STATS ARE FOR SISSIES: ALTERNATIVES TO TRADITIONAL GROWTH MECHANICS
Posts
First off, stats can work remarkably well. I'm not saying that all RPGs ever should remove stats - especially games with lots of characters. They are the simplest way to compare characters (besides from perhaps a raw level score, but when you're looking for the best tank out of a list of twelve guys, defensive stats would be your go-to information unless you immediately knew which ones were tanks). However, not all RPGs have oodles of possible battle members, and so there are some nontraditional growth mechanics that I'd like to see used more often.
Another concession: all of these assume that HP is still a stat, whether or not it grows. There is also the assumption that there might be an "energy" or "mana" stat, although there are certainly methods to eschew those as well.
Trait-based Growth
Example Games: TESV: Skyrim, Fallout 3/New Vegas (although FO games still have normal stats), Final Fantasy XIII (FFXIII has stats in the absolute loosest sense, and they are "don't die" and "make die;" many of the traits are interesting passive abilities)
Also known as a "perk" system, I define "traits" as passive modifiers to a character's abilities. They do not necessarily have to affect battle, although I imagine they would in most cases.
How it works: if there are levels, you get +X trait points/level; if not, you might earn general, uncapped XP by fighting, or +X trait points at specific times. You spend those TP or XP to increase the ranks of traits that enhance the way a character performs.
Some example traits follow; (+X/Y/Z) means the amount for multiple ranks of the trait.
Absorption Ward Ignore (10/20/30%) of spell damage taken, turning it into MP
Eagle Eye (+15/30/45%) accuracy, (+5/10/15%) critical rate (note: accuracy in this hypothetical game is meant to bypass enemy evasion rates)
Spiked Armor Foes take (25/50/75) damage when dealing Phys damage
Tranquility Regenerate (4/8/12%) HP/turn
Ravager Deal (+10/20/30%) more Phys damage; critical hits inflict Bleeding
Earth Affinity Resist (25/50/75%) Earth damage; (+15/30/45%) ailment resistance
Parasite Restore (6/12/18%) MP upon inflicting a status ailment
Why this is more interesting: for one, the player knows exactly what's going on. +6 Magic tends to be nebulous except in the most transparent of systems, while "10% of spell damage is absorbed as MP" is easy to understand. Secondly, and more importantly for the sake of a growth mechanic, it's cool.
How this replaces stats: all the numbers really do is give a character fodder for a damage formula. Okay, well, just have that be part of a skill: "low Fire damage with a 50% chance of Burning" deals base 100 Fire damage, scaling with level or not scaling at all. Progression in a game with this system is not about the numbers getting bigger, it's about cool new ways to enhance or deal with those numbers. The mage with ranks of Absorption Ward and Parasite will feel themselves having more MP, thus being able to more consistently cast awesome spells. That's progression, my friend, and you didn't even need an Attack stat!
Elemental Affinity
Example Games: I'm sure some exist, but I can't think of any
This growth mechanic has stats in a sense, but replaces them with something more meaningful. It's based on a wheel of elements, with each element determining both that character's damage with/resistance to that form of attack, and an overall modifier. The goal for the modifiers is to have them be potentially useful for all battle members, rewarding jack-of-all-trades as well as specialists, with the likely endgame goal of specialism winning out. There is also a yin-yang give-and-take feel.
How it works: You have... a wheel of elements, with each - just read the above paragraph. Let's try this wheel:
Light - Fire - Volt - Wind - Dark - Ice - Water - Earth - Light
Light: Ailment resistance (300% being 100% universal ailment resistance, 0% being a doubled chance of incoming status effects to land)
Fire: Physical affinity (300% being 2x physical output and 1/3 physical damage taken, 0% being 1/2 and 3x)
Volt: Critical rate (300% being a cap of 90% critical chance, 0% being a 0% chance)
Wind: Evasion rate (see above, perhaps a slightly lower cap unless you had spells cause halve or null evasion)
Dark: Ailment infliction (300% being tripled ailment infliction rate, 0% being 1/3 inflict rate)
Ice: Magical affinity (see Fire, but with magical abilities)
Water: MP (300% being +lots of MP, 0% being almost no MP)
Earth: (see above, for HP)
The average starting affinity would be ~100%. Higher affinities would raise effectiveness and resistance; lower affinities would punish. A rogue might start with +50% Wind/Volt, and -50% Earth/Ice. The rogue would have higher Wind/Volt damage and resistance, higher evasion and critical rates, lower Earth/Ice damage and resistance, and lower HP/magic affinity.
For actual growth, there are multiple ways of going about it. One way is that each character has multiple elemental possibilities, through equipment or skillsets or whatever you desire, and as they spend time utilizing certain elements they increase that affinity and lower the opposite. Dealing Water damage or having Water-aligned equipment on would gradually raise Water affinity and lower Volt affinity. Another possibility is that you earn items throughout the game to apply to characters; the Flame Magatama grants +4% Fire affinity and -3% Ice affinity. As you earned them via battles, chests, plot points, whatever, you'd progress your characters in whichever way you desire.
Combining this with a restricted (or automatic) trait system could be extremely interesting - for example, characters with at least 120% Fire/160% Volt affinity could purchase <Mighty Strikes Critical hits do an additional 50% damage>, or characters with at least 200% Dark/140% Water could get <Exploitation Deal an additional 25% damage when hitting a weakness, and restore 5% MP>. This is how I recommend the system work, but it's not necessary.
