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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 |
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.
- 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%?
- 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/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
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 |