|
Post by Treijim on Jun 11, 2008 8:49:36 GMT 9.5
I know I have said no to this idea before, but now I'm open to input. What does everyone think about Riiga having a formalised stats system? First, let me explain what this means for those who don't understand: - A formalised stat system means that each fictional character has a range of statistics on their profile, such as hitpoints, speed, defence, etc.
- These stats would be used to decide the outcome of battles, but little more (though they can also be used purely for show).
- Some stat systems have as few as four stats, but others have dozens. How complex/basic do we want it?
- Stats would have to be restated at the beginning of a battle.
- All things you are able to battle (monsters, animals, some people) would need their own stats, even if it's as simple as 1hp (hitpoint) for a rat.
I've listed some main points to consider below: - Such a system only has a practical use for resolving battles. Therefore, if one does not wish to implement stats for their character(s), they only need to avoid fighting in any RP.
- Would it overcomplicate the character creation process as it is? Or should it be automated for the most-part? User input can come when they are granted points to attribute to whichever statistics.
- I understand that some may disagree with this, because implementing it may mean that a character they have created actually becomes weaker with the stat system applied.
- A working stat system needs lots of testing and study (I'd made a few dozen, myself) so it would take a little bit of time to create something that works smoothly.
So what do people think of this so far? Please share your thoughts.
|
|
|
Post by Scraverx on Jun 11, 2008 13:21:19 GMT 9.5
I Like the idea of some kind of stat system. I know of several but I'm not sure which would suit us best. There are several on the net that can be quite adaptable. One of these is Fudge.
|
|
|
Post by Treijim on Jun 12, 2008 10:57:45 GMT 9.5
Thank you for your suggestion.
I also forgot to add that if this is implemented, it will be required for all battles, so if you don't like this idea and like to fight in RPs, now is the time to speak up about it.
|
|
|
Post by Scraverx on Jun 12, 2008 21:07:36 GMT 9.5
I actually prefer stat systems for combat.
|
|
|
Post by wildfiremagni on Jun 13, 2008 17:38:21 GMT 9.5
A stat system would be nice, but not too complex. I ain't always that bright.
|
|
|
Post by Scraverx on Jun 15, 2008 20:05:52 GMT 9.5
Fudge can be very easy to understand. Stats are rated in words something like this:
Terrible, Poor, Mediocre, Fair, Good, Great, Superb.
There is also Legendary but Superb is typically 98th percentile so Legendary stats would in most cases be very rare.
|
|
|
Post by Treijim on Jun 16, 2008 9:37:17 GMT 9.5
All of the following is open to discussion between members... A proposed battle stats system: ============The Statistics============
A character leans towards one of two fighting styles, listed below. Physicalpower, skill, endurance Mentalpower, skill, endurance These can be abbreviated into PP, PS, PE, MP, MS, and ME respectively. Each has three subcategories. The strength is generally the damage done by the attack, the skill is the speed and accuracy at which maneuvers are completed, and endurance is how much strain the character can take before he or she collapses. Most weapons require physical preference, whereas most magic requires mental preference. Individual weapons/fighting styles/disciplines of magic are "associated" with a particular statistic, too. For example, an axe requires much physical power, whereas fire magic requires much mental power. ============Assigning Stats============
Each character has a rating of each statistic, which is basically one out of 7 (admins can go higher). - Terrible
- Poor
- Average *
- Good **
- Great ***
- Superb ****
- Elite *****
- Masterful *****/*
- Legendary *****/**
- Blessed *****/***
[/b] To assign statistics to your character, observe the star rating of their profession. If they have no profession, use the star rating of their race. For example, a human soldier is *, and a human citizen would also be *, but a citizen would obviously be unlearned in combat skills, so the preference is towards the soldier. This star rating becomes your best statistic. This means that you can have no more skill than this number governs. If you have one star, you can be average at best. To give your character statistics, simply select which of their stats will be their best statistic. For our human soldier example, we will select PP. Then, select two stats to be poor, and three stats to be terrible, and so on and so forth. In the case of, say, a human commander****, we can make his PP his Great statistic -- he might have an expensive sword, so this should be apparent in his stats -- and then his Good stats can be PS and MS, and then I would select three stats to be Average, four to be Poor, and five to be Terrible (though it usually ends up being whatever is left). NOTE: The best statistic number