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I'm working on Amazon Apocalypse and need you guys for a sounding board again.

I don't actually like my stat system, now that I take a second look at it. Some of them overlap and I want each point placed into a stat to be impactful in some way. So I'm reworking it! I'm seeing two options, but I haven't decided which to pick. There were other options I've already dismissed, but I need a tiebreaker for the two I like the most, for different reasons.

Which of these two systems seem more appealing to you guys?

Classic six-point stat system.

Strength - Dexterity - Constitution - Intelligence - Wisdom - Charisma

  • This basically trims off toughness, luck, and the other stuff that didn't seem to distinctive. Agility is gone, but Dexterity basically completely takes its place. It will look familiar to any DnD players.
  • Each stat represents the same characteristics it usually does. This has the advantage of readers needing no explanations for anything related to stats. I trust you guys to know what these represent with a single glance.

Alternatively, we could trim the stat system down even further. Why use many numbers when a few can do the trick?

Three-point stat system.

Power - Agility - Magic

  • This stat list is loosely inspired by BESM, which I recently picked a physical copy of and have been reading through the DM's manual just to get an idea of how RPG systems other than DnD work. I changed the names because I didn't like them, but basically you just have three stats.
  • It's a little more unusual, so it will help make the story a bit more unique and may allow us to explore new opportunities.
  • Trimming down to just three would keep things as simple as possible and is perfect for people who want allocating stats to be a relatively unobtrusive part of the story (though the other game elements would still be there.)

Let me know what you guys think.

Comments

Anonymous

If levels drive Stat increases the stats will feel less important. You could go the route of Stat/skill increases drive levels. This would make those increases more important. Or you could drop levels entirely. Stat and skill increases would be more important. Every battle would have an edge as they can't be judged beforehand.

MarvinKnight

Yeah, I like having level be calculated from combined stats. Might go that route. I would probably just make estimated level be the average of all stats.

MarvinKnight

Interesting. I kinda expected the classic 6 point stat system to win by a wide margin, but instead you guys are pretty interested in the 3 point system, which I assumed would be the riskier choice.

Raymond Jeffries

I guess I would go with the classic 6 point system, though either one is fine. Whether you go with the 6 point or 3 point it's more important to me how the story flows around the stats if that makes sense. I picked the 6 point because it's familiar and it's pretty cut and dry. When I look at the 3 point system I'm thinking which stats from the 6 point fit in there. For example, is Power a mix of Strength and Constitution?

DiabolicalGenius

I like the six-point for the familiarity as you said, but I voted for the 3-point in the end. Since clearly the more complicated it gets, the harder it is for you to focus on just writing the story. With this we'd get an easy to understand system to give us a clear indication of the male lead getting stronger without bogging you down in math. Plus it can be deceptively simple and you can hint that there's a lot more going on that the System doesn't share with the users if you want to add more depth. Loukemia's idea also has merit, with the 3 being stats every person would have and needing to unlock a 4th special stat for abilities if you want to qualify for the specific class. You want to use magic and become a mage type class, you need to unlock the mana stat. Warrior types might need to unlock Ki to use physical skills. Might also have Spirit or Faith for cleric types. You can use that to add individuality to each "player". Male lead may even discover it's possible to unlock a 5th stat if meet very difficult conditions if you want to make him a bit more special. Makes it a little more interesting without restricting you much in your writing.

Anonymous

3 Stats are to few, the only thing i dont like about the 6 stats is, wis and int and basically interlocked u cant really have one without the other unless, u make int into processing power like simulating chess moves in you head, and wis more about logic and risk calcs, but still kinda go hand in hand, and charisma? its just personality, unless its a passive magic buff that makes people like you no matter how boring you are. Str muscles strenght, dex muscle control/cordination, cons would be simply stuff like bone density or at some point skin like steel.

Anonymous

5 stats. I like the 3 stats, but think Power, Resilience, Agility, Magic and Control would work better. I don't like the D&D ones because mental stats are weird and hard for people to grasp without explanations (like the tomato); plus are disturbing when you consider the implications of them raising. The idea that someone can be tough/resilient, powerful, or agile is pretty easy and covers the physical side well. Then you have raw magical power, and magical control - making an easy distinction between someone who just keeps flinging fireballs, vs someone who can make a thousand sparks dance individually at once. The 5 also balance out better for advancement. Martial people have to worry about power and agility, mages have to worry about magic and control. Everyone worries about resilience.

SoaringPickle

If you're going 3 stats, I'd say have them as "Body," "Mind," and "Soul" Body would govern strength/speed and resilience/endurance, Mind would be processing/reaction speeds and pattern recognition/intuition, Soul would govern magic as a force of personality/the effect you have on the world through your will and your mastery over yourself. I think this is a much more accurate style, with prioritization being a careful balance. A Warrior would focus mostly on body, then mind, with a touch of Soul, a Mage mostly the reverse, and a Rogue Mind then Body then Soul. You could have some hidden stats that can't be directly modified by points that govern interactions with the system as well, like having "Luck" as a substat under "Soul" as that's the level of system interaction, or having a mixed Body/Soul "constitution" stat that works like a cultivation novel, where it's a magical modifier of some kind. Or having a "Mana" stat that's a Mind/Soul mixed stat for making spells more powerful or efficient.

FlawlessMovement

I’ve not even read AA but the three stat will make the story writing/ power progression much easier to write and make adding new stats multiplicatively more powerful to any “special” character for easier flexibility on characters. Because if “power” is a stat in the 3 then charisma is an easy add for politics that others don’t have

Anonymous

I would go three then have sub sub categories that way condensing stats, personally as writing my own story all this, He get 12 int 2luck and 1 who gives a f+×k (i really want to add that into my story haha) its a bit like terms and conditions or nda who reads that shit blah blah page filler its one of the reasons i like mr schinhofens books all that bumf is at the end and i can skip through it like a little girl picking daises. Nooooo body likes reading math puzzles unless your sheldon, oh wait are we not supposed to be geeks have i outed myself as none geeky. I think authors tend to fall into the stat trap to often or use it to fill pages or word count, and the one person out in the multiverse goes online just to bring up the fact that the math does not add up or the wrong thing happened at x so y should not have happened hus destroying what was a perfectly good story.

Justin Webb

I think you should go with the 6 point system but I kind liked the luck stat