skill.
Intelligence
       Smarts
    Memory

GURPS may have only four stats per se, but it really has many different advantages and disadvantages which can modify the attributes for different purposes, and of course hundreds of skills giving the effective levels for specific tasks. I like this because it lets me use only the detail level I need for a character, while still allowing any level of detail I want, especially since I make up house rules if something isn't quite what I need.

Generally though for making a very detailed character like a PC, I tend to consider the following possible detailed values:

Strength
       Muscle (power)
    Fitness (resistance to fatigue)
    Grit (resistance to damage)
    Structure (capacity for damage)
    Health (resistance to health problems)
Dexterity
       Speed
    Agility
Intelligence
       Logic
    Wit
    Self (will, emotional maturity...)
    Empathy    
    Senses

I also like the GURPS system of instead of rating lots of things for everyone, noting exceptions via a list of advantages or disadvantages (or just traits). So I don't sit around for everyone thinking what they're specific Logic versus Wit scores should be - I tend to just give almost everyone a general average-ish generic IQ rating, and a few of them some specific noted differences like Weak Will or Acute Vision or Gullible or whatever.

daniel_ream

Quote from: jcfiala;901104Which is pretty similar to BESM/Tri-Stat's Body, Spirit, and Mind, if I remember them correctly.

It's actually an even-more-simplified version of FAE's Approaches.

QuoteI liked the DC Heroes game - MEGS? (Yeah, Mayfair Exponential Game System) had it split into Body, Mind, and Spirit, but then each of those had a sort of accuracy, a power, and a hit-point sort of pool

The in-game terms for them were Acting Value and Effect Value vs Opposing Value and Resisting Value.  The RV is usually also the hit point stat, although it didn't go down as you took damage.

QuoteA nifty idea, but unless you're doing mystic adventures, the spirit doesn't get used a lot.

Both the Marvel and DC comic book universes up to the 1980's had a lot more mysticism in general - not just in their flagship sorcery titles - than any contemporary superhero RPG really addressed besides DC Heroes.  Most games treated psionics and magic as the same thing, or just failed to have any rules for anything non-physical.
D&D is becoming Self-Referential.  It is no longer Setting Referential, where it takes references outside of itself. It is becoming like Ouroboros in its self-gleaning for tropes, no longer attached, let alone needing outside context.
~ Opaopajr

vgunn

#50
Quote from: TristramEvans;901084What would Hallow represent?

The theological element.

My original thought was to put Bishop instead of Hallow and Reeve/Sheriff for heathen.

I like heathen because it can cover barbarian/druid/ranger well and stands in constrast to hallow.
 

TristramEvans

Quote from: daniel_ream;901122It's actually an even-more-simplified version of FAE's Approaches.



The in-game terms for them were Acting Value and Effect Value vs Opposing Value and Resisting Value.  The RV is usually also the hit point stat, although it didn't go down as you took damage.



Both the Marvel and DC comic book universes up to the 1980's had a lot more mysticism in general - not just in their flagship sorcery titles - than any contemporary superhero RPG really addressed besides DC Heroes.  Most games treated psionics and magic as the same thing, or just failed to have any rules for anything non-physical.

Marvel addressed it way better than the DC game.