Poll

How manyy stats should Hero Craft use? Explain further in posts if needed.

3 (some subset of DC stats)
3 (different than DC)
4 (some subset of DC stats)
4 (different than DC)
5 (some subset of DC stats)
5 (different than DC)
6 (same as DC)
6 (different than DC)
7 (same as DC +1)
7 (different than DC)
8 (same as DC +2)
8 (different than DC_
some other number
don't care

Author Topic: Hero Craft: stats  (Read 796 times)

Offline manikus

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Hero Craft: stats
« on: August 28, 2015, 04:52:27 PM »
Hero Craft poll time...

How many stats should Hero Craft use? What should they be?

Offline Nol Drek

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Re: Hero Craft: stats
« Reply #1 on: August 29, 2015, 01:03:29 AM »
I voted for 6 Ability Scores -

STR / INT / WIS / DEX / CON / CHA

Or you could name them

STR / INT / PSY / DEX / END / EGO

STR = Strength
INT = Intelligence
WIS = PSY | Wisdom = Psyche
DEX = Dexterity
CON = END | Constitution = Endurance
CHA = EGO | Charisma = Ego

Or anything else that seems reasonable and feasible.
« Last Edit: August 30, 2015, 11:52:32 AM by Nol Drek »
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Offline manikus

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Re: Hero Craft: stats
« Reply #2 on: August 29, 2015, 03:12:16 PM »
The great thing about DC now is that I can script the players view to show as many abilities as I can fit on the screen and call them whatever I want. The engine has 6 abilities which have functions to go with them for ease of use, but you can use all of them or none of them and /or create your own to be tracked via ASL or SA. :D

My default for hero Craft will be to update SHUA. And since you've done all fo teh heavy lifting for that one already, Nol, it won't be a thing for me to do that.

Offline Vix

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Re: Hero Craft: stats
« Reply #3 on: August 29, 2015, 11:30:04 PM »
FASERIP FTW!  ;D

Offline Le Marquis

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Re: Hero Craft: stats
« Reply #4 on: August 30, 2015, 11:24:49 AM »
In the rule system I developped , I have 8 stats :

Physical :
- Strength (obvious)
- Agility (= AD&D dexterity)
- Endurance (= AD&D constitution)
- Reflex (used for some saving throws and combat moves)

Mind :
- Intelligence (understanding and using information)
- Will (used for some saving throws versus mental attacks and some skills)
- Intuition (could also be called "perception", used for some psychological skills and ability to find hidden things)
- Charisma

Pretty close to AD&D, but the "wisdom" stat covered too many different things.
« Last Edit: August 30, 2015, 04:15:02 PM by Le Marquis »

Offline Nol Drek

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Re: Hero Craft: stats
« Reply #5 on: August 30, 2015, 11:51:55 AM »
FASERIP FTW!  ;D

Fighting Agility Strength Endurance Reason Intuition Psyche

A FASERIP retro clone is here:
http://www.gratisgames.webspace.virginmedia.com/files/FASERIP.pdf

Masks by Blacky the Blackball uses the CHASING system

Quote
Fighting => Combat, Endurance => Health, Reason => Intellect, Intuition => Nous, Psyche => Grit. This makes the ability scores read as Combat, Health, Agility, Strength, Intellect, Nous, Grit; which spells CHASING and is where the system gets its name from.

http://www.gratisgames.webspace.virginmedia.com/files/Masks.pdf

ICONS uses the following abilities:

Prowess Coordination Strength Intellect Awareness Willpower Stamina

http://www.drivethrurpg.com/product/131765/ICONS-Superpowered-Roleplaying-The-Assembled-Edition

« Last Edit: August 30, 2015, 11:54:12 AM by Nol Drek »
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Offline Vix

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Re: Hero Craft: stats
« Reply #6 on: August 30, 2015, 12:58:32 PM »
You could crib a page from the FATE Accelerated system. There are no real ability stats, only approaches.

Careful, Clever, Flashy, Forceful, Quick, Sneaky

You'd get to choose one at Good (+3), two at Fair (+2), two at Average (+1), and one at Mediocre (+0)

So let's say you have a Brute type hero w/ Forceful +3, Careful and Flashy +2, Sneaky and Quick +1, Clever +0  and a Thief type dude w/ Sneaky +3, Careful and Quick +2, Clever and Flashy +1, Forceful +0.

Both need to get past a strong door. The brute could use Forecful to try and bash it down, the thief could use Sneaky to pick the lock. Or, if the door was too strong or had no pickable lock, but a computer algorithm lock, they could try Clever with much less chance of success.

The real trick would be to somehow convert the approaches from the simple -2 to +8 range from FATE Accelerated into a numerical style used by D&D/DC/HC.

Using approaches removes the ability scores as character description style. A hero with a high Forceful approach could be a muscle-bound brute (Hulk), someone able to channel energy into strong effects (Iron Fist), a magician with powerful spells, or an energy-protector style hero (Human Torch).

Using ability scores, you'd have to model a variety of ways to rip that door of it's hinges. Using the approach system you'd only require a Forceful check and all sorts of characters would have a way to do it.

Offline manikus

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Re: Hero Craft: stats
« Reply #7 on: August 31, 2015, 03:13:22 PM »
I am most familiar with MSH. Well, actually SHUA. :D

Honestly, I am pretty much fine with doing whatever. I just want to figure out what is best for the community to use, and I'll do that. I'm using my own system for my designs. :D

I love looking at all of these other systems, though. Each one has its good points. Some more good than others. ;)

Offline Milos Gulan

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Re: Hero Craft: stats
« Reply #8 on: September 02, 2015, 11:35:23 PM »
I voted for 6 but it might be good to add some custom stats if needed also.