Hope everyone to whom it applies had a nice easter time. I’ve had to focus recently on my family, leaving little time for anything else, though I wish it was for positive reasons. There comes a time when no amount of support can help an addict, and it’s getting closer to that point, at least with that person. Which, I think as I’ve mentioned before, comes at a kind of convenient time, since the project’s required progress doesn’t rest with me at the moment. I dislike being taken away from it even for a short time, but family comes first. The bonds of blood aren’t easily broken, but alcohol thins the blood, to wax poetic about it. I can’t tell you all how much I appreciate your patience and understanding so far, it really does help.
That being said, in spare moments, I’ve been giving some thought to our primary attributes and how they can be used. I am starting to appreciate the genius simplicity of D&D 5th Edition (though, I’ve no experience with other editions). Six stats, and skills that are all based off of those, supplemented with a bonus for proficiency in that skill. As you level up, your proficiency bonus increases, and thus so do any skills in which you’re proficient. The reason I’m considering this is that I’ve a few neat ideas for the application of skills during combat, and also want there to be possible skill checks during dialogue or certain encounters. I think a good example of this is Fallout New Vegas.
As it stands, we have 11 major stat scores, with secondary scores based off of those, in a system modelled very much on Dark Souls. For instance, Strength increases damage with applicable weapons, and increases resistance to both Bleed and Freeze. I’m fairly happy with this setup so far (it was no small amount of work to design), but I see two options – reduce the number of stats and create a number of skills, or simply have various checks, when they come up, based on the stats we have currently. I’m leaning towards the latter option for simplicity’s sake and avoiding feature bloat, using what we have instead of creating more.
As an example for how this would work: Entering a ruin, you trigger a trap, hearing a flagstone click underfoot, and see six iron bolts streaking towards you from slits in the wall. You’d be given some options, such as Deflect them (Dexterity), Dodge them (Agility), Use Shield (Endurance, provided you have a shield), or perhaps use a spell to deflect or destroy the bolts. And, perhaps with a high enough Intelligence or Focus, one can spot a trap in advance and avoid it altogether.
However, the question remains on how to calculate success for those checks. Should it be a flat comparison (you need 20 Agility to pass) or a kind of roll (perhaps a d100, and rolling under your ability score is a success, to mimic Warhammer Fantasy Roleplaying Game’s system, as an example). If it is a roll, I’d love to have the roll visible and performed for the player to see (roling dice is fun). I’m very much keen to hear everyone’s thoughts on the subject. If you have experiences with tabletops that use systems like these, I’d be interested to hear those as well.