can not be higher than your member ranking. ============Fighting============ One would fight as normal in a thread, but the stats are used as a steady aid; they help to determine what's fair between characters. At the beginning of a fight, both members should state the stats of their involved characters (simply to save time which would otherwise be spent searching the archives for their character profile). Stats are used to determine the effectiveness of possible attacks, but it's up to you to decide how to describe your attack/evasion/action. Working out how much you can take:Put simply, your PE is your health points and your PP is your attack power (or ME when using magic). For a rough guide on what sort of hits you can survive, use the following formula, where a=attacker's stat and d=defender's stat: dPE - aPP = damage Basically, you take into account the strength of the attacker and his weapon and then take into account your armour and physical endurance. Subtract the damage from your PE. If your PE equals zero, you have just been owned and need to be taken to hospital. But then, you may wonder, how does a person with a petty PP skill hurt anyone? The minimum damage dealt is 1 unless the different is two or more levels. For example, Good PP can hurt both Good and Great PE by 1, but cannot hurt Superb PE. In such a scenario, it's best to shake hands and be friends. Avoiding attacks:Consider, though, that you can attempt to dodge an attack. If this behemoth opponent has half the PS rating as you do, strongly consider an evasive action. With half the speed and skill, it's hard for your foe to argue against you moving out of the way with ease. Getting defensive:Sometimes your character might wield a shield or some nifty armour. When attacked, you may choose to take the attack with a part of your outfit you know can handle it, and this is called defending. In this case, you would temporarily add 1 to your PE when calculating damage. If you shield against a very powerful weapon, you could break your shield but save yourself in the process. Magical attacks:So you've encountered an angry mage. Lucky you. Magic works differently to physical weapons. The first thing you need to consider when attacked is what they are doing. If the spell is anything that physically hurts (most of them do) then your PE is used as your defence, and you treat using the following formula: dPE - aMP = damage Notice that the attacker uses mental power to determine how much this will hurt. Magic spells do not really get stronger if the caster is physically stronger. However, if the spell is something more devious, such as hypnosis through shadow magic, the success rate would depend on the MS of both characters, because it becomes a battle of wits and not power. Use your own sense when determining what stats to refer to when using or fighting against magic. Magical Endurance:ME has a special use, though it is a very rough guide. ME is how many spells you can cast "in a row" without feeling tired. Obviously, a new mage struggles enough with one spell, but an experienced mage can cast a few in a row, like a sort of combo attack. If you encounter a mage with Poor ME, don't let him cast one spell after the other. Most of fighting is up to user discretion. Be fair, but be realistic. It's possible to do both. ============Questions============ [Q] What about armour? The character's armour would have to be portrayed through their statistics. Someone in heavy armour should select their PE as their best and PS as their worst, whereas someone in light armour should lean towards PS as their best and have PE as significantly worse. This is only a suggestion and not a requirement.
[Q] What if I'm attacked without my armour on? Modify your stats when you post them for battle, but explain the cause of the modifications to your opponent.
[Q] Do very valuable items give bonuses? Yes, but such items should be obtained through role-playing and not automatically obtained at the start. They give a two star bonus at the very, very best.
[Q] What if my character acquires much better weapons/armour/equipment? Since the stats should reflect your character's equipment and not just their skills, you should post your proposed changes under the Character Changes category so that an admin can review this and edit your profile.
[Q] Does this system always have to be used in battle? There are two exceptions. The first is when the battle is when one member causes two characters to fight one another in his or her own posts. At this point, said member uses their own sense to determine the outcome. The second is when all participating members have agreed on the outcome of a small battle or conflict before or during it happens, thus rendering it predetermined.
|
|
|
Post by Eric on Jun 16, 2008 10:39:24 GMT 9.5
I say no, that's ridiculous. Stat systems are highly impractical for writing and are pointlessly difficult. We write this like a novel and no matter the form, there's no point to have stats. If this was a game sure, but not writing.
