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Skills, feats & attributes

  • Thread starter Artifice Orisit
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Artifice Orisit

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What are feats anyway?
Please keep in mind for now that if I use the term it may not carry the conventional meaning.

Character Information used in game mechanics.
Race / Stats / Class / Philosophy / Skills / Attributes / Feats

Stats
Explained somewhere else.

Class
The chosen class effects the player's choice of Skills and Feats... or something, I haven't gotten around to figuring out exactly how classes work yet.

Philosophy
As per the "philosophy class system" mentioned above one's chosen philosophy works like an inherent special ability... I suppose this would put it somewhere between like one's race and one's class; the form of one's mind seems like a good description.

Skills
Yesss, the fun bit to come up with :D
Stats influence the effectiveness of the PC when using the appropriate skill, Class determines which skills a PC can posses (in theory at least), Attributes determine to what extent a skill can be used. So for example a PC has the "break down door" Skill and evidently has the appropriate class for this Skill; the size of the door that can be broken down and how easily it can be done is determined by the appropriate attribute, in this case "strength". When attempting to break down a door the actual likelihood of this attempt succeeding is determined by the PC's current stats and the extent of strength beyond the base requirement.
So yeah, we need to come up with a skills list (this may be very long).

Attributes
Well I suppose this is the time & place to explain the Attributes System.

Attributes System
Strength: The PC's physical ability to apply force via either muscles, hydraulics or a variant thereof (Avian muscle, it will be explained in the flight rules); a fairly important attribute for those seeking close combat or to be the group's pack mule.
-Affects maximum Encumbrance, <see Encumbrance Rules>
-Affects Melee Combat, <see Melee Combat Rules> ...I see a pattern here.
-Affects some Skills
Speed: The PC’s physical ability to move their limbs with haste.
-Affects Stride (PC travelling speed), <see Melee Combat Rules> ...yep, pattern :(
-Affects Combat Speed <see Melee/Ranged Combat Rules> ...oh gawd :eek:
-Affects the Dodge Feat <see Doge Feat Rules> (likely in the Feats section)
-Affects no Skills
Intelligence: Similar to IQ, probably best described as the ability to apply formal logic and book smarts.
-Affects the regeneration rate of the Sanity Stat
-Affects the Psychic Feat <see Psychic Feat Rules>
-Affects many archetypically knowledge based Skills
Guile: Similar to cognitive speed, probably best described as the ability to apply fuzzy logic and street smarts.
-Affects the regeneration rate of the Sanity Stat
-Affects the Charisma Feat <see Charisma Feat Rules>
-Affects many archetypically wit based Skills
Endurance: A measure of how fit the PC is.
-Affects the regeneration rate of the Fatigue Stat
-Affects the regeneration rate of the Health Stat
-Affects no Skills
Hardiness: A measure of how tough the PC is.
-Affects the regeneration rate of the Health Stat
-Affects the degeneration rate of the Pain Stat
-Affects no Skills
Willpower: The opposite of what is normally possessed by an ADD suffering INTP.
-Affects the degeneration rate of the Pain Stat
-Affects the Charisma Feat <see Charisma Feat Rules>
-Affects the Psychic Feat <see Psychic Feat Rules>
-Affects no Skills
Agility: The PC’s ability to balance & perform acrobatic motions.
-Affects the regeneration rate of the Fatigue Stat
-Affects the Dodge Feat <see Dodge Feat Rules>
-Affects some Skills
Dexterity: The PC’s physical capacity for fine motor control, in some cases this can be quite a literal description.
-Affects Ranged Combat <see Ranged Combat Rules>
-Affects Combat Speed <see Melee/Ranged Combat Rules>
-Affects many technically based Skills

Feats
These are the major skills that almost everybody posses and cannot be learnt no matter how many levels one goes up; like breathing for example, it’s either intrinsic or you don’t need to do it.
The various feats are (thus far) as follows: Charisma, Psychic, Dodge
An explanation of how each works will be given in the rules section.

*sigh* I'm exhausted.
 

Anthile

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Re: Skills, feats & classes

Ahhh, that's a lot of attributes! :eek: Mind you that people play in a forum and it can be pretty hard to follow all these without a paper sheet.

I should have made it clear that I meant those terms in d20 context which I wanted to use as a fundament.

In d20 you have:

Six attributes
-Strength
-Constitution
-Dexterity
-Intelligence
-Wisdom
-Charisma

Various skills which determine what a character "learned" like wilderness lore, climbing, swimming, science or alchemy.

