Page 1 of 1

#1 Stats for Forum-Based games

Posted: Thu Jan 17, 2008 9:54 pm
by rhoenix
I hit upon this idea while tinkering away at the mechanics of the game I've put up in the OOC forum (Cataclysmic Conception), and thought it might be of use to other GM's here who run games.

As I see it, this system would still allow for the free-form nature of our games, but add in a few guidelines so relative power levels are more visible.

The idea is this - each character starts with a certain number of points, which can be spent on attributes and special abilities. Choosing weaknesses will grant you extra points initially, but cost more to buy off later.

The point costs of special abilities and the bonuses granted by weaknesses would have to be determined by the GM on a per-game (and perhaps per-character basis), but that would be expected.

An example:
Bob wants to make a character for Dark Silver's Transformers: Steel Reign game. Dark Silver has dictated in the Transformers OOC thread that all characters begin with 15 points to spend, and that the stats used in his game are Strength, Agility, Intelligence, Endurance, and Power.

As he defined it, Strength means pure physical brawn; Agility is how quick or light on the feet a given Transformer is, and would serve as a measure of how good their aim is; Intelligence would be how canny or clever a character is, Endurance would represent armor and resilience; and Power would represent gun and special ability strength.

Bob decides to use 12 of his initial points to create his Autobot character Goldfly as follows:

Strength: 3
Agility: 2
Intelligence: 3
Endurance: 2
Power: 2

After a discussion with Dark Silver, Bob gives Goldfly the Weakness of "Energon allergy; Goldfly must always take a special lead sulfide additive when refueling, or his engine will experience severe knocking, nausea, as well as give him a rust rash." Dark Silver determined this Weakness is worth 3 points, though will cost 6 points to buy off later on with experience points from play.

With this Weakness, Bob now has 6 points left to spend. He decides to add one more to Power, to give him 5 points remaining, and the following stats:

Strength: 3
Agility: 2
Intelligence: 3
Endurance: 2
Power: 3

Lastly, Bob decides to purchase the special ability of "Triple Changer" for Goldfly, a special ability that costs his remaining 5 points.

Finally, Goldfly looks like this:

Strength: 3
Agility: 2
Intelligence: 3
Endurance: 2
Power: 3

Special Ability: Triple Changer (Dodge Ram truck, and Chinook helicopter, can change forms twice as fast as normal)

Weakness: Energon allergy. Goldfly must always take a special lead sulfide additive with his energon, or suffer severe engine knocking, nausea, and rust rashes.

Weapon: Laser Pistol (The default gun - Bob could have purchased a more powerful gun for Goldfly, but chose to give him other bonuses instead)
Alright, so what does all that mean? It wouldn't provide absolute values, but it would serve to show where Goldfly would stand against a comparable Transformer. For instance, if Goldfly in game was attempting to dodge laser fire from a Decepticon with an Agility of 4, then Bob would know that it would take a miracle for Goldfly to dodge. By the same token, Goldfly getting into a pushing match with a Decepticon who has a Strength of 1 would likely end up with the Decepticon getting knocked over.

For my game, I'm still ironing out the basics of this, but since I was planning on using this sort of system (though with 4 stats instead of 5), I thought it might be useful to others - and it would give players a good means to measure up their characters with much less fear of min/maxing.

If this is helpful to you, then you have my complements. I'll answer any and all ideas or thoughts posted as replies; if you've an idea or comment, I'd like to hear it.

#2

Posted: Sat Jan 19, 2008 5:37 pm
by Dark Silver
I like the idea, seeing as i was thinking of actually altering TF to use a "Tech Spec' system, modified from the old toys.

#3

Posted: Sun Jan 20, 2008 3:23 am
by Cynical Cat
Dark Silver wrote:I like the idea, seeing as i was thinking of actually altering TF to use a "Tech Spec' system, modified from the old toys.
You mean the notoriously inaccurate tech spec system that often didn't match the fluff?

It's not necessarily a bad idea. If you're going to do it in detail, I would work it off an example of a bot for every number and rework/ignore the ones with bad numbers.

Example: Firepower 10=Megatron
Intelligence whatever=Wheeljack

and so on and so forth.

The other option is just eyeball it and wing it. Both save you from having to worry too much about the inacccuracies.

#4

Posted: Sun Jan 20, 2008 4:00 am
by rhoenix
What first must be done is establishing what stats are to be used. After that, despite the often-inaccurate tech specs for the toys, at least good guesses can be gained for stats from the character descriptions from various sites, such as the NTFA.

Doing so would require some tinkering to get everything balanced properly so that it can produce already existing Transformers with some reasonable accuracy. However, once this was done and kept as concise as possible, then it would hopefully serve to help games played here on LA.

#5

Posted: Sun Jan 20, 2008 6:56 am
by Dark Silver
Cynical Cat wrote:
Dark Silver wrote:I like the idea, seeing as i was thinking of actually altering TF to use a "Tech Spec' system, modified from the old toys.
You mean the notoriously inaccurate tech spec system that often didn't match the fluff?
Thus while I said modified. The base idea was sound, just the numbers where wrong.

#6

Posted: Wed Jun 18, 2008 12:32 pm
by rhoenix
THREAD, RISE FROM YOUR BINARY GRAVE

Anyway.

After tinkering with my Heroes character, as well as getting back into the White Wolf way of making characters, I had an idea for this whole forum stats thing.

My primary disagreement with the TF stats system was that one Skill rating is used for all thing a given 'bot is good at, which seems deeply inadequate to me, if only due to the "one size fits all" thing. It is working now, but I think I can do better.

And I'm going to cheerfully borrow from the White Wolf Attribute+Skill to do it.

Let's take our above example again, using the hapless Autobot Goldfly.

Goldfly's stats are as follows:
Attributes:
Strength: 3
Agility: 2
Intelligence: 3
Endurance: 2
Power: 3

Special: Fast transforming, triple changer (extra alt. form)
Weakness: Energon allergy
So, let's give him some skills, and hope we aren't overcomplicating things too much.
Attributes:
Strength: 3
Agility: 2
Intelligence: 3
Endurance: 2
Power: 3

Special: Fast transforming, triple changer (extra alt. form)
Weakness: Energon allergy

Skills:
Circuit-Su 2
Stunt Driving 2
Stunt Flying 3
Artillery 2
Marksbotship 4
Goldfly really wants to drive up crazily on some poor hapless Decepticon, and then shoot. First roll for dodging around enemy fire on the way to this Decepticon, Goldfly's player will have to roll Agility+Stunt Driving, giving a dice pool of four dice, which the GM set the difficulty to 6 for.

So, we roll:

Goldfly Agility + Stunt Driving = 4 4d10 = 1788650869

Assuming for the sake or argument the dice roll gives him two successes, that means he was successful in his driving, unless a lucky Decepticon got more successes to stop him.

Now, for that whole shooting thing.

Goldfly Power + Marsbotship = 7 7d10 = 778184877

As you can see, this is liberally borrowed from the White Wolf system, though with different attributes and skills chosen. Given this method, accurate consistency without unnecessary complexity seems possible.

As always, thoughts are welcomed.