This would be the stupidest decision if you carried it through Josh.
|
|
|
Post by Scraverx on Jun 16, 2008 11:33:56 GMT 9.5
One thing that needs to be considered here. Yes we are writing like a novel, as Eric says, BUT there's one other important word there. We.
If it was just one person writing a novel, fine a stat system is impractical. The writer knows what all the characters can do and has it all noted down or something. However, this is a community. We are writing this story together and individuals could very well have completely different ideas of what their and the other person's character are capable of. Yes we have simple profiles for our characters that everyone can see... I know for myself that that profile doesn't say everything and further is open to interpretation by who ever reads it. Having agreed upon and formalised stats helps with honesty.
This stat system is very simple Josh and I made it as simple as possible. We have put it out for discussion, we wont implement it without some kind of consensus. Furthermore, if we do implement it it's optional
|
|
|
Post by Eric on Jun 16, 2008 13:48:02 GMT 9.5
It doesn't matter. If stats are optional then it makes no sense and is pointless (it's pointless anyhow). It doesn't matter if it's I or we. This is written, text, not sprites and gameplay. There is zero point to stats. None at all. The character's powers are relatively tame anyways.
But if we have a question then we ask. Really though you don't need to worry about other people's characters do you? They'll deal with their characters, you'll deal with yours. Your argument has no point because you only need to worry about your own character. Thus why is a stat system necessary? It's not.
The only reason for a stat system in a game is so you know who to use for what and how much damage is being done and such. But here, where things are more realistic, there is no "damage" there's if you're suffering injuries. And there's no reason to know who to use or how much they'll do because that doesn't fit with the realism.
|
|
|
Post by Treijim on Jun 16, 2008 14:07:16 GMT 9.5
If you're going to be fighting someone's character with your own, then it does matter.
The original intention was to create a "system" people can use to gauge the power of a character or monster when fighting it. If everyone uses it, fairness is almost guaranteed. It was proposed as a set of guidelines, not a set of rules.
I can see both sides to the argument here. Both are quite valid and have their own points. It's important that one side does not misunderstand the other side.
Scraver and I tested it. We still fought as we normally would in an RP, only the stats system helped us to compare the strengths and weaknesses and characters without being bias. We set two characters of similar strengths, and I have to say that the battle's outcome was quite fair. Our imagination was not oppressed by the stats. It was aided. We then set a powerful character against an average one, and the outcome was still fair.
Besides, doesn't such a system happen in one's mind when one rights about battles? Don't you think, "okay, this guy has too much armour for me, so I'm going to rely on my speed/magic"? It's the same concept. That's all this system is, only it puts it out there for everyone to see.
Perhaps, Eric, you could point out which of the aspects of the system you are most opposed with and we could come to some sort of negotiation. It is open for discussion and dissection. You don't have to either take it as it is or leave it.
|
|
|
Post by Eric on Jun 16, 2008 14:16:33 GMT 9.5
Too long, too complicated, to pointless. I hate all aspects of it. There's no place for it in a text RPG. It doesn't matter if you're fighting someone's character because you only concern yourself with you. If the other guy's never getting hit is the only time there's really a problem.
And no i don't do that in my head at all.
|
|
|
Post by Treijim on Jun 16, 2008 14:50:42 GMT 9.5
At the very least, this system would be an alternate way of describing your character's strengths and weaknesses for clarity, comparison, and consistency. If people are not willing to give even that a shot, then I honestly don't see what the problem is, because the only difference is in the format of writing.
Sometimes, to describe a character's abilities or personality, I use narration. Other times, I just list themas single words. It's exactly the same principle.
|
|
|
Post by Eric on Jun 16, 2008 15:55:19 GMT 9.5
Just put 'strengths' and 'weaknesses' as fields in the character profile. Problem solved and no need for bothersome stats.
|
|
|
Post by Scraverx on Jun 16, 2008 16:45:45 GMT 9.5
I text RP a lot and there's always some kind of stat system. Some even have dice rolls, full blown RPG just like sitting down with a group of friends to play D&D.
Now, I know that's not what we're doing here but it works even in a format that's primarily 'writing a story'. I've given my opinion here already. In a fight situation it helps with honesty.
|
|