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Introduction of Stat Counters?

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Introduction of stat counters - yes or no?
I love this idea, it would be so useful!
30%
 30%  [ 4 ]
I don't like this idea, I think a little vagueness never hurt anybody!
53%
 53%  [ 7 ]
Other (Please specify~)
15%
 15%  [ 2 ]
Total Votes : 13


Lorika
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PostPosted: Fri Feb 05, 2010 4:09 pm


So, I was reluctant to bother with HP and MP bars and such, as I believed it to be a little too micro-managey. However, I'm beginning to feel that maybe having a clear indicator of when exactly a character may become fatigued and how much they can handle would be a real asset. That, and I think everyone is used to the system enough now that they can handle a change.


A few things to reflect on before casting your vote:

1. I believe this move would severely weaken rpers who, up until now, have allowed their characters a high standard of skill and resilience.

2. On rolling, the system would change - instead of "success" or "fail," a roll would now represent the amount of damage inflicted. I believe that this still meshes with the nuances of the system, such as persons under the influence of Illusions having to make a "successful" roll to escape it. Actually, I believe a 1 or a 2 may still account for a complete miss.

3. Again on rolling, the proposed rolling change found here. Would it still be feasible with the damage counter? Would smaller or larger increments of damage be better with a hp system? Leave your comments on this!

4. ...I'm so annoyed at myself, because I thought of a VERY important point on this earlier and as I was sleepy it slipped my mind while I was writing something else down =o= If I remember it I'll put it down.


Give your thoughts and comments!
PostPosted: Fri Feb 05, 2010 4:10 pm


For all stats, a character may fall unconscious at 10 and below when actively using them.



STA: All characters need Stamina to survive. When your Stamina drops to 0, your character dies.

This stat, while important for everyone, is vital to Combat specialists. Not only are they constantly exerting themselves and taking hits, but every one of their own moves consumes a certain amount of Stamina.

Everyone starts off with a base 15 Stamina. Combat specialists gain an extra 25 on top of this, so the starting stat for a Combat specialist is 40.



INT: Intelligence is the stat required by mages to cast spells. Note that it is NOT the stat consumed by Spiritualism.

Only Spellcasting specialists get starting Int - 30, to be specific.



CON: Constitution is the stat consumed when a Spiritualist casts a spell. Only Spiritualism specialists get starting CON - 30, to be specific.

The formula for healing spells is as follows:

Roll x 10 + (3 x Skill increment)

So let's say you rolled a 5 on Heal Deadly Wounds.

5 x 10 = 50

HDW increment = 20

20^3 = 60

HDW heals 110 STA.



IF YOU'RE NOT PLANNING ON SPECIALISING (for example, you wish to take a Spellcasting Path and a Combat Path), you may choose to begin with both stats at HALF THE NORMAL AMOUNT FOR SPECIALISTS. So in this example, you would begin with 20 STA and 15 INT.




You gain +5 of STA, INT or CON when you post in the training thread. Only one training post a day for the stats.

This means a maximum possible stat gain of +50 every 10 days, or plus 500 every 100.

Lorika
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Bapp Pogum

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PostPosted: Fri Feb 05, 2010 5:26 pm


<_< But then it'd be so boring, much like an already programmed Gaia event.
Might as well play a video game instead of rp.

*but Bapp IS one of the 'characters with high standard of skill and resilience' ^^;*
PostPosted: Fri Feb 05, 2010 5:31 pm


At the moment I'm kind of enjoying the randomness. That could be different if we got into serious one on one combat, but I kind of like the freedom we have right now.

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PostPosted: Sat Feb 06, 2010 7:56 am


Are we talking about stuff like STR, AGI, DEX, that sort of thing? Cause I think that would be a nice addition, yes. o3o Because each character is bound to have their weaknesses and strengths, and these would be good indicators.

As for the rolling becoming damage instead... maybe we can have both? 1-2 still failing, 3-4 still being moderate level of success +damage, and 5-6 being total success +damage? I dunno if that's how you planned it, if it is then... yeah. I agree then. LOL. x'D
PostPosted: Sat Feb 06, 2010 5:13 pm


Perhaps, then, the stats should be confined to events? Because we are going to be coming up against some very combat-intensive events... *haz it alllll planned*


Anwyay, I'll change that reserved post to show what I've been working on, give you a better idea of what I have in mind.

Lorika
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Maborofel

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PostPosted: Mon Feb 08, 2010 8:17 pm


I don't like it much, though I'll support it if the stat bonuses are based on a character's current (w/ or w/o old ranks?) ranks

I really want to say 'yes', but I think the growth system and overall numbers-ness of it will bog everything down eventually

...maybe if stats are only used for intermediate-and-higher skills? (sig strike doesn't cost, but a Transmutation will)

also, I think this should only be used in combat situations, as you mentioned
PostPosted: Mon Feb 08, 2010 8:20 pm


...additon (cuz I'm too lazy to edit)

then again...as for actual skill usage, I've always liked the 'loose'ness of it, and I think (like Bapp) that it would make the system too videogame-ey

...besides, I don't recall any issues with overpowered characters as-of yet...but don't count on my memory, its a bit spacey

Maborofel

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