>> |
05/12/11(Thu)19:19 No.14906435>>14906364 I've got some mechanics jotted down, as they would be integral to running the game, I'm just trying to think of a good way of balancing things out and making starting characters. So far, the ideas that have come to mind for basic statistics are Might, Swiftness, Health, Spirit, Sense, and Luck, all of which are more or less than 0.
A character's vitality is based on their their health, along with the position they take in the group. A Hunter is going to have more physical health than, say, a fisher or a shaman.
The basic idea behind this is that your skills and position determine what you can do, while your stats determine the basic modifiers given to you in that particular action.
I was looking at a basic d6 pool system, where you roll the number of dice equal to your skill rank. You also roll a number of dice equal to your stats; successes will either be based on matching dice numbers (my favorite concept) or by a simple 'beats the number' system. If your stat is negative, however, you end up rolling dice and discounting the matches/subtracting the number on those negative dice.
Luck is a dynamic stat, and managing your luck with regard to certain things is important.
So far, that's the basic concept I've got down for a system. |