[CF-Devel] Stats adjudication

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Thu Jul 31 03:31:45 CDT 2003


>
     
        IMO, a set of points vs random rolls is the way to go.
     
     >
     
     
     >
     
        The reason can be seen in the current method - if by re-rolling, you can
     
     get
>
     
      better stats, you'll re-roll to maximize your characters.  This is one
     
     reason I
>
     
      prefer just some set number of points.
     
     >
     
     
     
Yup.  Folks will just roll until the cows come home.

>
     
        As for selection of stats, it then comes down to more interface of the
     
     client.
>
     
      Eg, it may be easier to have all the stats start at 12, and let players
     
     adjust
>
     
      them up or down.  that's really more an issue of refinement of the
     
     interface
>
     
      probably, and less about the system itself (unless you do want to limit
     
     >
     
      adjustements within some value of the base stats).
     
     >
     
     
     
Yup - it just seemed to me faster and easier to preallocate and modify than
to assign points from scratch. Totally an interface issue.  In the case I
suggested it would amount to 12x7+5 = 89~90 points with a arbitrary limit on
how much you can transfer.  Being that 20 is normal maximum, 10 is dead
average so 70 points represents the average character, but as adventurers
are not average they get an additional 20 or so points  to spread around.
Racial modifiers make some sense, but I wonder if we should really be doing
the stat modifiers for classes as well.

>
     
        As for penalties, depnds on the character.  Arguably, most characters
     
     will
>
     
      care not a whole bunch about charisma.  But if your playing a fighter, you
     
     might
>
     
      be willing to also have a crummy pow score for example.
     
     
If players don't care at all about a particular stat then maybe that is an
indication that the stat needs to be looked at and game adjustments made.
It should be possible to get a real high in exchange for a really low stat
if you want to play it, but it should be difficult to play it (the character
with the one of 20 and another of 4 can be fun, but it shouldn't be standard
for every PC to do this because some stats are only useful in narrow
applications (like if POW is only useful for spell use).  I wouldn't want to
see stat plundering where less useful stats become a source of easy starting
points.  A charisma of 6 or 7 may be very crummy, a charisma of 3 or 2
should be debilitating to the point that most people wouldn't want to play
it even if it was not relevant to their class.  A lot of this sort of thing
could be fixed/fine-tuned over time by incorporating more stat based
calculation into skills and functions rather than limiting the interface,
but until there are really good penalties for really low stats, it would be
easy and perhaps quicker to make a minimum stat requirement in the creation
interface or put a cap on the amount of points you can transfer between
stats...


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