Why this is more interesting: it looks like a basic stat system, but it's really not at all. The most drastic change is that it's not "+6 Magic," with the value of that increase decreasing over time. There are no diminishing returns as you grow, since everything is percent-based. With a "medium damage" Earth spell, no matter how the base damage is calculated, a 216% Ice affinity will always be just as effective. It also directly dies battle modifiers to elements, which are a great way to diversify characters in a cleverly-constructed battle system.
How this replaces stats: snflsngklsag if you don't get it by now -
I personally think the element system is overwrought and would be muuuuch better with fewer elements, but I wanted to cover the traditional Final Fantasy set. My goal with these two ideas was to emphasize meaningful progression over "+6 Magic," to make a game more interesting and rewarding.
"I finally got enough XP to level up Parasite again!" is, in my opinion, more interesting than "I don't even know what went up this level."
What are your thoughts on obliterating stats? Are you pro-stats? Why? Why not? Do you think a game that replaced stats with the trait system would be effective? GIMME YO' THOUGHTS
Another concession: all of these assume that HP is still a stat, whether or not it grows. There is also the assumption that there might be an "energy" or "mana" stat, although there are certainly methods to eschew those as well.
***
Trait-based Growth
Example Games: TESV: Skyrim, Fallout 3/New Vegas (although FO games still have normal stats), Final Fantasy XIII (FFXIII has stats in the absolute loosest sense, and they are "don't die" and "make die;" many of the traits are interesting passive abilities)
Also known as a "perk" system, I define "traits" as passive modifiers to a character's abilities. They do not necessarily have to affect battle, although I imagine they would in most cases.
How it works: if there are levels, you get +X trait points/level; if not, you might earn general, uncapped XP by fighting, or +X trait points at specific times. You spend those TP or XP to increase the ranks of traits that enhance the way a character performs.
Some example traits follow; (+X/Y/Z) means the amount for multiple ranks of the trait.
Absorption Ward Ignore (10/20/30%) of spell damage taken, turning it into MP
Eagle Eye (+15/30/45%) accuracy, (+5/10/15%) critical rate (note: accuracy in this hypothetical game is meant to bypass enemy evasion rates)
Spiked Armor Foes take (25/50/75) damage when dealing Phys damage
Tranquility Regenerate (4/8/12%) HP/turn
Ravager Deal (+10/20/30%) more Phys damage; critical hits inflict Bleeding
Earth Affinity Resist (25/50/75%) Earth damage; (+15/30/45%) ailment resistance
Parasite Restore (6/12/18%) MP upon inflicting a status ailment
Why this is more interesting: for one, the player knows exactly what's going on. +6 Magic tends to be nebulous except in the most transparent of systems, while "10% of spell damage is absorbed as MP" is easy to understand. Secondly, and more importantly for the sake of a growth mechanic, it's cool.
How this replaces stats: all the numbers really do is give a character fodder for a damage formula. Okay, well, just have that be part of a skill: "low Fire damage with a 50% chance of Burning" deals base 100 Fire damage, scaling with level or not scaling at all. Progression in a game with this system is not about the numbers getting bigger, it's about cool new ways to enhance or deal with those numbers. The mage with ranks of Absorption Ward and Parasite will feel themselves having more MP, thus being able to more consistently cast awesome spells. That's progression, my friend, and you didn't even need an Attack stat!
***
Elemental Affinity
Example Games: I'm sure some exist, but I can't think of any
This growth mechanic has stats in a sense, but replaces them with something more meaningful. It's based on a wheel of elements, with each element determining both that character's damage with/resistance to that form of attack, and an overall modifier. The goal for the modifiers is to have them be potentially useful for all battle members, rewarding jack-of-all-trades as well as specialists, with the likely endgame goal of specialism winning out. There is also a yin-yang give-and-take feel.
How it works: You have... a wheel of elements, with each - just read the above paragraph. Let's try this wheel:
Light - Fire - Volt - Wind - Dark - Ice - Water - Earth - Light
Light: Ailment resistance (300% being 100% universal ailment resistance, 0% being a doubled chance of incoming status effects to land)
Fire: Physical affinity (300% being 2x physical output and 1/3 physical damage taken, 0% being 1/2 and 3x)
Volt: Critical rate (300% being a cap of 90% critical chance, 0% being a 0% chance)
Wind: Evasion rate (see above, perhaps a slightly lower cap unless you had spells cause halve or null evasion)
Dark: Ailment infliction (300% being tripled ailment infliction rate, 0% being 1/3 inflict rate)
Ice: Magical affinity (see Fire, but with magical abilities)
Water: MP (300% being +lots of MP, 0% being almost no MP)
Earth: (see above, for HP)
The average starting affinity would be ~100%. Higher affinities would raise effectiveness and resistance; lower affinities would punish. A rogue might start with +50% Wind/Volt, and -50% Earth/Ice. The rogue would have higher Wind/Volt damage and resistance, higher evasion and critical rates, lower Earth/Ice damage and resistance, and lower HP/magic affinity.
For actual growth, there are multiple ways of going about it. One way is that each character has multiple elemental possibilities, through equipment or skillsets or whatever you desire, and as they spend time utilizing certain elements they increase that affinity and lower the opposite. Dealing Water damage or having Water-aligned equipment on would gradually raise Water affinity and lower Volt affinity. Another possibility is that you earn items throughout the game to apply to characters; the Flame Magatama grants +4% Fire affinity and -3% Ice affinity. As you earned them via battles, chests, plot points, whatever, you'd progress your characters in whichever way you desire.
