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File: RPG Attributes.png (86 KB, 665x1156)
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I posted my attempt to make an attribute system in previous thread and wanted some input.

>The attributes are grouped into 3 w/ the last one to be unlocked. For example in character creation, the body & mind attributes start at 5. Let's just say that both get a shared pool of 7 points that can be distributed on either sides. However, lowering one of the body attributes below 5 only gives points that can be used on other body attributes. Mystic attributes are supposed to be special as they all start at 0 before the mid to late game.
>The idea originally was each pair would translate to weird quirks if there is a big gap between the two stats. Although I wonder if it is a even good idea mechanically but I like the flavor.
>STR w/o DEX = Klutz
>DEX w/o STR = weak grip
>END w/o AGI = stiff
>AGI w/o END = injury prone
>PER w/o CMP = sensory overload
>CMP w/o PER = head on the clouds
>INT w/o WIS = midwit
>WIS w/o INT = schizo (sees patterns where they don't exist)
>WILL w/o CHA = autist
>CHA w/o WILL = asskisser/normie
>>
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>>3896937
This is what I understood from your summary
>You got 3 attribute groups: Body, Mind and Soul (you call it Mystic if I get this correctly but to me Soul fits better in the triad)
>you assign points over these 15 stats
>you can only assign stats over 10 in the early game
>the other 5 unlock as you progress
I'd ask what are you trying to create with these many stats, are you looking to make characters as customizable as possible? Will this impact the skills you unlock or will you still get a tree or something to progress? I'm asking not only because you need to think about scalability of making the game but also the player experience, if the player needs to manage 15 stats and also an equally complex class/skill system then it may feel like a chore for some people.

Also I'd say INT is more closely related with pattern recognition, while WIS is more about knowing patterns can represent more than one thing and being aware that one can make mistakes.
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>>3896937
Classless system?
>>
>>3896947
>you assign points over these 15 stats
>you can only assign stats over 10 in the early game
>the other 5 unlock as you progress
No, it is that the body and mind stat group has its own pool of points (5 x 5) and a shared pool of 7 points. For example, decreasing STR will only give points that can be assigned to another body stat. I haven't decided on the numbers yet but I'm thinking something closer to Underrail scale where you can't create character with lesser than 3 or greater than 10 in any attribute at the start.

>I'd ask what are you trying to create with these many stats, are you looking to make characters as customizable as possible?
It is based on the idea of the physical and mental exp system in Age of Decadence except I didn't wanted people ignore half the game and to be exclusively combat oriented or play a visual novel. Physical and mental stats are allocated from different point pools.

>>3896947
>Also I'd say INT is more closely related with pattern recognition, while WIS is more about knowing patterns can represent more than one thing and being aware that one can make mistakes.
Noted but Wisdom is supposed to be experience or street smarts. When I said pattern recognition, I don't mean the IQ test stuff but the intuition that tell them it is a trap.

>>3896953
It is based on Fallout/Underrail so yes.
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>>3896947
>>3896937
I forget to mention that I wanted the mystic stats to be special so they aren't available from the start and start at zero to all of them.
>PWR -refers to raw supernatural ability
>KNW -refers to ability to comprehend the supernatural
>SEN -refers to supernatural senses.
>QI -isn't really lifeforce itself but it is heavily tied to it. It is needed for some kung fu/cultivation BS.
>FTH -either a supernatural manifestation of conviction or divine protection. It resist or reverse the supernatural effect & harm them. It is the equivalent of Piety. It is heavily tied psychic powers.
>>
>>3896937
I think it's a pretty decent framework but if it works, it depends on how it's applied in-game. Too much or too little XP and it crumbles down. Too many interactions or not enough and it's unbalanced.
You said you want to have separate pools for each of these groups. I think you should copy how it was done in Fable: The Lost Chapters and add universal points that can be used for any of these three (or two basic) sets of attributes.
And this anon pointed >>3896947 Soul filts better than Mystic.
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>>3896937
These are just generic RPG stats with a collection of skills. I suppose it gives some archetypes for roleplaying, but mechanically this isn't anything.
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>>3896962
I think its fine if it's a classless system. Making the player pick their mind and body stats separately could be great although it restricts player choice. I guess I haven't played a lot of games like this so I wonder why making a pure fight oriented build would leave you with less of the other parts of an rpg. Like if I'm following a dumb character will not have any intelligence based options to choose during a dialog but wouldn't giving him several different stupid options with different outcomes work as well? But that would lead to more options per dialogue. So I would say your take is a smart way of reducing scope by making the player build for all aspects of the game.
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>>3896937
What do your mystic stats do? You may be better off reworking them into advanced classes as their names seem to be leaning towards.
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>>3896937
Don't like knowledge of any kind as a core attribute.
That's something obtained.



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