|
|
View previous topic - View next topic |
Author |
Message |
Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
|
Posted: Sat Jun 23, 2007 8:57 pm Post subject: A minimal RPG system |
[quote] |
|
I've been pondering what could be the minimal stats that still allow for an interesting CRPG.
Vitality
-> Hitpoints
-> Healing/Recovery
Strength
-> Damage in physical fighting
-> Carrying capacity
Intelligence
-> Success in spellcasting
-> Trap detection (?)
Agility/Dexterity
-> Defensive moves
-> Lockpicking and similar 'fine' tasks
It seems one cannot really leave one of these without crippling a RPG system seriously? What do you think, can these four be the basis for a simple, yet interesting RPG system?
|
|
Back to top |
|
|
cowgod Wandering Minstrel
Joined: 22 Nov 2005 Posts: 114 Location: Pittsburgh, USA
|
Posted: Sun Jun 24, 2007 3:57 am Post subject: |
[quote] |
|
It really depends upon what you mean by "interesting".
In DragonballZ RPG, there was one "battle power" stat that was for both attack and defense. They also had HP and KI (the DBZ equivalent of MP). The only other "stats" were level and experience.
I bet you could get by with 3 stats if you really wanted to.
Physique
-> Hitpoints
-> Damage
-> Carrying Capacity
-> Healing/Recovery
Intelligence
-> Spellcasting
-> Trap detection, etc.
Dexterity
-> Defensive moves
-> Lockpicking, etc.
-> Chance to hit
It would make the most sense if either Carrying Capacity or Healing/Recovery were the same for everyone so that Physique wouldn't be the strongest stat.
Personally, I like to have alot of stats.
|
|
Back to top |
|
|
Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
|
Posted: Sun Jun 24, 2007 3:20 pm Post subject: |
[quote] |
|
cowgod wrote: | It really depends upon what you mean by "interesting".
|
The system should allow players to diversify their characters and also encourage them to do so. I do not want that the system has a clear optimum and every player builds their characters by the same scheme.
I'm afraid, if I limit stats too much, there will be only very few 'builds' for characters that are actually used. Interesting in this sense means diversity, both in builds and playstyle.
cowgod wrote: |
I bet you could get by with 3 stats if you really wanted to.
|
This looks interesting. I assume the absolute minumum are two stats "mind" and "body", but this seems to get boring quickly.
cowgod wrote: |
Personally, I like to have alot of stats. |
My last project suffered from too much complexity. Some players complained there is too much to care about and it's convoluted.
And my last project was a failure overall. I think the fact that it was overly complex (particularly in terms of coding) contributed to it being a failure. So I'm looking for a better compromise now, trying to keep things simpler.
Successful games seem to have 4 to 8 stats, and these are spiced up by additional attributes.
Do you think the 4 stats that I proposed are enough for diversity? Did I overlook something that adds much to gameplay? I would like to stay a bit on the simple side, to keep the learning curve flat for newcomers, but still have enough diversity to avoid it gets boring too soon.
|
|
Back to top |
|
|
Terry Spectral Form
Joined: 16 Jun 2002 Posts: 798 Location: Dublin, Ireland
|
Posted: Sun Jun 24, 2007 4:06 pm Post subject: |
[quote] |
|
Well, D&D has only six, and computer versions could probably do away with charisma. Plus while separating wisdom and intelligence makes sense, it's really not necessary. So that's four, basically equivalent to what you've got:
Vitality = Constitution
Strength = Strength
Intelligence = Intelligence/Wisdom
Agility/Dexterity = Dexterity
I think it's way more important to have a diverse set of skills than it is to have a lot of stats. The eight classes of magic from D&D being an example. How important stats are really depend on how much definition they count for in your game - if, for example, all that really sets your characters apart are class and stats, then they're quite important, and there should probably be quite a few of them. If, on the other hand, you've got a sophisticated class system, then they become less important in the bigger picture, and should probably be kept simple so that the user isn't overwealmed with things to tweak.
In summary: If you feel your game mechanics are generally too simple, and you want to give them more depth, putting more weight on your stats and the number of them isn't a bad idea. On the other hand, if you worry that your game is a little overly complicated, then it's probably worth keeping the fundamentals as simple as you can manage.