Combining this with a restricted (or automatic) trait system could be extremely interesting - for example, characters with at least 120% Fire/160% Volt affinity could purchase <Mighty Strikes Critical hits do an additional 50% damage>, or characters with at least 200% Dark/140% Water could get <Exploitation Deal an additional 25% damage when hitting a weakness, and restore 5% MP>. This is how I recommend the system work, but it's not necessary.
Why this is more interesting: it looks like a basic stat system, but it's really not at all. The most drastic change is that it's not "+6 Magic," with the value of that increase decreasing over time. There are no diminishing returns as you grow, since everything is percent-based. With a "medium damage" Earth spell, no matter how the base damage is calculated, a 216% Ice affinity will always be just as effective. It also directly dies battle modifiers to elements, which are a great way to diversify characters in a cleverly-constructed battle system.
How this replaces stats: snflsngklsag if you don't get it by now -
***
I personally think the element system is overwrought and would be muuuuch better with fewer elements, but I wanted to cover the traditional Final Fantasy set. My goal with these two ideas was to emphasize meaningful progression over "+6 Magic," to make a game more interesting and rewarding.
"I finally got enough XP to level up Parasite again!" is, in my opinion, more interesting than "I don't even know what went up this level."
What are your thoughts on obliterating stats? Are you pro-stats? Why? Why not? Do you think a game that replaced stats with the trait system would be effective? GIMME YO' THOUGHTS
I feel those games that have not increasing numbers really fun and realistic (no, you don't start as frail as a leaf, and end as tough ad I don't know, a diamond golem), so I'd find a game with any of these 2 systems, or similars, to be hideously fun.
The only game with static numbers that comes to my mind right now is Parasite Eve 2 (not really static but... well, there's what, a 20% increase in hp/mp max at the end of the game?)
And it's really fun.
Weapons, for example, tend not to deal much more raw damage, they just have added effects and varied usefullness. (this is waaay more true in PE1, though.)
Also, anyone can answer me WHY THE HELL are the status in PE1 in display if they're all equivalent to Aya's exp level? Is it just to fill in the menu screen? And the green bars, why the hell did they go up and down if we know that each stat will ALWAYS get a point higher each level? I mean, you can't affect them. Not at all.
Anyways, I'm not contributing much to the topic, am I? Then I shall return if some nice idea sparks on my peanut-sized brain.
The only game with static numbers that comes to my mind right now is Parasite Eve 2 (not really static but... well, there's what, a 20% increase in hp/mp max at the end of the game?)
And it's really fun.
Weapons, for example, tend not to deal much more raw damage, they just have added effects and varied usefullness. (this is waaay more true in PE1, though.)
Also, anyone can answer me WHY THE HELL are the status in PE1 in display if they're all equivalent to Aya's exp level? Is it just to fill in the menu screen? And the green bars, why the hell did they go up and down if we know that each stat will ALWAYS get a point higher each level? I mean, you can't affect them. Not at all.
Anyways, I'm not contributing much to the topic, am I? Then I shall return if some nice idea sparks on my peanut-sized brain.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Talent points are a nice way that a lot of games have handled idea #1. Aside from being an easily understood system, they provide a way of handling such skills that allows for a more gradual progression. You can often pump multiple talent points into some or all of your talents, usually up to a maximum of 3 or 5 points. So instead of just straight up gaining a skilll that gives you a 20% counterattack chance, you gain a 4% chance every level for five levels. This lets the developer add new stronger enemies more often, and keeps enemies from murdering the player right before they gain a new talent or from being pushovers right after they gain a new talent. (On the flipside, the upgrades are less exciting.)
I can't think of many RPGs that only use this type of system. I can think of action games that do, and I can think of RPGs that use this system plus stats. RPGs love their numbers.
I can't think of many RPGs that only use this type of system. I can think of action games that do, and I can think of RPGs that use this system plus stats. RPGs love their numbers.
I always liked stats, but wanted to use stats in a different way.
There being a limited number of people you can get in your party (duh), and each has 1 choice of a special stat in which increases more than the rest, while it lowers another stat (example: Defense raises, Agility or maybe Strength lowers and becomes their weak stat), and then there is a 'party leader' that you choose, that the other people's "special stats" are added into the leader's stats (whose stats are low without any additional stats added)
This would allow for a custom set-up for your leader. Any person you choose, can be a potential power house.
There being a limited number of people you can get in your party (duh), and each has 1 choice of a special stat in which increases more than the rest, while it lowers another stat (example: Defense raises, Agility or maybe Strength lowers and becomes their weak stat), and then there is a 'party leader' that you choose, that the other people's "special stats" are added into the leader's stats (whose stats are low without any additional stats added)
This would allow for a custom set-up for your leader. Any person you choose, can be a potential power house.
I use percentages all the time.
But even if you use percentages to alter damage and stuff, you still have to base all calculi on fix numbers. As a designer you cannot do otherwise when programming.
And if you're going to use percentages only, players should still be able to see what are the base values, like having 12 in Strength for instance, otherwise they cannot keep track of how powerful they are and might make blind decisions during the game.
But even if you use percentages to alter damage and stuff, you still have to base all calculi on fix numbers. As a designer you cannot do otherwise when programming.
