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Re: Re: [Adonthell-general] Character Stats


From: Nils Fohrbeck
Subject: Re: Re: [Adonthell-general] Character Stats
Date: Tue, 23 Apr 2002 08:13:41 +0200

address@hidden schrieb am 22.04.02:
> On Mon, 22 Apr 2002 17:30:40 +0200 Nils Fohrbeck wrote:
> 
> > Hi everybody!
> > 
> > I came up with a rough draft of the character stats, as well as with
> > basic combot mechanics. Here is my idea. The four types of stats are
> > Strength, Dexterity, Toughness and Willpower. Each of these has a
> > value between 1 and 10. A character starts with only a few points in
> > each of these stats and when he gains levels he gets more points to
> > raise his stats (see experience). 
> 
> Huh? I thought the stats shouldn't be visible to the player. Instead,
> raising skills or abilities, certain items and temporary effects would
> change them.
> 
> 
> > The following table explains the
> > effects each of the stats has as, while further down I will explain
> > the combat mechanics.
> 
> They seem mostly fine to me. The only thing I would change is the
> willpower. I don't think that magic attack rating and magic resistance
> should depend on the same stat. 
> 
> Magic resistance is a partly 'natural' thing, I think. Something that
> cannot be trained as such but is more a feature of a character, like ...
> uh ... his hair colour. Of course there would be a mental component as
> well.
> 
> Magic attack rating OTOH seems to me something that only depends on
> training. Further it is something that is limited to mages, while every
> creature may have some magic resistance.
> 
> 
> To come back to the issue above: wouldn't it be better to leave those 4
> 'base stats' away and derive the actual stats directly from a
> character's skills and abilities?
> 
> That would give some extra use to some skills (or even allows for some
> additional skills) while limiting the attributes the player can
> influence to those we already have. (Which are absolutely fine). 
> 
> 
> > The way combat works is the following: First a character has to hit a
> > monster, than he has to damage it (and vice versa).
> 
> Looks okay to me.
> 
> 
> > For magic attacks I would suggest that some (mostly enchantments and
> > the likes) use 50% + Magic attack rating - opponent's Magic
> > resistance, while others that deal damage directly should be handled
> > just like weapons (ignoring armour where this is appropriate).
> > Other stats such as fire resistance, movement speed increases or
> > attack speed increases, can not be gained with level advances, instaed
> > they must be gained by using spells, magic items, fighting feats and
> > the likes.
> 
> Yep, sounds sensible.
> 
> Kai

I ' ll see how we could derive the stats from the skils and attributes we 
already have. nils!


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