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If you could rearrange ability scores
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<blockquote data-quote="Starfox" data-source="post: 6139616" data-attributes="member: 2303"><p>I assume you mean <a href="http://en.wikipedia.org/wiki/Warhammer_Fantasy_Roleplay" target="_blank"> WHFRP</a>.</p><p></p><p>In retrospect I seriously like WHFRP's (1st and 2nd ed) Weapon Skill and Ballistic Skill attributes. No beating around the bush, here we give attribute ratings for your ability to hit in melee and at range. More and more I've come to dislike game value that are derived from other game values. Thus I prefer Ballistic Skill as an attribute to having a Dexterity attribute that, combined with other factors such as size and class bonuses, gives you a ranged base attack bonus. In my mind, this just creates a barrier to understanding, and also (because of the link between attributes and other skills) constrains your character - if you are good with a bow, you are not automatically good at dodging, sneaking, or tumbling.</p><p></p><p>In other words, I think games should define what abilities the game is about and then have players define those values for their characters, without a web of inter-dependencies.</p><p></p><p>Some might say that this creates characters that are unbelievable, because certain attributes are linked RL and should be linked in the game. My answer to that is that it is the player's job to create a believable character, and that when the game tries to force the player down a certain character concept decision-path, it usually fails. Reality is too rich and diverse to be captured by a simple attribute-skill relationship. Better not to try and codify this and let the player decide.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6139616, member: 2303"] I assume you mean [url=http://en.wikipedia.org/wiki/Warhammer_Fantasy_Roleplay] WHFRP[/url]. In retrospect I seriously like WHFRP's (1st and 2nd ed) Weapon Skill and Ballistic Skill attributes. No beating around the bush, here we give attribute ratings for your ability to hit in melee and at range. More and more I've come to dislike game value that are derived from other game values. Thus I prefer Ballistic Skill as an attribute to having a Dexterity attribute that, combined with other factors such as size and class bonuses, gives you a ranged base attack bonus. In my mind, this just creates a barrier to understanding, and also (because of the link between attributes and other skills) constrains your character - if you are good with a bow, you are not automatically good at dodging, sneaking, or tumbling. In other words, I think games should define what abilities the game is about and then have players define those values for their characters, without a web of inter-dependencies. Some might say that this creates characters that are unbelievable, because certain attributes are linked RL and should be linked in the game. My answer to that is that it is the player's job to create a believable character, and that when the game tries to force the player down a certain character concept decision-path, it usually fails. Reality is too rich and diverse to be captured by a simple attribute-skill relationship. Better not to try and codify this and let the player decide. [/QUOTE]
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