And if you're going to use percentages only, players should still be able to see what are the base values, like having 12 in Strength for instance, otherwise they cannot keep track of how powerful they are and might make blind decisions during the game.
Thiamor
I always liked stats, but wanted to use stats in a different way.
There being a limited number of people you can get in your party (duh), and each has 1 choice of a special stat in which increases more than the rest, while it lowers another stat (example: Defense raises, Agility or maybe Strength lowers and becomes their weak stat), and then there is a 'party leader' that you choose, that the other people's "special stats" are added into the leader's stats (whose stats are low without any additional stats added)
This would allow for a custom set-up for your leader. Any person you choose, can be a potential power house.
...okay, but that doesn't kill stats. That's not the point of this topic.
Avee
I use percentages all the time.
But even if you use percentages to alter damage and stuff, you still have to base all calculi on fix numbers. As a designer you cannot do otherwise when programming.
And if you're going to use percentages only, players should still be able to see what are the base values, like having 12 in Strength for instance, otherwise they cannot keep track of how powerful they are and might make blind decisions during the game.
Again, that's not quite the point. The point is to remove that base Strength altogether. The first of the two basic methods is to have everything be level-based; "low" damage is 50 + Level * 10; "high" damage is 100 + Level * 20. Thus, at level 9, one rank in Ravager would raise your damage from "low" Phys damage 150 to 165.
The other method is for skills to just have base damage, with or without "levels". Again, the progression isn't through "10 damage at L1, 9999 at L99," but something like <Pyroclasm Spell. 400 Fire damage to a foe; 100 to all other foes> being enhanced through traits - you'd be able to cast it more with the traits that enhance your ability to restore/have MP, for example.
What are your thoughts on obliterating stats? Are you pro-stats? Why? Why not? Do you think a game that replaced stats with the trait system would be effective? GIMME YO' THOUGHTS
That implies it doesn't have to be all "talk' about killing stats".
I'm Pro, but because I'm used to them. What I'd like to see more, is different ways to use stats. I like your ideas, but I'm Pro-stats, and I just like new mixes with the stat formula.
author=Thiamor
I always liked stats, but wanted to use stats in a different way.
There being a limited number of people you can get in your party (duh), and each has 1 choice of a special stat in which increases more than the rest, while it lowers another stat (example: Defense raises, Agility or maybe Strength lowers and becomes their weak stat), and then there is a 'party leader' that you choose, that the other people's "special stats" are added into the leader's stats (whose stats are low without any additional stats added)
This would allow for a custom set-up for your leader. Any person you choose, can be a potential power house.
this is kind of convoluted and sounds like it doesn't really add anything of value to the game's stat system except that you are forced to base your entire party on what you want the leader's statbox to look like.
Well any person can be the leader, and any stat can be that special stat. I don't quite see how you're forcing anyone into anything. It gives them choices instead of 'These are your stats, deal with them."
Ok I think I get it.
I don't see why such a system wouldn't work, as long as the designer makes sure everything is well-explained and understandable to the players.
Having a large amount of traits to deal with would probably feel like a deeper kind of customization, more complex in a good way.
I'm neither pro nor con. I think both systems can be interesting.
I don't see why such a system wouldn't work, as long as the designer makes sure everything is well-explained and understandable to the players.
Having a large amount of traits to deal with would probably feel like a deeper kind of customization, more complex in a good way.
I'm neither pro nor con. I think both systems can be interesting.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
X-Com is a series of tactical RPGs (well, Civilization-style strategy games in which the combat is done via full fledged tactical RPG battles) that are severely lacking in stats. I'll talk about X-Com Apocalypse in particular because it's the one I've played the most.
Now, your characters in X-Com Apocalypse do kinda have stats, health and stamina and accuracy and psychic power and psychic defense and whatever else. But you can't see the numbers - you just see a bar. And over the game as they train and fight the bar gets longer - very, very, very slowly, up to a maximum of maybe 25% higher than it started. Most of your stats come from choosing who to hire based on their bars. And you can't ever really predict reliably how the stats will affect you - you know the character with a longer stamina bar will last be able to walk through smoke wearing heavier equipment for longer before he can't run any more and is slowed down to walking speed. But you don't know how much longer. Some days he might already be tired. Some smoke is thicker. At the end of each turn you regain a random amount of energy, but you can't ever see how much you have left.
So the stats are invisible, don't really improve, and are randomly irrelevant. And as a result, 95% of the upgrades you get are in the form of:
A) equipment
B) number of party members
C) figuring out better tactics
Number of party members is the really interesting one, there. You can ultimately have up to 36 characters in a single battle - more if your base is attacked, in which case you get to use absolutely everyone. You can hire a limited number of new soldiers per week (2-6, with 1-4 battles per week usually), and the enemies get stronger each week. Also, all deaths are permanent (which is fine since your stats barely increase over time, and you can retrieve the equipment from dead characters). If you do shittily in battle your funding will decrease and you will have to fire party members and sell stuff. You probably won't ever use 36 soldiers in a single battle, as it's not worth the cost of equipping them, but if you can do well enough to afford it the option is there. It's a really unique system.
