My Game – Stats
by sagotsky on Jul.21, 2013, under NoDice
As previously mentioned, I’d like to start writing about my homebrew system. Â Since the system is diceless and I’m creative and motivated I’ve tenatatively named it “No Dice.” Â I’ve created a category here for relevant posts, including a few from the backlogs. Â You can view it here:Â http://gm.sagotsky.com/?cat=83
So first thing first, I’d like to talk about attributes.
I’m doing standard skills and attributes. Â I’d love to be able to use something more original, but the fact of the matter is that skills and attributes work and everybody already understands them. Â I doubt that if I could come up with something as good, and even if I did I don’t know that it’s worth training players to use a new paradigm.
So onward to stats.
I don’t want to write a rules heavy system. Â Even putting aside all the extra balancing work, I don’t want to do a project with that big of a word count. Â Let’s keep it small and tight.
First off a couple opinions as givens.
I don’t like GURPS stats. Â They’re too simple. Â You get strength, agility, intelligence, and health. Â My first ever GURPS character was supposed to be a nerdy wizard. Â But his intelligence was so high that he outsocialed the social character. Â It felt wrong to me to fold charisma into intelligence.
I also wasn’t a fan of how the stats broke into skills. Â Agility and intelligence had so many more skills that those stats actually cost more than the other two. Â It just didn’t feel like a good breakdown of skills.
D&D has 6 skills. Â Intuitively this seems like a good amount. Â But charisma ends up being the miscellaneous stat. Â And people never stop arguing over where the boundary between wisdom and intelligence lies. Â To me this implies that there are too many stats.
So…
Let’s go with four main stats. Â Strength, Agility, Intelligence, and Social. Â (I may hit up a thesaurus to rename them later, but for now these terms are fine). Â There shouldn’t be much overlap or redundancy there. Â I’m hopeful that each skill I come up with will fall neatly into one of these stats. Â We’ll see how that goes when we get to skills though.
Let’s also throw in Health, since I don’t think that can be derived from any of the others. Â I wouldn’t treat health the same as the others. Â I see it as more of a passive stat. Â Health is what keeps you from dying, it’s not the basis for any particular abilities.
I’m also toying with the idea of a Magic stat. Â I haven’t thought this through as well as the others yet though. Â I think Magic will have to be a separate post. Â I think the main attraction here is that keeping magic as a separate stat is a way to power down casters. Â Mages simply have more things to put their points into.
Ok, that was easy. Â That won’t continue to be the case. Â I’m only getting started blogging about this, but I’ve got a fair amount of system written up. Â What I’ve found is that it’s really easy to write rules, but the more rules you’ve committed to, the more constraints you add to the next set of rules.
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