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The game system, most simply put, is the set of numbers and descriptions that describe characters
creatures and things within the world, and the rules for making those numbers work together.
Every living thing will have a set of stats that represent is mental, spiritual, and physical makeup.
Most inanimate things will have a similar set of stats, but those stats may function in a slightly
different way.
For instance, the term Hit Points is used in a number of systems to refer to the damage capacity of a
creature. The creature has a maximum hit point capacity, and in most cases their hit points will not go
beyond that limit. When they are injured or take damage, those hit points are reduced, but will usually
heal after a while. A chair on the other hand also has a damage capacity, but when it takes damage it
has to be physically repaired in order to regain lost "hit points". Furthermore, whereas a living thing
will often become stronger and have their maximum damage capacity increased through conflict, inanimate
objects are often quite the reverse. Constant damage and repair will eventually wear away at an object,
until it can no longer be repaired.
Most systems will have stats that correlate to how agile, or fast that a character is. Strength is
another one that is almost universal. Scores for wisdom and intelligence are common as well, as are
charisma and luck. Stamina, constitution, and fortitude are also important.
That is probably one of the most important steps in designing a system, is to decide what attributes
will be important to a character. I will start a list of possible primary attributes. Feel free to
add to the list or to discuss why you feel it should or should not be included.
:-)
- Strength
- Dexterity
- Agility
- Constitution
- Intelligence
- Wisdom
- Will Power
- Power
There are others that will certainly be needed, and maybe some currently on this
list will go away, but this is a starting point for discussion. :-)
Which attributes do we need? Also reffer to the DNA discussion on the Maing Page Discussion Page.
What categories would attributes fall into?
- Things that directly effect attributes:
- Overall physical build
- Overall agility/nimbleness
- Bulk, strength, and physical fortitude
- Things that effect mental makeup
- Potential intellect
- Emotional inclinations
- Things that affect appearance
- Eye color
- Skin pigmentation
- Hair Color
- Skin Texture
- Hair Texture
- Things that produce unusual abilities
- Heightened Senses
- Glowing organs
- Expanding or extending limbs
- Natural Weapons
====Biographical Data====
Name: <Will be chosen by the player>
Race: <Could be chosen, or could be a matter of "DNA">
Age: <Determined semi-randomly at first>
Height: <DNA+Attributes> Weight: <DNA+Attributes>
====Primary Attributes====
Each of these will be a number between 0 and some number to be decided.
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Will Power:
Luck:
====Abilities====
A list of abilities aquired through character creation or development.
A method that will work nicely for resolving conflicts (this is on the number side) is to use the
formula C = S/(S+D). In a more readable form Chance = Skill/(Skill + Difficulty). What this means
is that the chance of success will be a percentile chance based on the character's effective skill
level for the task and it's difficulty. More importantly, this means that if a character has exactly
the skill needed for a given task, then they will have a fifty percent chance of success, assuming
there are no outside influences. The higher the character's skill level, the better chance of
success the character will have.
For instance, if a Joe has a skill of 10 in climbing, and he needs to climb a wall that has a basic
difficulty of 10, then under normal circumstances he would have a 50% chance of success trying to
climb the wall.
Let's say it is raining. This is not a good thing when climbing walls. The wall is fairly crudely
built, so it is not so hard to climb, so let's say this raises the difficulty to 15. That lowers
Joe's chance of success to 40%. For table top play testing, this will require a little extra math
that a set of basic charts can help in making estimates simpler. However, once the math is being
handled by a computer, it is all very simple.
game_system, Rev. 8, Last changed on 2007-03-22 15:17, 293 page hits
