HiMyNameIs_REDACTED_
I trust you know where the happy button is?
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I'm thinking about trying to host a quest based on a setting I'm developing, both to flesh out worlds within the setting, and develop a compelling combat system.
I'm thinking 4-5 stats.
Might, which is anything related to muscles, physical force, or enduring something. Standing against a wave would require Might. Punching a wall down would require Might. Withstanding poison would be Might.
Wit, which is anything related to dexterity, guile, fingerwork, etc,. Picking a pocket is Wit, as is running along a rope or stepping on clouds through sheer anomalous balance/improbable quantum events.
Mind/Magic, which rounds out the trio of STR/DEX/INT, and does what you'd expect.
Fate/ Weight. Two unstoppable forces meet. The one with higher Weight wins, being more unstoppable than the other one. Weight is a ranking for everything, so two actors having the same weight isn't allowed. On the lower levels you can easily become heavier through simple actions or emotions. Having a (much) higher weight than someone can cause interesting effects.
5th Stat. Personal stat. This is reserved for characters that need something more to represent them on the Stat block. You know this guy is scary, because he has Terror as his 5th Stat. This king has Statesmanship, etc,.
Each character declares what they'll do and with what Stat. Opening a door with Might is breaking it down. Opening a door with Wit is trying to pick it or jiggle the knob.
Mind is recalling that you once heard this model of lock was bad because of some reason, and then abusing that reason.
Weight/Fate is declaring that you have the key in your pocket and daring reality to argue. Saying the key is nearby under some refuse would be easier. Doing anything but this would be almost infinitely easier.
Opening with Terror might be making the terrified owner open it and let you in, while opening it with something like Science might be yoh melting the lock or phasing through the door via quantum effects.
Stats start low every engagement, growing every round as you declare actions and use skills to boost numbers.
There's a max, where things get weirder and more narrative, but the intention is to keep simple engagements with low numbers, while your incredibly skilled warrior is still capable of matching swords as the numbers and intensity of the fight rise.
I'm thinking 4-5 stats.
Might, which is anything related to muscles, physical force, or enduring something. Standing against a wave would require Might. Punching a wall down would require Might. Withstanding poison would be Might.
Wit, which is anything related to dexterity, guile, fingerwork, etc,. Picking a pocket is Wit, as is running along a rope or stepping on clouds through sheer anomalous balance/improbable quantum events.
Mind/Magic, which rounds out the trio of STR/DEX/INT, and does what you'd expect.
Fate/ Weight. Two unstoppable forces meet. The one with higher Weight wins, being more unstoppable than the other one. Weight is a ranking for everything, so two actors having the same weight isn't allowed. On the lower levels you can easily become heavier through simple actions or emotions. Having a (much) higher weight than someone can cause interesting effects.
5th Stat. Personal stat. This is reserved for characters that need something more to represent them on the Stat block. You know this guy is scary, because he has Terror as his 5th Stat. This king has Statesmanship, etc,.
Each character declares what they'll do and with what Stat. Opening a door with Might is breaking it down. Opening a door with Wit is trying to pick it or jiggle the knob.
Mind is recalling that you once heard this model of lock was bad because of some reason, and then abusing that reason.
Weight/Fate is declaring that you have the key in your pocket and daring reality to argue. Saying the key is nearby under some refuse would be easier. Doing anything but this would be almost infinitely easier.
Opening with Terror might be making the terrified owner open it and let you in, while opening it with something like Science might be yoh melting the lock or phasing through the door via quantum effects.
Stats start low every engagement, growing every round as you declare actions and use skills to boost numbers.
There's a max, where things get weirder and more narrative, but the intention is to keep simple engagements with low numbers, while your incredibly skilled warrior is still capable of matching swords as the numbers and intensity of the fight rise.