Every three levels a character learns a new feat which can do ...stuff. Mostly they give you a bonus or allow you to do or wield something.

http://www.d20srd.org/

But as I said, that is only an idea and people might be familiar with the basics of that system due to the D&D RPGs.
 

Artifice Orisit

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Re: Skills, feats & classes

Ahhh, that's a lot of attributes! Mind you that people play in a forum and it can be pretty hard to follow all these without a paper sheet.
All calculations can be performed with a html-JavaScript application which I'm happy to provide and you'll find that this system is just as fast as the d20srd.org one, it just also provides more flexibility.

You ask an artist for a picture, expect a painting.
I'm doing interactive entertainment software development next year, so you can expect nothing less than a brand new game specifically made to work as an in-forum RPG.
Don't worry, you'll see it's all going to work out.

Various skills which determine what a character "learned" like wilderness lore, climbing, swimming, science or alchemy.
I'm not changing that, I'm just making it easier and more flexible... you'll see.

But as I said, that is only an idea and people might be familiar with the basics of that system due to the D&D RPGs.
Don't worry, I'm keeping that in mind.
Although existing systems are needlessly difficult to use, that will be changed.
 

Anthile

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Re: Skills, feats & classes

I kind of love you, Cog. :D


I think that Agility + Dexterity + Speed and Hardiness + Endurance might be too similar, especially if you have limited points.
 

Artifice Orisit

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Too similar? That is kinda point really, I wanted to make all attributes of equal worth.
Anyway attributes go up in levels (level 1, level 2, etc) and players can only spend one point on one attribute per level-up (1 point = 1 level up of attribute); this should work because with every point spent there will be an immediate and obvious gain, such as the upgrading of currently held skills (like now using the "break down door" skill on heavier doors) and the acquisition of new ones (nobody teaches people to break down doors, they figure it out themselves as they get stronger, don't worry there will be a knowledge acquisition dynamic).
Intelligence, Guile, Willpower
Strength, Endurance, Hardiness
<- 3x3, doesn’t that divide nicely?
Speed, Agility, Dexterity
Heck you could pick attributes at random to upgrade and your character would still be useful, just somewhat more interesting to play.
 

Anthile

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Okay, in this light it seems very good to me.

I will later make a list with basic feats and skills.
 

Anthile

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With feats I mean something like the feats in Fallout or in D&D. Every second level you can choose a new fest from a list which grant you either permant stat bonus or special abilities.
Something like "Overload - for the period of one battle all your cybernetic effects will be doubled but after the fight your health will be reduced by 50%", the ability to wield weapons (not how but that you don't hack your own limbs off) or that a spell does maximum damage, etc.


Addition:

I tried to do a list based on the attributes but I failed miserably. Endurance and Hardiness don't even have different meanings in my language.

If I'm allowed to suggest a different arrangement:

Body
-Strength
-Endurance
-Agility

Mind
-Intelligence
-Perception
-Guile

Soul
-Willpower
-Luck/Fate
-Presence


Of course, everything's up for debatte.
Oh, and here's a link: http://en.wikipedia.org/wiki/Attribute_(role-playing_games)
 

Artifice Orisit

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Body
-Strength
-Endurance
-Agility

Mind
-Intelligence
-Perception
-Guile

Soul
-Willpower
-Luck/Fate
-Presence
That's all very nice and easy to order, but how does it work?
How do you derive PC travel speed?
How does somebody develop their luck?
How does this work for skills like "repair machine", which attribute would the skill depend on?

I tried to do a list based on the attributes but I failed miserably. Endurance and Hardiness don't even have different meanings in my language.
Yeah, but they work, I've even explained how they work.
That's kinda important.
Oh and they're BALANCED! <-I needed cookie

I'm trying not to be stubborn here, but I need a better reason that "it doesn’t sound right".
Perhaps if I changed "Hardiness" to "Toughness", would that work?

With feats I mean something like the feats in Fallout or in D&D. Every second level you can choose a new fest from a list which grant you either permant stat bonus or special abilities.
Okay, I'll rename the Feats bit to "Intrinsic Skills" or something... or better yet just throw them in with the initial skills set... actually that does make more sense.
It seems skills are going to work in much the same way feats do, so either we scrap the inclusion of a feats system or we throw it in as skills that are obtained through a combination of attribute levels. So for example if the player obtains an arbitrary level of lets say 3 on both the Speed and Agility attributes they obtain the feat "backflip" which enables them to exit combat without being exposed for a round, or something.
Of course Feats (unlike Skills) don't get upgraded as attributes increase, but if all attributes are increasing then new fancier ones will be unlocked; this doesn’t mean level 4 for Speed and Agility means the player gets a better backflip, it means they get a new Feat ability which will serve some other more useful purpose.