Just my two cents :) _________________ http://www.distractionware.com
|
|
Back to top |
|
|
cowgod Wandering Minstrel
Joined: 22 Nov 2005 Posts: 114 Location: Pittsburgh, USA
|
Posted: Mon Jun 25, 2007 2:18 am Post subject: |
[quote] |
|
GURPS does fine with four stats, which are basically the 4 you have (though they have different names).
Charisma can just be a skill (perhaps called persuasion) that's based on Intelligence.
When I said I wanted lots of stats, I really meant that I wanted relatively few (i.e. 4-5) main attributes with alot of derived attributes.
|
|
Back to top |
|
|
Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
|
Posted: Mon Jun 25, 2007 9:20 am Post subject: |
[quote] |
|
Charisma I want to leave out since the game will be a multi-user game and if you interact with other players I see little ways to make a "charisma" stat work, it will depend on your real skills in charming and diplomacy ;)
I think I try the four stats then that we sketched here, and from those see what to add.
If somehow possible I'd like to make this a more peaceful RPG, still I feel clueless how to make that.
|
|
Back to top |
|
|
Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
|
Posted: Mon Jun 25, 2007 10:43 am Post subject: |
[quote] |
|
Once you actually understand the difference between intelligence and wisdom, you'll see how ridiculous it is to consider them the same. _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
|
|
Back to top |
|
|
Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
|
Posted: Mon Jun 25, 2007 11:19 am Post subject: |
[quote] |
|
As real world concepts, I think I understand the difference between intelligence and wisdom.
But now I'm curious why the distinction is needed for a simple RPG system :) What kind of actions or effects do you propose that will really benefit from the split?
Edit: I'm asking this, because my game just might have no actions that make the split useful. If it should be this way, I'll go with a unified stat. But if there are examples that might occur in my game, I'll split the stat. It's not just a question to challenge your words, I'm really interested in examples.
|
|
Back to top |
|
|
Terry Spectral Form
Joined: 16 Jun 2002 Posts: 798 Location: Dublin, Ireland
|
Posted: Mon Jun 25, 2007 12:20 pm Post subject: |
[quote] |
|
nodtveidt wrote: | Once you actually understand the difference between intelligence and wisdom, you'll see how ridiculous it is to consider them the same. |
Well yeah. In reality. :P
Something I was going to try and do in The Guardian was to essentially have one stat - Experience. There was this whole branching skill thing I was going to go with that I'd still like to try some day. Instead of having levels, you could distribute your experience points however you wanted to learn different skills and power ups (e.g. Attack Power + 10%, and so on).
I guess it wasn't far from FFX's sphere system, though it was simplier in the places where it needed to be simplier (i.e. the different types of spheres) and more complex in the places where it needed to be more complex (i.e. classes). I should probably post it here at some point :) _________________ http://www.distractionware.com
|
|
Back to top |
|
|
cowgod Wandering Minstrel
Joined: 22 Nov 2005 Posts: 114 Location: Pittsburgh, USA
|
Posted: Mon Jun 25, 2007 8:44 pm Post subject: |
[quote] |
|
Echo wrote: | Well yeah. In reality. :P
Something I was going to try and do in The Guardian was to essentially have one stat - Experience. There was this whole branching skill thing I was going to go with that I'd still like to try some day. Instead of having levels, you could distribute your experience points however you wanted to learn different skills and power ups (e.g. Attack Power + 10%, and so on).
I guess it wasn't far from FFX's sphere system, though it was simplier in the places where it needed to be simplier (i.e. the different types of spheres) and more complex in the places where it needed to be more complex (i.e. classes). I should probably post it here at some point :) |
I'd really like to see that system. I was thinking about doing something similar to FFX's sphere system in an RPG (which I plan to work on later this year). Right now, I don't see how it could work. If it were only statistics, it wouldn't be a problem. The problem comes in the fact that I want to have spells, battle techniques, and "special" upgrades (like causing more damage with critical hits).
With the sphere system, the requirement for an ability is having an ability next to it. I don't think I can craft any sort of graph satisfying the kind of requirements I want. I want it to be more hierarchical than a sphere, but I don't want it to be completely hierarchical.
Do you know of any other games that use something like the FFX sphere system? I realize that it's similar to any game where you select skills at level up, but I like the idea of it being more graphical.
|
|
Back to top |
|
|
|
Page 1 of 1 |
All times are GMT
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|