Now, your characters in X-Com Apocalypse do kinda have stats, health and stamina and accuracy and psychic power and psychic defense and whatever else. But you can't see the numbers - you just see a bar. And over the game as they train and fight the bar gets longer - very, very, very slowly, up to a maximum of maybe 25% higher than it started. Most of your stats come from choosing who to hire based on their bars. And you can't ever really predict reliably how the stats will affect you - you know the character with a longer stamina bar will last be able to walk through smoke wearing heavier equipment for longer before he can't run any more and is slowed down to walking speed. But you don't know how much longer. Some days he might already be tired. Some smoke is thicker. At the end of each turn you regain a random amount of energy, but you can't ever see how much you have left.
So the stats are invisible, don't really improve, and are randomly irrelevant. And as a result, 95% of the upgrades you get are in the form of:
A) equipment
B) number of party members
C) figuring out better tactics
Number of party members is the really interesting one, there. You can ultimately have up to 36 characters in a single battle - more if your base is attacked, in which case you get to use absolutely everyone. You can hire a limited number of new soldiers per week (2-6, with 1-4 battles per week usually), and the enemies get stronger each week. Also, all deaths are permanent (which is fine since your stats barely increase over time, and you can retrieve the equipment from dead characters). If you do shittily in battle your funding will decrease and you will have to fire party members and sell stuff. You probably won't ever use 36 soldiers in a single battle, as it's not worth the cost of equipping them, but if you can do well enough to afford it the option is there. It's a really unique system.
Oh, man. I've thinking about this myself, too. Though I did state that I wanted to give stats more flexible roles (i.e. certain stats would be involved in a skill when said skill calls for them), I'll probably ditch that in favor of something a little more tangible and simpler to handle.
Side-note: The thing is, the main thing I cared about in RPGs is all those crazy abilities you get to have as opposed to saying "Hey, I got myself +3 Precision. Don't I feel special?"
Side-note: The thing is, the main thing I cared about in RPGs is all those crazy abilities you get to have as opposed to saying "Hey, I got myself +3 Precision. Don't I feel special?"
...and instead of menus we should use constellations! fuck yeah.
(this seems like a cool discussion, but somehow it comes across as yet another "craze sez do whatever it is that the game I am currently playing does". But that's cool because it means i don't have to play new games to get new ideas! carry on.)
(this seems like a cool discussion, but somehow it comes across as yet another "craze sez do whatever it is that the game I am currently playing does". But that's cool because it means i don't have to play new games to get new ideas! carry on.)
kentona
...and instead of menus we should use constellations! fuck yeah.
(this seems like a cool discussion, but somehow it comes across as yet another "craze sez do whatever it is that the game I am currently playing does". But that's cool because it means i don't have to play new games to get new ideas! carry on.)
Actually, karsuman and I have been working on variations of the trait system well before I became obsessed with Skyrim. =D Not that you could have known, but still.
author=CrazekentonaActually, karsuman and I have been working on variations of the trait system well before I became obsessed with Skyrim. =D Not that you could have known, but still.
...and instead of menus we should use constellations! fuck yeah.
(this seems like a cool discussion, but somehow it comes across as yet another "craze sez do whatever it is that the game I am currently playing does". But that's cool because it means i don't have to play new games to get new ideas! carry on.)
Why aren't you making Edifice 3.0 :<
The examples don't really remove stats though. It's hard in an RPG, based so heavily on numbers rather than player skill to work, to get rid of stats.
I mean the trait system basically increases a bunch of stats (hit rate, damage etc)
And I don't quite get the elemental affinity system. Is it some kind of black/white bar system where you pick from which opposites you want (good vs evil, technology vs magic, lawful vs chaotic)?
I remember Arcanum (though other games as well) giving bonuses based on affinity. Of course it also had a traditional stat system (and trait system and a skill specialization system sort of. Though I guess that was its trait system)
Still both systems seem to rely on stats in the end. Just less of them (or basically different).
I mean you assume HP and MP are still stats. And you could say that essentially all the traits just affect those stats instead of affecting a bunch of other ones. What you seem to be talking about is sort of a Diablo system. Where you have HP and MP. I think in Diablo 3 they even removed the four stats and ONLY have the two (that affect HP and MP). Of course the character sheet still lists a bunch of other information. (hit rate, accuracy, elemental defenses).
But so would a trait system based on these things.
I guess RPGs just can't get away from these things. And especially not computer RPGs since they're all about math. I guess you could abstract them into other things. And simplify things. (like some tabletop RPGs do. I mean tabletop RPGs have gone from different sizes of dice back to coin flips and all points inbetween)
But speaking of a trait system I once had an idea for an Adventure/RPG game where character creation was all about picking some traits. Similar to tagging skills in Fallout or similar. But instead of putting skill points in them you basically picked from a bunch of specializations/traits.
These traits would not actually show up as numbers and their effects would be hidden (though behind the scenes I suppose stats would still be involved in a way). Basically it would work like the Lady Killer and Confirmed Bachelor skills in New Vegas (without the damage bonus). Showing up in scripted locations, giving you access to things inaccessible before.
You could also compare it to the special abilities each role has in the board game Pandemic. Except that the character could pick a couple from a list (alternatively it could be a class-system) and they allow the player to "break the rules" in certain ways.
So back to the adventure/RPG idea. Say you "tagged" lockpicking, driving and cooking. Now lockpicking is sort of an easy one. It would allow you to pick locks, that are impossible to get through for character without the skill/trait. Driving would maybe let you get away in a car chase scene or alterantively succeed in certain scenes where a person without the skill would fail. Cooking I just picked to have something to pick. But conceivably if the skill is in the game it'll have some use. Maybe you can cook up and hide a poison. Maybe you're able to impress a certain person with your skill.