9 attributes, each with lets say 10 levels
...that's going to be a lot of feats, I suppose we shall see.

Edit: 350 (edit: 360), well it's not impossible... just very difficult.

Edit 2: I'm going to a have to do some major changes, I've just realised that with what were feats now being treated as skills then the whole balance of the system needs to be recalibrated.
 

Anthile

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My short suggestion:


Attributes:

BODY
-Strength [STR]
How strong your muscles are. Affects melee damage and carrying capacity directly.

-Endurance [END]
How much you can endure. Affects <hit points> directly.

-Agility [AGI]
How swift and dextrous you are. Affects <armor class> directly with light armour.

MIND
-Intelligence [INT]
How intelligent and logical you are.

-Guile [GUI]
How clever and smart you are.

-Perception [PER]
How good your senses work. Affects ranged damage directly.

SOUL
-Willpower [WIL]
How determined you are. Affects damage and psionic resistance directly; affects sanity and pain.

-Presence [PRE]
How persuasive and charismatic you are.

-Transcendence [TRA]
How spiritual and ethereal you are. Affects psionics and cybernetics directly, affects <spell points>


SKILLS

I.WEAPON SKILLS

SHORT BLADES [AGI]+[AGI]
The ability to wield weapons with short blades like short swords, knives, daggers and their throwing variants.

LONG BLADES [STR]+[AGI]
The ability to wield weapons with long blades like long swords, bastard swords or claymores.

BLUNT WEAPONS [STR]+[STR]
The ability to wield blunt weapons like maces, flails, hammers or clubs.

POLEARMS [STR]+[END]
The ability to wield weapons like helbards, pikes, spears or javelins.

SMALL GUNS [AGI]+[PER]

The ability to wield small guns like pistols, revolvers, machine pistols or dart guns.

RIFLES [PER]+[PER]

The ability to wield firearms like hunting rifles, assault rifles, shotguns, sniper rifles or machine guns.

HEAVY WEAPONS [STR]+[PER]

The ability to wield heavy weapons like mini guns, grenade launchers, flame throwers or rocket launchers.

MARTIAL ARTS [STR]+[WIL]
The ability to fight unarmed or with combat gloves. Includes also improvised weapons and throwing weapons like chakrams.


II.SOCIAL SKILLS

INTIMIDATING [STR]+[PRE]

You can change another’s behavior with a successful check. This skill can be used in combat to demoralize enemies though it is necessary that they comprehend what you say.

GATHER INFORMATIONS [INT]+[PRE]

The character knows how to gather informations from people using various psychological tricks.

ELOQUENCE [PRE]+[PRE]

You can change the attitudes of others (nonplayer characters) with a successful Diplomacy
check.

ACTING [GUI]+[PRE]

This skills allows bluffing and acting. Can be used in combat to feint or to play dead.

BARGAINING [WIL]+[PRE]

The ability to appraise, sell and buy items for a better outcome.


III. PHYSICAL SKILLS

ATHLETICS [STR]+[END]

Determines how good a character is at swimming, running, etc..

ACROBATICS [STR]+[AGI]

Determines how good a character is at jumping, climbing, balancing, etc..

SNEAKING [AGI]+[PER]

You can move without getting noticed. Crucial skill for backstabbing characters.

LOCKPICKING [AGI]+[INT]

How good you are at picking locks to open doors or chests.

SPOT [PER]+[PER]

The Spot skill is used primarily to detect characters or creatures who are hiding and to look for secret doors or traps.


IV.KNOWLEDGE SKILLS

NATURAL SCIENCES [INT]+[INT]

Basic knowledge about biology, physics, astronomy, chemistry and geology.

LINGUISTICS [INT]+[PRE]

How well you can read, write or talk in your own or foreign languages. Crucial for social skill usage abroad.

HEALING [INT]+[PER]

How good you are at treating and diagnosing wounds, poisons and diseases.

WILDERNESS LORE [GUI]+[PER]

The skill to survive outside of the cities. It includes reading tracks, knowledge about flora and fauna, finding water and food in the wildness and prevents you from getting lost.
Efficiency varies the more the further the user is away from his home region.

