DEFINE YOUR NUMBERS

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slash
APATHY IS FOR COWARDS
4158
author=Craze
tardis
dude, being able to barter with the fat from within your own body would be so awesome.
It'd undermine the economy.


Supersize Double Quarter Pounder meals, now worth more than a new iPod.
author=Craze
You're making a game, and you can only have up to five attributes/stats - HP, MP, Attack, Magic, Evasion, whatever. What would you choose?...

I always use six because it's divisible by three and two. Strength, Endurance, Power, Resistance, Speed and Skill. Four stats is OK but a bit basic. Five stats completely messes me up when I'm trying to balance characters against each other because five is only evenly divisible by one and itself. You should, for balance reason, avoid having a prime number of attributes.

In addition to having six, you can map them onto a hexagon which looks cool. The hexagon should also illustrate how you can draw nice even arrows to show relations of stats. Four is also alright since it is not prime. Three is really bad because now your game lacks RPG number depth. Is there a game with a single stat? Yes, any game where you can levelgrind your way through anything without even paying attention to any RPG element the designer added is basically a game where Level is your only stat. Sigma Star Saga had two stats but that was kind of stupid.

There's more complicated effects in my six stats, however, you can't measure them by themselves. You must have both the user and the target in order to come up with numbers for damage, crits, etc. This way you can have the stats all in scale with one another (25 strength is as strong as 25 speed is fast) and change the interactions between targets to balance the effects out.

When coming up with a number of elements, three is a good basic number. Three, Six, Twelve.. It lets you balance the elements better if it's evenly divisible by three. Optimally a power of three, but that would make the next number from six eighteen. 18 elements gets a little crazy. You could get away with four but it takes more work to balance right.

It's good to have a number of status effects that is an even multiple of the number of elements, but past the first multiple you won't really run into problems with status effects. It's not so critical to have any specific number of status effects, really. Just have enough that you got options. For many many effects, you should link them to skills as a unique pair (like an MMO does often).
Also, number of different weapons should be number of status attributes multiplied with number of elements, number of armors should be status attributes * status effects and number of consumable items should be elements * status effects.

But seriously WolfCoder, are you trying to make your advice sound as random as possible?
author=WolfCoder
author=Craze
You're making a game, and you can only have up to five attributes/stats - HP, MP, Attack, Magic, Evasion, whatever. What would you choose?...
I always use six because it's divisible by three and two. Strength, Endurance, Power, Resistance, Speed and Skill. Four stats is OK but a bit basic. Five stats completely messes me up when I'm trying to balance characters against each other because five is only evenly divisible by one and itself. You should, for balance reason, avoid having a prime number of attributes.

In addition to having six, you can map them onto a hexagon which looks cool. The hexagon should also illustrate how you can draw nice even arrows to show relations of stats. Four is also alright since it is not prime. Three is really bad because now your game lacks RPG number depth. Is there a game with a single stat? Yes, any game where you can levelgrind your way through anything without even paying attention to any RPG element the designer added is basically a game where Level is your only stat. Sigma Star Saga had two stats but that was kind of stupid.

There's more complicated effects in my six stats, however, you can't measure them by themselves. You must have both the user and the target in order to come up with numbers for damage, crits, etc. This way you can have the stats all in scale with one another (25 strength is as strong as 25 speed is fast) and change the interactions between targets to balance the effects out.

When coming up with a number of elements, three is a good basic number. Three, Six, Twelve.. It lets you balance the elements better if it's evenly divisible by three. Optimally a power of three, but that would make the next number from six eighteen. 18 elements gets a little crazy. You could get away with four but it takes more work to balance right.

It's good to have a number of status effects that is an even multiple of the number of elements, but past the first multiple you won't really run into problems with status effects. It's not so critical to have any specific number of status effects, really. Just have enough that you got options. For many many effects, you should link them to skills as a unique pair (like an MMO does often).


WolfCoder you always seem to know what you're talking about but you're pretty good at making what you know/say seem obtuse as possible when it comes to communicating what you know to someone else.

Layman version, please?
Craze
why would i heal when i could equip a morningstar
15170
WolfCoder a lot of my projects use five elements

I have not seen them self-implode yet
Mine has 8 elements.

It self-implodes often but that's Enterbrain's fault.
slash
APATHY IS FOR COWARDS
4158
The number of stats doesn't have to be divisible by anything unless it has an opposite, Wolfcoder. Take Speed - it's only importance it's how your character stacks up relatively to the enemy in Turn Order (assuming SPD in your game doesn't mean crit/evade).

Things like ATK/DEF and MGC/SPI make sense to have opposites, but some stats don't need them.
"Take Speed - it's only importance it's how your character stacks up relatively to the enemy in Turn Order (assuming SPD in your game doesn't mean crit/evade)."

So it doesn't let the character dodge things too? You should avoid making stats where you say the phrase "it's only importance". And don't forget that sometimes a really high speed means the character attacks 3, or 4 times to the slower character.


And you all should read a bit more carefully.

I always use six because it's divisible by three and two. Strength, Endurance, Power, Resistance, Speed and Skill. Four stats is OK but a bit basic. Five stats completely messes me up when I'm trying to balance characters against each other because five is only evenly divisible by one and itself. You should, for balance reason, avoid having a prime number of attributes.

