What the hell do the stats actually do?!
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Rainbay
LessRudeScrib
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What the hell do the stats actually do?!
Open thread for figuring this out.
LessRudeScrib- Posts : 114
Join date : 2010-03-02
Location : Illinois
Re: What the hell do the stats actually do?!
Right, so far this is what we have, those these are subject to change.
Agility, strength and willpower add to fatigue. They will probably do more than this later once we figure out how.
Intelligence sets your magicka. Important stuff.
Endurance sets your health. Either directly, or by +1/10 of your endurance every level.
Luck may allow for a small number of rerolls every sessions, with either luck/20 or luck/10 being the number given, more likely luck/20. Even if we change luck to something else as well, I like this idea.
And that's all we know!
Agility, strength and willpower add to fatigue. They will probably do more than this later once we figure out how.
Intelligence sets your magicka. Important stuff.
Endurance sets your health. Either directly, or by +1/10 of your endurance every level.
Luck may allow for a small number of rerolls every sessions, with either luck/20 or luck/10 being the number given, more likely luck/20. Even if we change luck to something else as well, I like this idea.
And that's all we know!
Rainbay- Posts : 332
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
The following is a very quick, cursory overview of suggestions. As always thus far, nothing is finalized!
Agility should be used for dodging. Allow me to explain. Once per combat round, you can attempt to dodge an enemy attack, negating it completely. You would have to roll under your agility, minus any armor penalties you may have. That way, even if you're some sort of super-kung-fu master you'll still likely get hit if like five guys pile up on you.
Intelligence determines amount of magicka, and may provide a bonus to spell-damage like strength provides a bonus to weapon-damage.
Strength determines starting HP, and depending upon the route we go may also influence HP gains.
Endurance determines starting HP, later HP gains, Fatigue, and may provide some sort of damage reduction.
Willpower determines fatigue, may provide a bonus to spell-damage, and allows you to attempt to resist spells cast at you like armor. Or dodging. Something along those lines
Speed determines how far you can move in a combat round, and may determine how many actions you can take in a combat round.
Personality provides a bonus on social interactions. Somehow. We'll get to that later.
Luck may determine how many "luck re-rolls" you can use in a given adventure.
Agility should be used for dodging. Allow me to explain. Once per combat round, you can attempt to dodge an enemy attack, negating it completely. You would have to roll under your agility, minus any armor penalties you may have. That way, even if you're some sort of super-kung-fu master you'll still likely get hit if like five guys pile up on you.
Intelligence determines amount of magicka, and may provide a bonus to spell-damage like strength provides a bonus to weapon-damage.
Strength determines starting HP, and depending upon the route we go may also influence HP gains.
Endurance determines starting HP, later HP gains, Fatigue, and may provide some sort of damage reduction.
Willpower determines fatigue, may provide a bonus to spell-damage, and allows you to attempt to resist spells cast at you like armor. Or dodging. Something along those lines
Speed determines how far you can move in a combat round, and may determine how many actions you can take in a combat round.
Personality provides a bonus on social interactions. Somehow. We'll get to that later.
Luck may determine how many "luck re-rolls" you can use in a given adventure.
Re: What the hell do the stats actually do?!
Agility also helps determine ranged damage, I believe. So if you are a rogue that attacks from a distance, agility is doubly important. Still need strength to carry your loot and arrows though.
Rainbay- Posts : 332
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
The Factions thread got me thinking that we may need a sort of initial reaction roll mechanic. Obviously this should be Personality based. Perhaps an NPC's initial reaction (First Impression?) should determine how hard it is to Persuade them later with the Streetwise, etc. skills.
Outlander- Posts : 75
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
Outlander wrote:The Factions thread got me thinking that we may need a sort of initial reaction roll mechanic. Obviously this should be Personality based. Perhaps an NPC's initial reaction (First Impression?) should determine how hard it is to Persuade them later with the Streetwise, etc. skills.
How about to get an npc's initial reaction to you, you roll a dice. 10 sided works, but since we are using 100 sides, that works too. 5(0) counts as the medium. Rolling higher than that means they like you more than your personality by that percent, rolling less means they like you less than your personality by that percent. So if you roll a 1, they like you 50% of your current personality, on a 100 (or 10) they like you twice your personality.