This would sort of remove stats and replace them by a simple yes/no switch. (which I guess technically would be a stat, it just would range from 0 to 1)
I mean the trait system basically increases a bunch of stats (hit rate, damage etc)
And I don't quite get the elemental affinity system. Is it some kind of black/white bar system where you pick from which opposites you want (good vs evil, technology vs magic, lawful vs chaotic)?
I remember Arcanum (though other games as well) giving bonuses based on affinity. Of course it also had a traditional stat system (and trait system and a skill specialization system sort of. Though I guess that was its trait system)
Still both systems seem to rely on stats in the end. Just less of them (or basically different).
I mean you assume HP and MP are still stats. And you could say that essentially all the traits just affect those stats instead of affecting a bunch of other ones. What you seem to be talking about is sort of a Diablo system. Where you have HP and MP. I think in Diablo 3 they even removed the four stats and ONLY have the two (that affect HP and MP). Of course the character sheet still lists a bunch of other information. (hit rate, accuracy, elemental defenses).
But so would a trait system based on these things.
I guess RPGs just can't get away from these things. And especially not computer RPGs since they're all about math. I guess you could abstract them into other things. And simplify things. (like some tabletop RPGs do. I mean tabletop RPGs have gone from different sizes of dice back to coin flips and all points inbetween)
But speaking of a trait system I once had an idea for an Adventure/RPG game where character creation was all about picking some traits. Similar to tagging skills in Fallout or similar. But instead of putting skill points in them you basically picked from a bunch of specializations/traits.
These traits would not actually show up as numbers and their effects would be hidden (though behind the scenes I suppose stats would still be involved in a way). Basically it would work like the Lady Killer and Confirmed Bachelor skills in New Vegas (without the damage bonus). Showing up in scripted locations, giving you access to things inaccessible before.
You could also compare it to the special abilities each role has in the board game Pandemic. Except that the character could pick a couple from a list (alternatively it could be a class-system) and they allow the player to "break the rules" in certain ways.
So back to the adventure/RPG idea. Say you "tagged" lockpicking, driving and cooking. Now lockpicking is sort of an easy one. It would allow you to pick locks, that are impossible to get through for character without the skill/trait. Driving would maybe let you get away in a car chase scene or alterantively succeed in certain scenes where a person without the skill would fail. Cooking I just picked to have something to pick. But conceivably if the skill is in the game it'll have some use. Maybe you can cook up and hide a poison. Maybe you're able to impress a certain person with your skill.
This would sort of remove stats and replace them by a simple yes/no switch. (which I guess technically would be a stat, it just would range from 0 to 1)
If we define stats as "variables that determine the outcome of a character's actions", wouldn't traits still be stats (just boolean variables rather than numerical)? Same goes for the elemental affinities.
More than "removing stats", the ideas presented in this topic seem about "removing the standard levelling up system"; which is actually a much more interesting topic, if we're talking about RPGs.
And anyway, my opinion is that your choice should reflect your story:
Is your protagonist the typical inexperienced young boy who goes on a journey and becomes an hero? Numerical stats will be the most natural way to represent his gradual but enormous growth.
Is your protagonist a war veteran, already a strong warrior in the beginning, but that must overcome even stronger challenges? Probably a "trait system" like the one described by Craze in the opening post would feel more realistic (he's already a good warrior so he doesn't need to "increase his stats"; rather, he learns some new tricks).
More than "removing stats", the ideas presented in this topic seem about "removing the standard levelling up system"; which is actually a much more interesting topic, if we're talking about RPGs.
And anyway, my opinion is that your choice should reflect your story:
Is your protagonist the typical inexperienced young boy who goes on a journey and becomes an hero? Numerical stats will be the most natural way to represent his gradual but enormous growth.
Is your protagonist a war veteran, already a strong warrior in the beginning, but that must overcome even stronger challenges? Probably a "trait system" like the one described by Craze in the opening post would feel more realistic (he's already a good warrior so he doesn't need to "increase his stats"; rather, he learns some new tricks).
author=CrazekentonaActually, karsuman and I have been working on variations of the trait system well before I became obsessed with Skyrim. =D Not that you could have known, but still.
...and instead of menus we should use constellations! fuck yeah.
(this seems like a cool discussion, but somehow it comes across as yet another "craze sez do whatever it is that the game I am currently playing does". But that's cool because it means i don't have to play new games to get new ideas! carry on.)
To quote you, "I'm sure". : P
I guess RPGs just can't get away from these things. And especially not computer RPGs since they're all about math. I guess you could abstract them into other things. And simplify things. (like some tabletop RPGs do. I mean tabletop RPGs have gone from different sizes of dice back to coin flips and all points inbetween)
I have written a number of RPGs that don't involve stats at all. You can't play them on a computer, though, you need people for that. But they are trait based. Here are some traits from a highly experimental extreme-immersion LARP/ARG hybrid I wrote (based on one that I ran in college) that no one's gotten around to playtesting yet; the game in question is about ritual magic and eschews traditional stats completely:
THIS HAS NOTHING TO DO WITH COMPUTER/VIDEO GAMES
Note 1: Each Trait can only be chosen once unless it says otherwise.THIS HAS NOTHING TO DO WITH COMPUTER/VIDEO GAMES
Note 2: Traits that can be ‘Activated’ once per day refresh at Dawn.
