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ManApart edited this page Mar 19, 2021 · 1 revision

Stats

  • Stats have skills that are improved by XP, attributes that improve through level up points, and derived stats like health
  • Or stats improve by use, attributes are like stat categories and improve when their stats improve, properties are derived from attributes (health, endurance, etc)
  • Each skill levelup adds 1 xp to attribute

Resting restores 10% of stamina and focus per hour Traveling uses 1 stamina per AREA traveled (distance being from the scale class, an AREA being 10 HUMANs)

Property stats max min?

  • how do we prevent firehealth from draining past 0 when target doesn’t have fire health

Endurance vs stamina? allow increments stat to take a minimum and maximum properties have max/min value? Burnhealth going below 0

Attribute Derived Stat Example Stats/Activities
Dexterity AP Regen Crafting, jumping, climbing
Endurance Stamina Using stamina
Fitness Health Taking damage, eating food
Strength Carry Weight Attack skills, traveling with high encumbrance
Wisdom Focus Exploration

Skill Ideas

Exploration

  • Traveling to new locations, Finding things through search

Fitness

  • affected by eating unhealthy food etc

dance command dance

  • with better charisma / looks can affect people's moods, or make them angry
  • learn different dances with possible effects

Warp Command Requires being within reach of a fast travel point Allows fast travel to other active fast travel points. Have to find them / activate them in order to use them.

Experience adder

  • Event(skill, amount)
  • Only on event success
  • Each formula should always give generous enough xp that a player should quickly level up to the point where they don’t get xp for doing the same task
  • A task should give xp for less than the first 10 times it is done

Climb effort = min(base difficulty of object climbed, actual difficulty per player skill + encumbrance) * distance

Spell effort = spell difficulty = 1f - (spell requirement level / player magic level) Spell difficulty * total cost? Maybe only give xp if over 50%?

Progression

  • Skills/commands unlock based on attribute level
  • Show only unlocked commands in help, etc
  • Create cheat/debug commands to level up etc
  • clearly Telegraph multi tiered goals
  • ‘Human’ npcs should have varying levels. From level 3 peasants to level 30 mercenaries

Morality

Morality/infamy system

  • Morality based on what the player does good or bad, regardless of being noticed/caught
  • Fame/Infamy based on deeds that you’ve done. The more witnessed/bigger deal the more fame/infamy
  • Morality is carried by the player
  • Fame is based on value for current location + an average of all other locations

Flaw system:

On a new game you have to pick a flaw (long term effect on one of your attributes/skills, etc). Eventually get it healed through an oracle?

When creating a character you can accept flaws/perks. Each flaw gives 1 perk point, each perk uses 1 point. There are mutually exclusive flaws/perks. You can’t take ugly (-10 charisma) and handsome (+ 11 charisma). Flaws usually are a -10 in a skill, while perks are +11?

Stat Perk Flaw
Charisma Handsome Ugly
Stamina Young Old
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