Forum > Design, Development, and Gameplay
What Attributes/Stats are desirable for a fantasy style game?
Wrath of God:
Then it's good pick I think you've made.
I mean Education is probably better explained by skill-set than specific attribute (though if you used some sort of Resource System - high Ed could just give more skill-points), and Social Class is probably better as modifier decided by game position than attribute. Beauty could be fine, but maybe somehow renamed for something less... subjective.
I think attributes work best if they are considered to be inherent biological potential. Anything else tend to be bit wonky.
If I was doing social attributes I'd probably use something like: Charisma/Presence, Charm/Grace, potential Empathy is already in your Intuition I guess as mind-attribute, Cool/Patience/Composure as more defensive attribute equivalent of Willpower and Constitution as main defence mechanism.
That combination I think allow to roll/pick characters with very various social natures and fortes easily.
axiomsofdominion:
For me I like to see a lot of stats vs shoving everything into 6, but it depends on tabletop vs crpg because of the computer handling complexity vs the players/DM. I've seen systems with 16-24 attributes that I think are really cool for a computer game. Something like Luck And Chronomancy on Royal Road would make an amazing crpg, especially adding a Talent system vs the more common class or open skill systems.
Wrath of God:
--- Quote ---Lot of redundancies there, it seems. Did you format that correctly?
--- End quote ---
Well yes. It was purposeful to break certain attributes into two, and give option of having one low, and another high.
Like with Charisma and Fellowship - difference between born leader and born rapscalion.
Difference between Willpower and Resolve - difference between forceful but impatient barbarian, and cowardly but disciplined and patient buerocrate.
And so on.
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