GENERAL KNOWLEDGE [INT]+[INT]

General knowledge about geography, important persons, history and society.
Efficiency varies the more the further the user is away from his home region.

MYSTICAL KNOWLEDGE [INT]+[TRA]

Knowledge about various myths, legends, cults, gods and religions as well as knowledge about psionic theories and spells.
Efficiency varies the more the further the user is away from his home region.

TECHNICAL KNOWLEDGE

Knowledge about cybernetics, engines, crafting and technology in general.


V.PSIONIC SKILLS [PSIONICS USERS ONLY]

OFFENSIVE PSIONICS [TRA]+[WIL]

Blowing stuff up.

DEFENSIVE PSIONICS [TRA]+[GUI]

Healing, protecting and defending.

MENTAL PSIONICS [TRA]+[INT]

Manipulating minds and senses, illusions.

META PSIONICS [TRA]+[GUI]

Transforming, negating and conjuration.


VI.CYBERNETIC SKILLS [CYBERNETICS USERS ONLY]

ACTIVE CYBERNETICS [TRA]+[WIL]

Cybernetics that have to be activated and work only for a short amount of time a day.

PASSIVE CYBERNETICS [TRA]+[TRA]

- Cybernetics that are permanently activated.



Of course far away from being balanced or such.
 

Anthile

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Maybe I should explain that a bit more. I thought that every character begins with 10 points in every attribute which would be average in the world.
Then race features kick in and give you boni and mali.
After that you choose a class which gives you again boni and boni. Also, you decide whether you use cybernetics or psionics depending on your class and in case you choose psionics you get your spell set, each one with a different focus.

Then you get, like, 10 skill points and can do what you want with them and a feat for the beginning.
After that you get 5 skill points with every new level. Additionally you get a new feat and one attribute point rotationally.

lvl1: all your starting points

lvl2: 5 skill points, 1 new feat

lvl3: 5 skill points, 1 new attribute point

lvl4: 5 skill points, 1 new feat

etc.

All numbers are just to illustrate how it is supposed to work.



Addition:

Skills that should be integrated but that I forgot: Blocking, Armour usage.
 

Artifice Orisit

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[Warning, Long Post]

Personally, I think that roleplaying is about team work and if you make the character system too liberal you will have a lots of munchkins and characters whose background doesn't make sense anymore. It is supposed that characters are proud of what they are doing and they trust in their skills.
Well I'm thinking of a trade-off between "Jack of all trades, master of none" and "Specialized but flawed", so for a melee fighter to fire off a few shots with a primitive gun isn't going to make them too powerful, likewise a ranged specialist isn't going to be absolutely useless in melee combat just because they use a gun. But if a player wants to be good at both ranged and melee combat they'll have to accept that they can't have the high level abilities other players will have. Likewise a highly specialized player will be powerful, but they'll also be vulnerable and easy to exploit.

In a computer game design concept I've been working on which is similar to this, the magic user’s main role in combat was to stay back and provide protection from enemy magic’s. Obviously it takes a huge amount of energy to throw a fireball or even knock someone over with telekinetic force (that's way energy weapons don't work in the real world) but it doesn’t take much to alleviate or cause pain; energy shields are so impractical they'd require the support of a nuclear power station just to stay up, but tricking the enemy into attacking illusions is pretty easy. In this game mages rarely, if ever, directly engaged the enemy, instead they worked to undermine the enemy's ability to fight and protected their allies from enemy mages trying to do the same.

That's what I think the psychics in this game should be like, let the gun wielders play squishy-artillery, it's what they're good at. But you see here's the problem, if everybody is playing highly specialized characters, tell me what happens when you throw a psychic into the mix whose speciality (by nature of being a psychic) is the exploitation of weaknesses. Suddenly the entire game comes down to which side has the better psychic, which obviously is going to suck for anyone who isn't a psychic.

So here’s my idea, we let players choose how specialized they are, let them choose how many weaknesses they’ll allow themselves for the sake of becoming more powerful in some aspect. Even the psychics will want to invest in some out of archetype skills such as Evasion or something because they know the enemy will target them first.