Twice may be a bit high, might go with up to 50% more for the top too. So if you have 50 personality and no faction modifiers or anything, and roll a 100, they would have a disposition of 75.
A little complex, I know, but it could always be improved later. Any suggestions?
Rainbay- Posts : 332
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
First off: The singular of "dice" is "die".
Secondly: I really want to keep calculating percentages that aren't big and round (preferably multiples of 10) to a minimum, preferably out of the game entirely, as I and most people I know would need a calculator or a couple of minutes to do that. I definitely think it should be kept within a range of PER, though. I am, for now, still at a loss as to how to simplify this.
Secondly: I really want to keep calculating percentages that aren't big and round (preferably multiples of 10) to a minimum, preferably out of the game entirely, as I and most people I know would need a calculator or a couple of minutes to do that. I definitely think it should be kept within a range of PER, though. I am, for now, still at a loss as to how to simplify this.
Outlander- Posts : 75
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
How about we assign the skills ranks? Kind of like modifiers in D&D, or the similar mechanic in DH. So, that just goes on top of your personality rolls.
LessRudeScrib- Posts : 114
Join date : 2010-03-02
Location : Illinois
Re: What the hell do the stats actually do?!
Hence why I suggested a 10 sided die. Much easier to calculate, although using a 100 and just going with the first digit works too, to a degree. would make 10's really rare, but oh well.
Rainbay- Posts : 332
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
LessRudeScrib wrote:How about we assign the skills ranks? Kind of like modifiers in D&D, or the similar mechanic in DH. So, that just goes on top of your personality rolls.
So: Attribute+(Skill/10)=TargetNumber
Outlander- Posts : 75
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
Derp, sorry, assign attributes ranks
so skill + (attr/10) = target number.
so skill + (attr/10) = target number.
LessRudeScrib- Posts : 114
Join date : 2010-03-02
Location : Illinois
Re: What the hell do the stats actually do?!
LessRudeScrib wrote:Derp, sorry, assign attributes ranks
so skill + (attr/10) = target number.
Ah, that's more like it. Thus attributes effect a wide variety of skills when they are used. That's a good way to apply them for skill checks.
I still think personality should somehow determine base disposition with someone when you just meet them, deciding what you have to work with.
Rainbay- Posts : 332
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
I like the idea of Personality influencing your first impression. Etiquette and Streetwise both determine what you know, not how attractive you are, your initial impression, or your force of personality. After you've set up a first impression, you can then use those skills to influence disposition.
Re: What the hell do the stats actually do?!
Base disposition = (faction points)*PER/10, maybe
So, you total up your faction points (say, +3 for being both in Tribunal Temple, +2 for you being Redoran, +2 for being fighters guild, -1 because you joined Imperial Cult as well and -1 for being mages guild*) give you a total of 5 faction points, and say you took personality up to 60, so you'd have 30 for your base disposition, which would then be added to your streetwise or speechcraft rolls.
*I have no idea what character would have this array, but meh.
So, you total up your faction points (say, +3 for being both in Tribunal Temple, +2 for you being Redoran, +2 for being fighters guild, -1 because you joined Imperial Cult as well and -1 for being mages guild*) give you a total of 5 faction points, and say you took personality up to 60, so you'd have 30 for your base disposition, which would then be added to your streetwise or speechcraft rolls.
*I have no idea what character would have this array, but meh.
LessRudeScrib- Posts : 114
Join date : 2010-03-02
Location : Illinois
Re: What the hell do the stats actually do?!
How about speed/25 rounded down gives the number of actions per round, with a minimum of one? So at 100 you get 4 actions, at 75 you get 3, at 50 you get 2 and any lower than that is 1.
Suggestions?
Suggestions?
Rainbay- Posts : 332
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
Or: PER+d10=InitialReaction; (InitialReaction/10)+Skill=TargetNumber
Outlander- Posts : 75
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
Rainbay wrote:Agility also helps determine ranged damage, I believe. So if you are a rogue that attacks from a distance, agility is doubly important. Still need strength to carry your loot and arrows though.
Not true, actually. Raged damage was based on the strength stat. Marksman was, however, tied to the Agility stat, which meant that a higher agility gave you a bonus to your hit rate, and the rate at which you skill increased. However, being tied to a stat did not necessarily mean it affected the damage (citation: http://www.uesp.net/wiki/Morrowind:Strength)
As for personality effecting initial disposition, I like it, but in my opinion it should be a flat modifier, not a roll.
