Author Topic: Attributes Variant  (Read 404 times)

Offline avestron

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Attributes Variant
« on: May 07, 2010, 06:46:12 PM »
Good day to you all.

I realize that I am still very new here but I figure that its never too early to contribute suggestions towards game development. I must warn that I've a number of ideas but one step at a time.

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This suggestion relates specifically to character statistics and is inspired by the original GH.

One of the things that I really liked about GH when compared to, say, D&D is the fact that a greater deal of thought seems to have gone into character attributes - with a greater focus on detail - 8 attributes rather than D&D's 6. I also greatly like how GH draws from these attributes to derive HP, SP & MP.

Hence there shall be similarities and this may be considered a variant on GH.

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Strength & Constitution, Dexterity & Agility, Knowledge & Perception, Charm & Ego

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Vitality === Constitution + Strength (Same as HP)
Stamina == Constitution + Agility (Same as SP)
Resolve == 'Exp Level' + Ego (Courage)
Mental === Knowledge + Ego (Same as MP)
Character = Ego + Charm (New Vital Stat - Force of Persona)

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Vitality, Stamina and Mental require little explanation.

Resolve is a stat that determines how a character faces and handles adverse circumstances. A timid character or a character that has taken more damage than he or she feels comfortable with would likely want to get out of there and might suffer penalties to attack rolls as confidence is sapped but may be cautious in retreat. A brave character on the other hand might become over confident and take unnecessary risks, gaining a bonus to attack but perhaps also suffer a penalty to defense.

Vanguard Bandits had a different system that achieved the same ends.

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Character on the other hand is a pool from which a character may draw upon to handle non-casual conversations, particularly those involving intimidation, bargaining, and extended conversations with NPCs. A player can feel sapped from arduous socialization.

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You will note that Body has been divided into Strength and Constitution while Craft has been removed as an attribute

This is because the role of Craft has been divided and rolled into Dexterity and Intelligence

Reflexes being renamed Dexterity is no accident and is intended to seperate the attribute further from Speed/ Agility

In Brief:

STR Strength - - - - Important for Vitality
Max Weight Carried, Penetration of Str-dependent weapons (unarmed/ melee/ bows),

CON Constitution - Important for Vitality, Stamina and Physical Regeneration Rates
Resistance to physical ailments, including shell-shock (damage conveyed through armour)

DEX Dexterity - - -
Most attack rolls, Deflection, Useful in Crafts

AGL Agility - - - - - - Important for Stamina
Dodging, Deflection, Reflexes, Stealth and Speed

KNO Knowledge - - Important for Mental
Useful for understanding complex models, Useful for Crafts

PER Perception - -
Useful for awareness, spiritual enlightenment, intuition (luck)

CHA Charm - - - - - Important for Character
Interpersonal relations

EGO Ego - - - - - - - Important for Mental, Resolve and Character
Intimidation, Stubborness

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Well I am honestly just tossing this out there. I'll follow up with more.

Offline avestron

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Re: Attributes Variant
« Reply #1 on: May 11, 2010, 08:56:52 AM »
Actually I think I'm going to let this drop before it really starts - for three reasons:

1.) Some big changes between GHI and GHII

2.) I need to give this more thought

3.) It'll be more productive to focus on other aspects of the game ^_~

Sorry about that.