Mind
-Intelligence: Sanity, Psychic, Ranged Weapon Skill
-Guile/Wit: Sanity, Charisma, Climb
-Willpower: Pain, Psychic, Charisma
Talent
-Speed: Stride, Evasion, Initiative
-Agility: Fatigue, Evasion, Climb
-Dexterity: Ranged Weapon Skill, Melee Weapon Skill
Potency
-Strength: Encumbrance, Melee Weapon Skill
-Toughness: Pain, Health, Encumbrance
-Endurance/Stamina: Fatigue, Health, Stride

Please choose which name you prefer on the attributes with multiple names.
That’s why they’re there.
And if I have to explain the difference between Toughness and Endurance/Stamina I’ll be doing it by chasing you down (Endurance) and hitting with a lead pipe many, many times (Toughness).

Players start at level 1 with each attribute at level one.
In this way everybody gets the basic ability to handle level one weapons of all types as the intrinsic attribute skills (RWS, MWS, Charisma, Climb, Stride, Encumbrance, Initiative) only increase by one half each time one of the two applicable attributes increase; you'll notice Initiative starts off at zero, it represents one's ability to outpace an opponent and get in the first strike, something you wouldn't expect from newbies.
So attribute wise at level one everybody is standing on the same ground, but that's okay.
At level 2, players get to choose four (maybe five) attributes to upgrade by 1 level.
At level 3, players can choose any four to upgrade, include one's upgraded last level.
This continues, with each level gained the ability for the team to become more specialised increases, they get to work things out incrementally.

If we just throw them into the game world with full formed characters they’ll have no idea how to work as a team, this way they can develop their teamwork skills as they develop themselves.
i.e. Background: they’re noobs who are still finding their way in the world.
The races alone are pretty extreme, it makes sense to let them learn about what they are before the go off and define themselves as characters.

Feats are gained by having multiple stats at the same level, hence players who spread out their upgrades will get many low level feats to work with while players who specialize in a few select attributes will get fewer but more powerful feats.
It's a trade-off between adaptability & specialization.

Skills are gained every time an attribute is increased (I haven't decided how many yet) and each subsequent increase of that attribute unlocks a new set of skills and upgrades the old ones. So a player may gain the “fix it” skill (Just made that up) at level 1 Intelligence, then gain the “salvage” skill at level 2 and the “fix it” skill now works better in some way, able to fix more complex stuff perhaps. Then at level 3 Intelligence the “over-clock” skill is gained and both “salvage” & “fix it” skills are improved.
In this way a player who specializes will quickly become very proficient at whatever area of expertise they’re trying to specialize in, while an adaptable player will have to make do with a wider variety of lesser developed skills.

Now as for combat,
The Melee and Ranged weapon skills determine the maximum level of weapon the PC can use from that classification, but that's not all. If a player was to use a weapon that's less than the level of weapon skill they have this will mitigate the influence of one's Stats by an appropriate amount. This way there's an advantage to walking into combat with a lesser weapon then what your capable of wielding because the Stats mitigation makes the usage of that weapon more reliable. A 25% mitigation would work nicely and make any weapons four levels below one's weapon skill 100% reliable in combat, I like to call this little effect weapon familiarity; after all you don't see Aragorn throwing away his old sword every five minutes for a new one, he only does that when something special comes along, something he actually likes.

In combat ones ability to block, damage done, etc are determined by comparing the weapon’s stats (it’s capacity to perform blocks or damage) to the PC’s Stats (which represent one’s condition at that point in time) as so to have minimal calculations. So if a PC was in perfect condition they would be able to use their weapon to it’s absolute full capacity, however if they’re wounded, in pain, etc, then their effectiveness will be reduced; unless the PC is using a weapon below hir maximum capacity, then despite said weapon being slightly less effective than the former the fact that the PC is familiar with it (so to speak) means the effects of hir condition a mitigated and so the lesser weapon has become the better choice. But if the PC continues taking damage then eventually this mitigation factor will only serve to slow the loss of combat ability, or the weapon is such a piece of crap you’re wondering why it was being carried in the first place.

Historically it’s actually quite common for people to carry several different weapons and so be able to switch during combat to best suit the situation, this is where the term “armed to the teeth” came from. If somebody was “armed to the teeth” it didn’t mean they were idiots with too many weapons, it meant they were ready and expecting some serious life or death combat. Back in the days of pirates in wooden ships and such (a good example for our game) people were know to carry half a dozen pre-loaded guns on them, two or three swords of various types and concealed knives all over the bloody place.
An extra knife in the boot was the difference between killing the enemy or being disarmed and killed.
 

Anthile

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I don't really get that mages should just stand around and confuse enemies. That's no fun at all for the PC - especially not when all your comrades jump into battle with chainswords.
Energy barriers may be unrealistic but so is steampunk. If it's in the rule book, it works. No debatte.

