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Stats. Hate them ? Love them ? Think they can be better ? Or an outdated concept ?
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<blockquote data-quote="GrahamWills" data-source="post: 7012516" data-attributes="member: 75787"><p>So this is an important point. How, in real life, can you tell who is stronger? Its actually not that easy. There is no "Strength" you can measure. Instead we look at skills, and extrapolate from that. So a web search for "world's strongest man" and you'll see it's all in terms of skills -- "most cars pulled", "highest weight lifted", etc.</p><p></p><p>So a reasonable answer to how to get rid of stats is simply ... just use skills. Imagine your favorite D&D character with all the derived skills and abilities the same, and no stats. Would it play any differently? No -- the use of pure ability checks is so rare it can easily be ignored in D&D; it's all skills and abilities.</p><p></p><p>To a large extent, having both skills and stats is overkill. You can have systems like FATE with only skills, or 13th Age, with only stats, and then have a few special cases / stunts / aspects / class features for more customization and you're golden. I've no issues with the way D&D and GURPS does it -- it works fine -- but I don't think it's necessary to design a system using it.</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 7012516, member: 75787"] So this is an important point. How, in real life, can you tell who is stronger? Its actually not that easy. There is no "Strength" you can measure. Instead we look at skills, and extrapolate from that. So a web search for "world's strongest man" and you'll see it's all in terms of skills -- "most cars pulled", "highest weight lifted", etc. So a reasonable answer to how to get rid of stats is simply ... just use skills. Imagine your favorite D&D character with all the derived skills and abilities the same, and no stats. Would it play any differently? No -- the use of pure ability checks is so rare it can easily be ignored in D&D; it's all skills and abilities. To a large extent, having both skills and stats is overkill. You can have systems like FATE with only skills, or 13th Age, with only stats, and then have a few special cases / stunts / aspects / class features for more customization and you're golden. I've no issues with the way D&D and GURPS does it -- it works fine -- but I don't think it's necessary to design a system using it. [/QUOTE]
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