The Crimson Binome
Hero
From what I understand, it's also the same basic system which is used by Furry Pirates.Ah, Ars Magica! It's _such_ a marvelous system! Imho, everyone looking for inspirations regarding things magical should check it out![]()
From what I understand, it's also the same basic system which is used by Furry Pirates.Ah, Ars Magica! It's _such_ a marvelous system! Imho, everyone looking for inspirations regarding things magical should check it out![]()
Do you have any examples of a game that didn't need a particular stat, but included it anyway?The rules are what make the ability scores/stats valid and it's pretty obvious when a game is just forcing a stat to be there out of a sense of obligation. Too many games try to be accessible to veteran gamers by keeping the standard D&D ability scores. Even D&D went up to twelve "sub-abilities" near the end of 2nd Ed. The best games have a use for every statistic. Whether it be D&D's six, World of Darkness with it's character type stats (humanity, gnosis, etc.) or Numenera's three stats that double as HP.
Of course. I was simply seeing what the opinions where on stats as a concept for character development and mechanics. I'm striving to write something that's the best of both worlds of storytelling and encounter combat. To me it's all about how to make the character "you". I know that using numbers is a strong way to go but I want to do my research first. So again thanks everyone![]()
Pardon my unfamiliarity with FATE, but it looks like they simply use Skills in place of Stats.
I would say that Paladium had a few stats that felt forced. Unless you rolled extremely well there was no use for several stats at all. To a much lesser degree charisma has become less usefull in D&D, in the (bad?) old days it provided a slew of passive effects (reactions of NPCs and henchmen most importantly) charisma feels kind of vestigial. If I wasn't on a subway I could probably scrape a few more examples together but commenting on the fly is more fun.
Yes and no.
If some particualr trait is not called out via descriptor, then it does not affect the character's action resolution.
An example relevant to MHRP would be Batroc the Leaper's moustache. The game has no "facial hair" stat (of the top of my head I don't know of any RPG that does) - but that doesn't mean that Batroc's moustache is unremarkable. It is just called out in the picture or description, much like Prof X's baldness and wheelchair.
In D&D pre-5e there is no stat for telling you whether a person is down-to-earth or cultivated in demeanour, but that hasn't stopped such properties of people being parts of PC and NPC descriptions and being relevant to the play of the game.
Or to give another example: RM has stats for hand and foot size, but D&D doesn't; that doesn't mean all D&D PCs have the same-sized feet.
I don't think the idea that if it's not called out in numbers, it isn't salient in the fiction has ever been true in RPGing. If it's not called out in numbers, it is more likely to be merely colour rather than a component in action resolution, but that's a different thing.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.