Select Two Of The Following:
Athlete
Your character is (even) more physically fit than you are. Once per day, if you find yourself in a chase situation, you may call a ‘PAUSE’ and reposition yourself anywhere within line of sight before calling a ‘RESUME’. This is useful if you are trying to catch or escape another character, although after using this ability to achieve the lead or close the distance, you will once again be reliant on your physical stamina and speed. Physically fit players are discouraged (but not prohibited) from taking this trait.
Self Defense
Your character has some extraordinary martial arts training or is simply exceptionally strong and tough. Once per day, you may call ‘SELF DEFENSE’ in response to an attempt to ‘MURDER’ you via a physical attack. This Incapacitates the attacker for one minute and leaves you unharmed. Self defense has no effect on a call of ‘SLAUGHTER’—you still die. See below. You cannot capture, kill or interrogate your attacker—the assumption with the use of this ability is that your physical prowess allows you to barely survive what would otherwise have been a fatal assault, but you are still terrified and still running away while the attacker is grounded. This ability cannot be used offensively.
Paramedic
Your character has professional training in performing first aid. Once per day, you can roleplay providing aid for ten minutes to save a character that is Dying from physical wounds. This ability has no effect on characters that are already Dead or characters who are dying from anything other than physical wounds. You must have a full-sized first aid kit (not one of the tiny, super-cheap ones) in order to use this ability.
Defensive Weapon
Your character is equipped with an expendable defensive weapon such as pepper spray, mace, a stun-gun, or a taser. If an assailant attempts to physically ‘MURDER’ or ‘SLAUGHTER’ you, you can call ‘DEFENSIVE WEAPON’ in order to survive, which Incapacitates the attacker for five minutes. (As noted above, those five minutes are meant to be used to run away. ) Using this ability exhausts your Defensive Weapon—this trait is effectively a one-time-use ability. The weapon this trait grants cannot be used offensively. You must have a realistic looking but safe prop of the appropriate type to use this ability.
The Killer Inside (THIS TRAIT MAY NOT BE TAKEN BY STARTING CHARACTERS)
Your character is willing to kill and suitably armed. To use this ability, you must have an object which resembles a knife enough to be used as a movie prop (but not enough to get you arrested), and is safe enough to accidentally strike someone without hurting them.
This weapon can and should be concealed. Once per day, if it is night time and there are no witnesses (that you can see) you may ‘Grab’ another character (hard enough to startle, not to hurt), brandish the knife and call ‘MURDER’ to kill them. Unless they have Self Defense, a Defensive Weapon, or some other, mystical form of protection, they are IMMEDIATELY Dying and should roleplay as such. This ability cannot be used defensively. You must have a realistic looking but safe knife prop to use this ability.
(Dying characters cannot move at all or stand, must lie on the ground, and can speak in only a choked whisper. They can take no actions of any kind (including calls and texting). After they spend ten minutes Dying, they are Dead and out of the game. Dying characters cannot be physically attacked further.)
Butcher (THIS TRAIT MAY NOT BE TAKEN BY STARTING CHARACTERS)
Prerequisite: The Killer Inside
Your character is a killing machine. You can now attempt to ‘MURDER’ other characters (see above) as many times as opportunities present themselves, using the rules above. Additionally, you can now attempt murder even in front of witnesses, although it must still be night time to use this ability and you must still have an appropriate “weapon” and be able to grab your target. This ability has an upper limit—you can only ‘MURDER’ one character per minute. Finally, once per day, you can call ‘SLAUGHTER’ to kill another character so brutally that Self Defense is worthless (use of a Defensive Weapon can still foil a ‘SLAUGHTER’ attempt).
Occult Scholar
Your character begins game with one extra spell from your magical tradition. Additionally, you can teach one extra spell per night, beyond the usual limit of only being able to teach or learn one spell per night. The spell must still be of your tradition.
Arcane Sage
Prerequisite: Occult Scholar
Select one magical tradition other than your own. You can choose your bonus spell from Occult Scholar from that tradition, but this does not allow you to learn spells outside of your primary tradition during gameplay—doing that still requires the Open Minded trait.
Open Minded
Your character can learn spells from outside of his magical tradition during gameplay. This ability does not allow you to learn any extra spells, or learn any spells outside of your magical tradition, at character creation.
Fast Learner
Your character can learn one extra spell per night, beyond the usual limit of only being able to teach or learn one spell per night. Additionally, the minimum time for you to learn a spell is reduced from one hours to ten minutes (or the length of the ritual, whichever is longer).
Locksmith
Once per day, by roleplaying for five minutes, you can pick the lock on a locked container. (As usual, text a member of the Plot Team to announce your use of this ability and to ask for the combination to the real-life, physical lock.) To use this ability, you must have realistic looking lockpick props, or at least an object that could reasonably used to pick a lock.
Hard To Kill
Your character spends one hour Dying instead of the usual ten minutes. During this time, you may crawl. All of the other usual limitations of Dying apply.
Will to Live
Once per day, while Dying, you can either send one in-game text message or cast one non-ritual spell, provided you have all of the necessary components. All of the other rules of dying (cannot move, crawl, call, stand, speak above a whisper, or take in-game actions and ten minutes after you start dying, you are out of the game) continue to apply.
Astral Hazing
Your character has a natural resistance to magical energies. Once ever, you can expend this trait to resist a spell effect targeting you. You lose this trait, and may not replace it—for all intents and purposes, your character is treated as possessing only one trait after using this one.