I'm telling you to avoid 5 (or any prime) but there's no unifying theory of RPG stats.

WolfCoder a lot of my projects use five elements

I have not seen them self-implode yet

Which is why you say instead no more than 5 in contrast to me saying no primes and avoid a large number of anything.
slash
APATHY IS FOR COWARDS
4158
A ton of stats only have one purpose: Attack's only importance is almost always determining damage, for example. (Yes, not for every game, but for most.) They don't have to be multi-purpose; what if you want a guy who attacks quickly but can't dodge well?

And I get that you don't like primes, although I really don't know why >.>
author=slashphoenix
A ton of stats only have one purpose: Attack's only importance is almost always determining damage, for example. (Yes, not for every game, but for most.) They don't have to be multi-purpose; what if you want a guy who attacks quickly but can't dodge well?

And I get that you don't like primes, although I really don't know why >.>

He is a math guy, not an art guy.
He likes programming everything beautifully.
Primes... Such vile numbers.

Okay, seriously, primes can mess up math absurdely. Sometimes. Especially in high school. Ok, life drama, but it's true, depending on what do you do with the primes. and I assume he, for some reason, calculates 948793847598 of different... Things, while... Balancing teh game. Ok, I'm not being coherent. Damn the language barrier.
Craze
why would i heal when i could equip a morningstar
15170
Only five stats was for the purpose of this topic. Karsu and I are piddling together an idea with sixteen stats (eight inherent, eight equip-based). =P
author=Fallen-Griever
Riot Grrrl:

Health: Pretty self-explainatory, if this reaches 0 then you're dead. Can only be replenished by items. Restored to max. after every battle.
Stamina: Required for every single action you perform. Can be replenished with items or by defending. Restored to max. after every battle.
Attack: Dictates the damage you deal. Static, but modified by weapon-skills and by buffs/debuffs.
Defence: Dictates your ability to defend against attacks. Static, but modified by buffs/debuffs.
Speed: Dictates how quickly the ATB meter fills. Static, but modified by the weight of the weapons you are carrying and by buffs/debuffs.

You might notice that I like static values and this is because it isn't possible to grind in Riot Grrrl. Keeping the values static also means that the attributes an enemy needs can be easily determined based on the type of enemy I want it to be (fast, strong, resilient, glass cannon, whatever). I guess that if the game focused more on combat then I probably wouldn't have as many static values, but since it doesn't I thought that this would be the best path to take.
... has the BEST rendition of the RM2k3 DBS I have ever seen. I salute you.
author=Craze
Only five stats was for the purpose of this topic...

Which is why I was explaining why five stats is kind of limiting. The topics of most of your threads are usually inherently flawed, as I can see now since I'm always challenging the premises of them.

He is a math guy, not an art guy.
He likes programming everything beautifully.
Primes... Such vile numbers.

I'll just list these off:
1. You're assuming my gender (but that's not really a problem)
2. One of the things I really struggle at is math, I can barely add sometimes
3. I have a visual spatial strength, I can draw, I was taught how to play the piano at an early age, I can think very creatively, etc.
4. I actually cringe at my peers who worry about "beautiful code". If you've ever seen the source code to anything I've ever written, it's really crude and rough and it gets the job done. I'm the firefight direct assault kind of coder not the spacey functional astronaut kind of programmer.
5. Most importantly, you imply there is a false dichotomy between art-like qualities and rigid math-like qualities when you are neglecting that there are plenty people who can do things in both.

But I do agree primes are kind of horrible.

calculates 948793847598 of different... Things, while... Balancing teh game. Ok, I'm not being coherent. Damn the language barrier.

No, it's just not a nice rounded number to work with. The most I ever do when balancing things is use Excel or some sort of spreadsheet program. It lets you balance things pretty well actually.

Karsu and I are piddling together an idea with sixteen stats (eight inherent, eight equip-based). =P

This would actually work pretty well since you have 16 stats with 8 and 8 split between nature and tools. The split allows you to deliver less information per time to the user so you don't overwhelm them, but total up to a number that gives enough room to create depth.
Craze
why would i heal when i could equip a morningstar
15170
I don't even know how to respond, WolfCoder.
wolfcoder i don't think anyone needed your help figuring out that five stats is limiting but thank you all the same

also:
author=Craze
The purpose of this topic is to get you to think outside the box a little
Craze
why would i heal when i could equip a morningstar
15170
To make a point that you make no sense. I made this topic because I wanted to compress that variety you value so much. Look at those sets I made, especially #2 and 3. I made them specifically so that you could have a wide variety of characters with a small amount of numbers.

Also, this bound-to-lead-to-the-devil sidetracking ends now; please do not respond to it.
wolfcoder i don't think anyone needed your help figuring out that five stats is limiting but thank you all the same


I wasn't trying to point this out just to point this out, I was explaining why it isn't really that great of an idea to begin with.

author=cho
..
also:
author=Craze
The purpose of this topic is to get you to think outside the box a little


So you're thinking outside the box by just limiting the number of stats? If I were to define thinking outside of the box here it would be about how to transcend simple stats into a system that's more novel. To go beyond the numbers so to speak.
slash
APATHY IS FOR COWARDS
4158
the nits
they are picked

And one of the hardest parts of game design is the cutting board... but this goes for film, writing, and a million other things as well.