January 30, 2010

Character Stats

I have finally settled on a set of character stats to use for the game. I've been torn over using a generic (some may say tired) but immediately recognizable D&D inspired set like STR, DEX, INT, WIS, CON, CHR versus making up completely different ones with the risk they'd seem needlessly exotic and labored.

I wanted to split them evenly between physical and mental attributes with as little overlap as possible. For example, I've always found dexterity and agility awkwardly close to each other.


Physical
Stats
  • Brawn - strength, heartiness, and balance.
  • Vigor - stamina, pain tolerance, and body recuperation rate.
  • Precision - dexterity, grace, accuracy, and physical reaction time.

Mental Stats
  • Knowledge - memory, education, and life experience (street smarts).
  • Faith - confidence, willpower, zealotry, and mental recuperation rate.
  • Cunning - intelligence, ingenuity, and mental reaction time.
An even split meant either 4, 6, or 8 stats -- 4 was too few and 8 was too many. We want different character guilds/classes to prize different stat combinations without things getting out of hand. Let's also try to make mental attributes appealing to melee classes. Monks should want faith and rogues cunning. Faith might seem like an odd word but it will fit in the setting I'm planning. Lastly, let's drop the wisdom versus intelligence caster meme.


Application

For every 10 points in a given stat, the character will receive a 1% bonus towards related skills. In the case of negative stats, characters will suffer a 1% penalty per negative stat point.

1 comment:

Michal M. said...

Seems well deliberated for me, both straight forward and flexible. Every stat is unique. I was thinking on something similar.