Stickdom
I’m a fixer. I fix broken things. It’s what I do.
So I'm creating a stat system for an RP that I'm running, I want it to be comprehensively minimal so players don't have to memorize a mountain of stats or roll random dice and calculate their odds. I have the basis for the system and want some input from more experienced players to see how well it sounds like it would work, since I have very little experience with actual tabletop systems other than pathfinder, which I'm only passingly familiar with.
The basis for this stat system is a fantasy world, so the stats have to cover everything from weaponry to magic to lockpicking to baking bread, all the while remaining relatively minimalist. The idea I had was having generic stat "pools" that players can spend their on their actions, each pool being filled with their comprehension of that stat. The stats themselves are pretty typical of an rpg, but so far these are the stats I have and what they vaguely relate to in a more typical tabletop RPG (though there will be some differences:
Those are the stats in a nutshell, now for their actual applications. Each character gains these stats from their race, class, and experiences, which totals up to their pools for each stat. I am currently considering a 10-point spectrum, with 0 being nonexistent and 10 being the level of an all-powerful deity (which is conceivably possible in this setting). It's a scaling spectrum, so each next level will be exponentially harder to obtain than the last. The descriptions of each value are in relation to an average human, while the examples given are beings that can function capably at those levels. Note that each description spans all stats at that level, and not all characters with a stat in that category will be able to achieve all of the features noted at once:
So, that's the scale of stats which each character will be able to distribute among their stats. I'll continue this discussion with an example character sheet shortly, but I'd like to get some input on the stats and scale themselves first.
The basis for this stat system is a fantasy world, so the stats have to cover everything from weaponry to magic to lockpicking to baking bread, all the while remaining relatively minimalist. The idea I had was having generic stat "pools" that players can spend their on their actions, each pool being filled with their comprehension of that stat. The stats themselves are pretty typical of an rpg, but so far these are the stats I have and what they vaguely relate to in a more typical tabletop RPG (though there will be some differences:
- Might (Strength) ~ The go-to muscle stat, from lifting weights to swinging swords to pushing boulders (more on that later). Pretty self-explanatory, though some more obscure uses are climbing, swimming, and (for mages) sustaining more powerful spells.
- Finesse (Dexterity) ~ The stat of fine motor skills and acrobatics. Athletically useful for moving quickly, jumping, and dodging, while technically used to pick pockets and locks, perform delicate surgery, or accurately wielding bows and throwing items.
- Vitality (Constitution) ~ The measure of one's stamina, and resistance. While Might dictates how much one can lift, push, or swing, Vitality dictates for how long. Also one's natural defense, able to take a hit or spell, or recover from illness and toxins.
- Knowledge (Intelligence) ~ Stat that defines thought processes and logical power. Used to solve puzzles, notice hidden secrets, and gather information. Key stat for scholars, but also useful for learning battle techniques or understanding political happenings.
- Insight (Wisdom) ~ The capability to understand things unseen. Primary stat for wizards to comprehend cryptic tomes and master spells, but also a measure of one's intuition and contributes to mental acuity and reflexes.
- Wits (Charisma) ~ The stat of guile and manipulation, politicians and bards both have sharp tongues. The ability to engage in intellectual conversations or to form ideas in no time at all, of misdirection and disguises, but also of leadership and invention.
- Artistry (Crafting) ~ One's measure of creative talent through art, cooking, engineering, or alchemy. With practice, one gains specialties relating to their talent, either advancing a single skill to complete mastery, or diverging into multiple crafts to a lesser extent.
- Luck (Fate) ~ A meta-stat, this is the measure of one seizing opportunities and taking risky chances. Much rarer to develop than other stats, this grants temporary bonuses to any of the others to further ensure chances of success.
Those are the stats in a nutshell, now for their actual applications. Each character gains these stats from their race, class, and experiences, which totals up to their pools for each stat. I am currently considering a 10-point spectrum, with 0 being nonexistent and 10 being the level of an all-powerful deity (which is conceivably possible in this setting). It's a scaling spectrum, so each next level will be exponentially harder to obtain than the last. The descriptions of each value are in relation to an average human, while the examples given are beings that can function capably at those levels. Note that each description spans all stats at that level, and not all characters with a stat in that category will be able to achieve all of the features noted at once:
0. The equivalent of non-existent. Any stat permanently lowered to this level renders the character comatose, and more than one renders the character deceased. Ex: ghost (physical 0). zombie (mental 0).
- Barest functionality possible. Physical stats at this level mean the body is essentially immobile or capable of only basic movement. Incapable of intelligent thought, guided by sheer instinct. Ex: slug. worm.
- Requires significant effort to move or think. Weak, unable to lift its own weight or move at any great speed. Mentally relies on more capable instinct to govern actions. Ex: bird. mouse.
- Capable of motor function and basic thought processes. Can withstand pulling slightly less than its own weight. Mentally capable of understanding language and communication on a primitive level. Ex: toddler. dog.
- The average of a human adult. Can easily lift its own weight and purposefully move with direction and speed. Mentally comprehends languages and develops complex thoughts into ideas. First signs of magical capabilities. Ex: human adult.
- Above average. The level at which significant traits develop. Strong enough to move objects heavier than oneself at reduced speed. Intelligent enough to engage in daily politics and perform basic magic. Ex: soldier. apprentice mage.
- Specialized. Traits become individualized and perfected. Capable of lifting objects larger than oneself at normal speeds. Able to comprehend philosophy, participate in national politics, or cast mid-level spells. Ex: elite soldier. priest. mayor.
- Absolute mastery, the epitome of human achievement in that area. Reaches human limits of strength or stamina. Influential to the point of creating and sustaining economies. Able to universally write or cast nearly any spell Ex: king. wizard.
- Superhuman. Outside of the realm of mere human capability. Such strength is reserved for those magically blessed or naturally gifted. Intelligence surpassing sage status. Not only able to cast spells, but create new ones. Ex: giant. eldritch sorceror.
- Supernatural extending outside of natural order and law. Strength to shape terrain on a whim or blessed with near-infinite stamina. Incomprehensible intellect that creates thoughts of concepts beyond understanding. Ex: Ancients. First Chosen
- Omnipotent. Creates, shapes, and destroys worlds at will. Capable of anything imaginable, strength unmeasured, thoughts incomprehensible, magic unlimited. Ex: Aeons.
So, that's the scale of stats which each character will be able to distribute among their stats. I'll continue this discussion with an example character sheet shortly, but I'd like to get some input on the stats and scale themselves first.