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RPG attributes system for SE - place your votes

Sat, 29 Mar 2003 09:57:07


<!-- m --><a class="postlink" href=""> ... php?t=1135</a><!-- m --> The parts about the 5 attributes and the way they work - do we want to use that as base in SE or do we want to stick to the 6 classic D&D attributes or do we want to use a 3rd, self-developed system? For me, all 3 options are OK, just give your votes (poll is active for a week from today).
Sat, 29 Mar 2003 16:29:16


What is the self-developed system, is it just a system that we come up with ourselfs?
Sat, 29 Mar 2003 16:59:24


I choose Zeus stats, since D&D has Charisma that wouldn't be used in SE (unless people start to writte lots of variations to each topic in a chat ingame to cover the charisma differences applied to the behaviour of the npcs). I would also suggest we kinda of force people to worry about the stats that won't help his character as orthers, otherwise we may see warriors with intelligence 1, and mages with strenght 1... A way of reward people for having great intelligence would be to add ingame tips (like the ones we get when we try to open a locked door) in map spots to help him see a detail he may have missed, or to call his attention to a certain thing important to his advance in a mission. As for strenght, I don't know... But relating the number of objects you can carry with the character's strenght would be a way... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Sat, 29 Mar 2003 23:02:45


I like the system that this guy suggests, it's not very different (at least, that's my opinion) to the one that SE uses actually, and it has some kind of balance too, not to easy to gain too much power, not too difficult... <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I like really like it!!
Sun, 30 Mar 2003 11:51:26


While Janis and Ichor not yet voted, from what I've seen this far I'd say let's go with Zeus' suggestions (which is BTW rather similar to the classic D&D), with a couple of modificiations. The base principle should remain, but the point distribution system should be changed IMO. Here once again his base system (with some modifications from me):
Strength - Strength adjusts the amount of damage dealt with each physical attack. It also determines how much the player can carry (line of rows in the inventory). Agility - This statistic determines how quickly your character runs and also how quickly he or she attacks. It could also help you with traps and jump'n'run dungeons. Vitality - Vitality augments the amount of hit points gained each level, and increases your armor class. The higher the ability score your character has, the more hit points gains per level. (maybe it should be called constitution?) Intelligence - This ability changes how much damage magical attacks deal. The higher the ability score, the more damage that is dealt. For many spells and magical weapons/artifacts a certain level of Intelligence is needed. Wisdom - Wisdom determines how much each spell costs. The higher the wisdom, the less each spell costs.
Point distribution should be IMO the same as in KMOD (3-5 points/level), and independent of character class.
Mon, 31 Mar 2003 07:03:56


I voted for the current version, but I think this one also is good.

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