Also, I find the system pretty much overblown. It might be appropiate for a computer game but for a simple forum RPG where the storytelling and character development is the most important part it is too much in every aspect.
 

Artifice Orisit

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I don't really get that mages should just stand around and confuse enemies. That's no fun at all for the PC - especially not when all your comrades jump into battle with chainswords.
Actually I predict the opposite, remember the UI is through text, so attacking somebody with a chainsaw is going to be "your attack was successful and does 23 damage" whilst for the psychic "your illusion is a success, the enemy must now choose one of three targets to attack and two of them are false"; the psychic gets choices, the psychic has to study the enemy and figure out their weaknesses (lets say low fatigue) and exploit them (by attacking their mind with "sleep"). The psychic is also responsible for protecting the minds of hir allies, either by psychically buffing them or providing cover so they can lave combat (if they're badly wounded).

Energy barriers may be unrealistic but so is steampunk. If it's in the rule book, it works. No debatte.
It's a game breaker, if one out of every hundred people could manifest bullet-proof walls then guns would have never been invented, they'd be useless. I'm not saying that we can't get away with it, I'm saying there's no reason to, remember just because there are guns doesn’t mean that they’re high velocity AP round firing automatic rifles we have today. Most early guns were wildly inaccurate and underpowered, what mattered was that they'd fire without jamming and blowing up; even on the battlefield it was rare for bullet wounds to kill people outright, all that was needed was a weapon that could wound somebody to the point where they can't fight and they would usually die of infection a few days later anyway.

If there's going to be enriched coal or physics are so different that steam is an efficient choice for engine power then why can't we assume that wounds received by low powered guns punching through leather or even metal plate aren't going to be overly outright lethal?
We’ve all heard about the horrific casualties in the US civil war, how many do you think died because of lead poisoning, blood-loss and infection?
I’d say most of them. Remember the common flu was lethal back then.

Also, I find the system pretty much overblown. It might be appropiate for a computer game but for a simple forum RPG where the storytelling and character development is the most important part it is too much in every aspect.
Determining combat result this way.
Step 1: Select weapon to use.
Step 2: Calculate weapon's effect by comparing it's stats to PC's current Stats.
Step 3: Reduce effect by enemy's armour value.
Step 4: Reduce enemy's stats by effect.
That's 3 calculations, just 3, and they're easy too.
The abundance of special abilities and character customization choices is because it's an "RPG where the storytelling and character development is the most important part", that's the whole idea.
 

Anthile

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Have you worked any further on this? And why just climbing? I think an universal body skill like "athletics" would fit better.
 

Artifice Orisit

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Have you worked any further on this?
I've been distracted by your writer's brawl challenge.

And why just climbing? I think an universal body skill like "athletics" would fit better.
It's a game mechanics thing, I figured the ability to climb would be a universally useful skill.

Mind
-Intelligence: Sanity, Psychic, Ranged Weapon Skill
-Guile/Wit: Sanity, Charisma, Climb
-Willpower: Pain, Psychic, Charisma
Talent
-Speed: Stride, Evasion, Initiative
-Agility: Fatigue, Evasion, Climb
-Dexterity: Ranged Weapon Skill, Melee Weapon Skill
Potency
-Strength: Encumbrance, Melee Weapon Skill
-Toughness: Pain, Health, Encumbrance
-Endurance/Stamina: Fatigue, Health, Stride
I wanted each attribute to have equal worth, the climb skill was only added to achieve this.

The way I see it there are three types of challenges in life, or at least in this game,
-Social = Charisma, Psychic
-Problem Solving = Climb, various other skills & items
-Conflict = Melee/Ranged Weapon Skill
 

Anthile

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So I will leave that system to you. But we do have to talk about the feats or talents. I think that choosing them instead of gaining them automatically with a certain amount of stats points will lead to more individual characters. Also, only in this way we can add feats that bring disadvantages and so the players can be more tactical. For example a feat that increases the chance for sanity loss but in the same way spells become more powerful with every decreasing sanity point.
 

Artifice Orisit

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I think that choosing them instead of gaining them automatically with a certain amount of stats points will lead to more individual characters.
Very well, sounds good to me.

Also, only in this way we can add feats that bring disadvantages and so the players can be more tactical.
...cool.
For example a feat that increases the chance for sanity loss but in the same way spells become more powerful with every decreasing sanity point.
Very cool.
 
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