|
Post by Sinathael on Jan 5, 2016 22:24:48 GMT 1
Well I mean, the total number of points should depend on the number of stats we end up with, but 20-something will most likely work. I'm just trying to think what kind of stats would be needed, but I guess something like…
Defensive Stats Health Points: (Self-explanatory) Endurance: (Resistance to damage)
Attack Stats Weapon Mastery: (To hit with melee and bows) Focus: (To hit with spells) Strength: (strength of melee and bows) Spellpower: (strength of spells)
Then you could also add on anything like willpower, cunning, agility… though if we want to streamline it then maybe keep it simple. Sticking with the above, that would be 6 stats in total, and distributing 20 points between them would mean a Base Stat of 4 in all categories plus change.
|
|
|
Post by Maiyka on Jan 5, 2016 22:37:03 GMT 1
Keep it simple yes, THIS^ is quite structured and simple already and I like it, more stats and...hrrrngh, no, then it gets messy, and I do not want a system where the players themselves or the DM will have to ask/look at their sheet with every move as well, but something that will partly be understood and stick. And the perks can have a kinds of ''roll'' to them as well and have a little + to certain stats as well, depending of course what the perk is, that is totally up to the player, which gives them a lot of space to create and form the way that their character act. But I also wonder how we will have the stats work with rolling?
|
|
|
Post by Sinathael on Jan 5, 2016 22:49:33 GMT 1
Glad you like it Mai. But to be clear, that was just a breakdown of what we need. If we want to "RP it up" a bit, the stats can be done like this for instance:
Health Points: Same as before
Strength: Also as above for melee and ranged, BUT also for additional DM rolls, such as breaking doors etc. Dexterity: Serves the purpose of Weapon Mastery above, BUT can also be used by a creative DM for stealth rolls. Endurance: Like above. Intelligence: Like "focus" above, BUT also used for puzzles, deciphering languages, etc. Spellpower: As above. Or you can change it around to "Willpower" I guess.
As for how the stats would work with rolls, I liked what I believe you said before, that the total value gives a specific modifier to rolls. like "Value multiplied by 2" for instance. Or perhaps more, or perhaps less, depending on what seems appropriate.
|
|
|
Post by teffany on Jan 5, 2016 23:03:54 GMT 1
So Lets say we use Sins stats.
That means If I have Intelligence 5. that gives me a permanent +10 on rolls to Deciphering.. let say a titan reference in ulduar?
And perhaps I have a passive perk called "[Library nerd]: +10 on languages" Cause I like to read a lot/ have a backstory with the kirin-tor as a librarian. that would give me a +20 on said roll. Sounds rather okay.
|
|
|
Post by Maiyka on Jan 5, 2016 23:14:21 GMT 1
Something like that yes
|
|
|
Post by lynneth on Jan 6, 2016 1:32:14 GMT 1
I'd probably say 15-20 yeah, depending on how many stats are on the finalised sheet. I'm thinkin'....hrrrm...
STR - For feats of strength, melee attacks etc. END - Ability to resist poisons, defend against attacks etc. WILL - Ability to resist mental magics, possession and so on. INT - For Spell casting, knowledge, puzzle solving and so on. AGI - Jumping, dodging, shooting etc.
Stats add their value x2 to rolls of corresponding tests.
Basic Talent examples.
- Medic: Gain +2 Intelligence on any physical or magical healing roll. - Two Handed Specialist: Gain +2 strength while using a 2 handed weapon. - Marksman: Gain + 2 Agility while firing any ranged weapon.
|
|
|
Post by teffany on Jan 6, 2016 1:46:02 GMT 1
Problem with those basic talents is that they add +2. And that means you get +4 on the roll and that is a bit of a odd number to add.
|
|
|
Post by Sinathael on Jan 6, 2016 17:23:11 GMT 1
I think there's gonna be some odd numbers anyway. Let's say Sinathael has a Strength value of 3. With a x2 modifier that means he gets +6 to his roll when determining damage. So yeah, basically the bonus will "look" odd unless you have a value of 5 or 10.
Personally I don't take too much issue with this. I mean, we'll have to trust our members to know basic math but the bonuses are so small that I think it'll be fine. =P
One new thought that occurred to me though, is if we should have some sort of "synergy" perk that's shared between two characters. You know… battle-bonds… For me personally? I mean, yeah, it WOULD be cool if Kay and Nora could do some "Divine Fire" combo for instance, or if Sinathael could synergize his spells with a fellow mage - especially if he gets an apprentice. But even so, I can take it or leave it, myself, so it's more up to what you guys want. The reason I call it a "synergy perk" though is very much because I figure it can stack with the perks, so you aren't constrained to having just the one by default. Perhaps it would also make sense for Kay and his cousin to be able to perform combos together, for instance. …I mean in their case probably not, but just as an example. xD
|
|
|
Post by Sinathael on Jan 6, 2016 17:35:08 GMT 1
Oh and one more thing! In the example stats above, we have both a to-hit bonus and a to-damae bonus (Dexterity+Strength/Intelligence+Spellpower). I don't think it makes much sense to count them separately since the bonus to the roll will then either be the same, or just plain insignificant difference-wise. You could always solve that by rolling once for hitting, and once for damage, but then we would need a very strict system where we roll and emote just one at a time...