Indomitable
Your character has an unusually strong will. Once per week, you can activate this trait reflexively to resist the effects of one spell with the Mind Control keyword. After using this trait, you may not use it again for one full week.
Death Proof
Your character’s body and soul are strongly bonded to this mortal coil. Once per week, you can activate this trait reflexively to resist the effects of one spell with the Death keyword. After using this trait, you may not use it again for one full week.
Mundane
Your character does not begin with any spells (you must still select a magical tradition). You may not take the Occult Scholar, Fast Learner or Latent Talent traits. You may select two bonus Traits. (For a total of three traits, not including this one.)
Informants
You have spies, a private detective on the payroll, hidden cameras, or an information network. The Plot Team will periodically inform you of secret developments involving other characters that could impact your character, although these hints won’t always be entirely timely or perfectly clear. Although vaguely defined, this is intended to be as powerful a trait as all of the others, so if necessary remind the Plot Team that you have this quality. However, this trait does not allow you to be privy to conversations or events that characters have gone to magical or extraordinary mundane means to conceal.
Latent Talent
Your character does not start with a magical tradition or any spells. The Plot Team secretly decides your magical tradition and your starting spell; they will be revealed to you during gameplay. You may not take the Occult Scholar, Sinner, Fast Learner or Mundane traits. However, you gain the Open Minded trait for free along with one of the following traits (for a total of three traits, not including this one): Athlete, Self Defense, Astral Hazing, Indomitable, Death Proof.
Sinner
Your character has done horrible, horrible things in the past—details up to you. You may not set foot within line of sight of a church, no matter what. However, you gain The Killer Inside trait for free. Characters of the Enochian or Qabbalist traditions may not take this trait. Only one player character is allowed to take this trait, so be aware that this trait may be unavailable when you create your character.
This has really nothing to do with computer RPGs, but Shinan just included tabletop games in the discussion sos, yeah I just wanted to post an example of a semi-simple "rock paper scissors" type traits system...slightly more on topic:
Backstage (and its sequel) is an adventure game, not an RPG, but mechanically, the ONLY stat is Health (which for enemies is always and only 1) and everything else is handled with traits. Weapons and enemies both have innate traits which react with each other in a rock-paper-scissors system. A simple example might be that 'Hardened' enemies can only be effectively damaged by a 'High Powered' weapon, whereas for 'Fast' enemies, you'd be better off with a low powered but 'Fast' weapon (and yes, some enemies and some weapons are both). But there's more to it than that. In Backstage 2, some enemies can only be safely killed with fire, and the game actually knows what weapon you killed an enemy with, and determines from that whether to leave a relatively neat corpse (like if you used a revolver) or a heap of runny giblets (if you used a grenade). And enemies have other traits, too, like Venomous (which causes the player to lose health over time), or my personal favorite, Star Vampires, which become easier to hit once they've hit you, because they are translucent sacs that visually engorge with your blood. (Weapons have one trait that is more like a stat than anything else, which is accuracy.)
Which reminds me of the entirely related issue of DISGUISING stats as keywords, which is really what a lot of games (including Skyrim) are doing in a lot of places, including the Backstage example above.
Anyway, with this topic, much like the headshot topic...I don't know what we're really talking about. Unless we restrict ourselves to an engine or genre (real time, turn based, etc.) it's hard to have a meaningful discussion about this.
So back to the adventure/RPG idea. Say you "tagged" lockpicking, driving and cooking. Now lockpicking is sort of an easy one. It would allow you to pick locks, that are impossible to get through for character without the skill/trait. Driving would maybe let you get away in a car chase scene or alterantively succeed in certain scenes where a person without the skill would fail. Cooking I just picked to have something to pick. But conceivably if the skill is in the game it'll have some use. Maybe you can cook up and hide a poison. Maybe you're able to impress a certain person with your skill.
I have always found this kind of "yes/no" boolean check to be less robust than having a skill that's numerically rated. It's why Everything Turns Gray might say, "you're good enough to pick this lock, but not this lock" or "you can persuade this NPC, but not that NPC".
FINAL EDIT:
Side-note: The thing is, the main thing I cared about in RPGs is all those crazy abilities you get to have as opposed to saying "Hey, I got myself +3 Precision. Don't I feel special?"
Aren't those skills, not traits?
I mean, if you want to get "I'm sure" about it we have files to prove it but w/e. It's not original to have traits in the first place, but using them as the ENTIRE form of progression is, as far as I know, fairly unique. And that is what I am interested in discussion: completely altering the traditional progression of character growth.
Stats are a representation of the player's insight into their own character, as well as the player's ability to choose how the character develops. Everyone has stats in real life as well, it's just that self delusion and negligence prevent us from looking at ourselves honestly.
Pro-stats, because the universe as we know it operates on math. It makes perfect sense that character progression would implement math as well. Any decision to obfuscate math is a decision to shroud the player's ability to choose what's right for their character with the developer's own subjectivity in addition to the subjectivity that's inherent to the overall game mechanics and balance.
Pro-stats, because the universe as we know it operates on math. It makes perfect sense that character progression would implement math as well. Any decision to obfuscate math is a decision to shroud the player's ability to choose what's right for their character with the developer's own subjectivity in addition to the subjectivity that's inherent to the overall game mechanics and balance.