GLIPP- Posts : 55
Join date : 2010-03-04
Re: What the hell do the stats actually do?!
This could work, although I think GLIPP has a point about keeping it a flat number rather than a roll.Outlander wrote:Or: PER+d10=InitialReaction; (InitialReaction/10)+Skill=TargetNumber
LessRudeScrib- Posts : 114
Join date : 2010-03-02
Location : Illinois
Re: What the hell do the stats actually do?!
GLIPP wrote:Rainbay wrote:Agility also helps determine ranged damage, I believe. So if you are a rogue that attacks from a distance, agility is doubly important. Still need strength to carry your loot and arrows though.
Not true, actually. Raged damage was based on the strength stat. Marksman was, however, tied to the Agility stat, which meant that a higher agility gave you a bonus to your hit rate, and the rate at which you skill increased. However, being tied to a stat did not necessarily mean it affected the damage (citation: http://www.uesp.net/wiki/Morrowind:Strength)
As for personality effecting initial disposition, I like it, but in my opinion it should be a flat modifier, not a roll.
oops, sorry, Durrhurr here. I thought governed by also included damage to some extent. I thought strength would be better, but I was just bringing up how I thought the game did things. This actually works better really.
Rainbay- Posts : 332
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
Rainbay wrote:How about speed/25 rounded down gives the number of actions per round, with a minimum of one? So at 100 you get 4 actions, at 75 you get 3, at 50 you get 2 and any lower than that is 1.
Suggestions?
I really like this suggestion. Even when you're playing the videogames, at 100 Speed and mediocre athletics, you are one fast motherfucker. Makes a lot of sense and 4 actions don't seem very imbalanced to me. OR we can make it so it gives 3 max actions but the Athletics Master Skill perk is a 4th action 2 birds with one stone?
Hexx- Posts : 74
Join date : 2010-03-03
Re: What the hell do the stats actually do?!
That sounds fine. Unless anyone has any serious objections I say we just incorporate it. Now, what are we going to do about actual movement speed? SPD/10 in meters?
Re: What the hell do the stats actually do?!
What do most PNP systems use for movement? I know D&D uses feet so maybe we should keep it like that for possible familiarity/better usage on maps?
Maybe SPD + Athletics /2 ? 100 feet is a lot, but it's the combined effort of a maxed out stat AND skill. To use an example, 100 Speed/Athletics = fucking stallion in-game.
Maybe SPD + Athletics /2 ? 100 feet is a lot, but it's the combined effort of a maxed out stat AND skill. To use an example, 100 Speed/Athletics = fucking stallion in-game.
Hexx- Posts : 74
Join date : 2010-03-03
Re: What the hell do the stats actually do?!
If 100 feet is too fast, perhaps change it to /4? That way, only fifty feet. And at 50 in both, 25 feet. It all depends on how long we consider each "action" to last in time.
Rainbay- Posts : 332
Join date : 2010-03-02
Re: What the hell do the stats actually do?!
While it is true that speed and athletics both influenced movement in game, combining a skill and an attribute for a static statistic doesn't seem like the simplest of things. I recommend leaving athletics to cover swimming, climbing, and the like.
As for the rest of the stats, I do feel they should have some stand-alone use. Some ideas are as follows.
Agility: Resisting direct damage magicka
Endurance: Resisting Poison and ability drain/damage
Intelligence: Raw problem solving, memorization, and common knowledge
Luck: Action points/Fate points/Bennies/Those things
Personality: Initial NPC reactions
Speed: Speed
Strength: Damage output
Willpower: Resisting non-direct damage magicka
As for the rest of the stats, I do feel they should have some stand-alone use. Some ideas are as follows.
Agility: Resisting direct damage magicka
Endurance: Resisting Poison and ability drain/damage
Intelligence: Raw problem solving, memorization, and common knowledge
Luck: Action points/Fate points/Bennies/Those things
Personality: Initial NPC reactions
Speed: Speed
Strength: Damage output
Willpower: Resisting non-direct damage magicka
GLIPP- Posts : 55
Join date : 2010-03-04
Re: What the hell do the stats actually do?!
I sort of liked the idea of agility being used to try to dodge an incoming attack.
Rainbay- Posts : 332
Join date : 2010-03-02
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