Would it perhaps make more sense to do the to-hit bonus first, and then stack the to-damage roll to that when you determine if it caused a wound? I mean, a damaging attack has just as much to do with where you hit as how hard you strike.
Example to explain what I mean:
-The cannibalistic forest troll has a difficulty value of 40/50 -Cyrandor rolls a 39. -Instead of a miss and injury to himself, his Dexterity value of 3 (+6) gives his roll a value of 45. -This means Cyrandor lands his blow and doesn't lose any HP, himself. -His Strength value, which is also 3, is now added to the roll at another +6 -This leaves Cyr with a value of 51, which is enough to injure the troll!
Now, if Cyrandor had rolled, for instance, a 33, then his Dexterity alone would not have been enough to get over 40, and thus his Strength would never be added to the roll either.
Does this make sense to everyone? Because I think that is the best way to go.
|
|
|
Post by Maiyka on Jan 6, 2016 17:50:03 GMT 1
Oooh, so, in other words his DEX succeeds hence then his STR would follow since he's able to avoid the attack it also gains him the chance of landing a hit. His DEX fails however because of the low roll and he has no chance of rolling over enough to dodge, hence then he cannot land a hit either and will hence then be dealt damamge to and loose a HP. I see the idea and it makes sense, simple as well
And I don't see odd numbers as an issue either
|
|
|
Post by Sinathael on Jan 6, 2016 17:55:15 GMT 1
Yes, but I forgot to mention, in that scenario Cyr would obviously still get to add his Endurance value to try and get over 40. That would mean he could still avoid the HP-loss, but do no damage.
Just to be clear! =D
|
|
|
Post by Sinathael on Jan 6, 2016 17:55:38 GMT 1
Also ONE MORE THING! xD
Just to further streamline this… maybe don't do the x2 modifier at all. Just leave it so every point in strength gives +1 to the roll. Even if it's a simple conversion to make, you deal with a lot of numbers during an event and this means you get to already have the exact figures on paper so to speak. Much easier for the DM to keep up that way.
That leaves the bonuses to be quite small… but to solve that just double the cap. So instead of a max value of 10, let's go full D&D where the cap value tends to be closer to 20. Double the points we can allocate and the stats sheet will just look a lot cleaner.
|
|
|
Post by Maiyka on Jan 6, 2016 20:52:27 GMT 1
Hm, perhaps, perhaps. Was just an idea eitherway, anyhoot, if we want to do this we should first decide on what kind of stats we want and how many, what they represent and can be used for and so on, decide the totality of points as well. Then we can almost start working on an example to put in the ''Guild Info'' part, just explain how the perks and how the rolling works and so on. And making a test of this in-game might be a wise decision as well.
|
|
|
Post by lynneth on Jan 6, 2016 21:01:36 GMT 1
Also ONE MORE THING! xD Just to further streamline this… maybe don't do the x2 modifier at all. Just leave it so every point in strength gives +1 to the roll. Even if it's a simple conversion to make, you deal with a lot of numbers during an event and this means you get to already have the exact figures on paper so to speak. Much easier for the DM to keep up that way. That leaves the bonuses to be quite small… but to solve that just double the cap. So instead of a max value of 10, let's go full D&D where the cap value tends to be closer to 20. Double the points we can allocate and the stats sheet will just look a lot cleaner. This works, I had D&D in mind when designing this
|
|
|
Post by Sinathael on Jan 6, 2016 21:14:19 GMT 1
Well, any stats we use should all be equally "good" to have, I think. Simply so we don't have to worry too much about value and can just get a representation of our characters that we're happy with. That's why I broke things down the way I did a couple of posts ago, because all of Strength, Dexterity, Endurance, Intelligence and Spellpower represents a bonus you can get to your combat roll, AS WELL as any more RP-related rolls the DM chooses to do. The weakness of this is that you might lack a stat such as "Perception", but that seems pointless to have if the only thing it would do is help your character out during awareness rolls for your surroundings.
I would propose the following:
Hit Points: We leave this with a base value of 5 for all characters. If more hit points are to be allocated, then you need to take perks for it. ALTERNATIVELY, I suppose each additional Hit Point could cost more than just 1 skill-point to allocate. But if you don't put at least some kind of restriction on it, then Hit Points would be the prime target for stats dumping into. (Who cares if you don't get any roll bonuses, if you've got like 20 HP!)
The other stats to include would be as I listed above: Strength: Weapon damage + physical exertion rolls Dexterity: Weapon accuracy + nimbleness rolls Endurance: Resistance to damage + any other toughness rolls Intelligence: Spell Success + Languages, puzzles, etc Willpower: Spell Damage + Mental resistance rolls
All these stats would have a default starting value of 1, and then you give people, say, 40 points to spend. Perhaps a little less or a little more.
Then add perks to that, which further help make your character more unique. I would argue for unique perks, tailored after the characters themselves, so just leave the player to decide what they want and then an officer can oversee it just to ensure there will be no balancing issues.
This leaves enemies to have three different stats: Attack, Defense and HP. This is basically the same as every other roll system out there, so that's nothing too crazy or scary.
Trying all of this out is probably a good idea of course, but just to set us in the right direction, how does this sound?
|
|