I'm playing with some numbers (inspired by seeing my old copy of DC Heroes on the shelf) and applying them to RPG characters.
This is going to need so much tweaking!
So this is a doubling of numbers sequence. Each score is twice the one before.
If you assign this sequence to everything in the universe -- strength, speed, distance, weight, wealth, energy, etc. all we need to do to compare two things is compare their scores in those areas. An RPG character lifting a log compares strength with weight. If it's higher, he succeeds. If it's lower, he can't do it. If it's the same, he has an even chance (roll a d6 or toss a coin). If two characters are competing, two scores are compared, and the higher wins. If they have the same score, they both roll 1d6 and the highest wins (or its a draw).
This scale allows for superheroes. The average human adult looks like this. For simplicity, we'll stick to metric if real world units apply. Some things don't have units (brains, cool, etc.) Let's arbitrarily peg adult human average as 5. That might change; it's just a number I picked.
Brawn 5
Speed 5
Brains 5
Cool 5
Now lets add a superhero. He has heat vision, like Cyclops. And he's quite clever. His scores are:
Brawn 5
Speed 5
Brains 6
Cool 5
Heat Vision 8
His heat vision is pretty powerful. Eight times (128) as damaging as an average human's strength (16) is damaging.
So how does combat work? It's super simple. All conflicts (races, fights, chess games) are one quick comparison. Higher score wins. Equal scores roll off. Loser is defeated. Very simple.
Cyclops blasts a door (6) with his heat vision (8). It blasts open. He blasts a vault's door (8) with his heat vision (8). He has to roll off; 50/50 chance of doing it.
What attributes are there? There are an infinite number of attributes. If you can think of it, it's an attribute. Basic humans have those four attributes, but monsters and machines and superheroes may have others, like Cyclops' Heat Vision.
Who decides which attribute? Assuming this game has a GM, it's up to the GM which two attributes are compared. If the GM needs the attribute of an object, just look up the weight in kg, and bingo! You can see its Weight attribute. The average weight of a car is about 1500kg, which gives it a Weight attribute of 12. Somebody with Brawn 13 can lift it easily. A millionaire has a Wealth attribute of 21.
There are some drawbacks to this. Unless your scores are equal, all conflicts are predetermined. Hulk will always beat Flash in a weightlifting contest, Flash will always beat Hulk in a footrace. It might be worth considering allowing for contested rolls if opponents are within 1 attribute point, but maybe they roll two dice? Maybe extend that, and you get an extra die for every point higher? The tortoise did beat the hair, after all.
This is going to need so much tweaking!
So this is a doubling of numbers sequence. Each score is twice the one before.
If you assign this sequence to everything in the universe -- strength, speed, distance, weight, wealth, energy, etc. all we need to do to compare two things is compare their scores in those areas. An RPG character lifting a log compares strength with weight. If it's higher, he succeeds. If it's lower, he can't do it. If it's the same, he has an even chance (roll a d6 or toss a coin). If two characters are competing, two scores are compared, and the higher wins. If they have the same score, they both roll 1d6 and the highest wins (or its a draw).
This scale allows for superheroes. The average human adult looks like this. For simplicity, we'll stick to metric if real world units apply. Some things don't have units (brains, cool, etc.) Let's arbitrarily peg adult human average as 5. That might change; it's just a number I picked.
Brawn 5
Speed 5
Brains 5
Cool 5
Now lets add a superhero. He has heat vision, like Cyclops. And he's quite clever. His scores are:
Brawn 5
Speed 5
Brains 6
Cool 5
Heat Vision 8
His heat vision is pretty powerful. Eight times (128) as damaging as an average human's strength (16) is damaging.
So how does combat work? It's super simple. All conflicts (races, fights, chess games) are one quick comparison. Higher score wins. Equal scores roll off. Loser is defeated. Very simple.
Cyclops blasts a door (6) with his heat vision (8). It blasts open. He blasts a vault's door (8) with his heat vision (8). He has to roll off; 50/50 chance of doing it.
What attributes are there? There are an infinite number of attributes. If you can think of it, it's an attribute. Basic humans have those four attributes, but monsters and machines and superheroes may have others, like Cyclops' Heat Vision.
Who decides which attribute? Assuming this game has a GM, it's up to the GM which two attributes are compared. If the GM needs the attribute of an object, just look up the weight in kg, and bingo! You can see its Weight attribute. The average weight of a car is about 1500kg, which gives it a Weight attribute of 12. Somebody with Brawn 13 can lift it easily. A millionaire has a Wealth attribute of 21.
There are some drawbacks to this. Unless your scores are equal, all conflicts are predetermined. Hulk will always beat Flash in a weightlifting contest, Flash will always beat Hulk in a footrace. It might be worth considering allowing for contested rolls if opponents are within 1 attribute point, but maybe they roll two dice? Maybe extend that, and you get an extra die for every point higher? The tortoise did beat the hair, after all.