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Hidden 10 yrs ago Post by Smertless
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My idea is simply that a stat, for example strength, would start at a certain number and the player could spend the points to try and accomplish things. Is this a good idea, or a bad one?
Hidden 10 yrs ago Post by Rina
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I'd say the best thing to do is figure out exactly how you want to run it and test it out. Although a bit neglected we have a Tabletop section here that focuses on stats so something like this isn't necessarily out of the question. Get a good system and story going and a good interest check (and a dash of luck and timing) and this might work out. You won't really be able to gauge interest until you try it out. If you have any questions or might need some help, don't hesitate to ask. Although I'm not one who uses stats much, there's bound to be someone that could lend a hand.
Hidden 10 yrs ago Post by Smertless
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Hmm... Okay, thanks. I'll go ahead and start working on a system, then. If anyone else has some advice too, I'd love to hear it.
Hidden 10 yrs ago Post by NuttsnBolts
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I'd put it in tabletop and the interest check in both that section and the general one for the best awareness value. Stats would be fun to work with but you'd have to give guidance on what a balanced would class as too much or too little.
Hidden 10 yrs ago Post by Rilla
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I ran a Bleach RP with stats before. It worked out well once we got the system down. It kept people equal, but different, so that they knew their strengths and weaknesses and weren't going say sword to sword with a better swordsmen and expecting to win off swords alone.
Hidden 10 yrs ago Post by AlteredTundra
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On table-top rps, then stats are essential. However, I think stats being used for rps that are featured in the free/casual/advanced sections is a simple case of "love it or hate it". There are some that love it and will only roleplay with the stats system implemented and there are some that are completely turned off from it and will not even give a rp a second look cause it has some kind of stat system. As to if it's a bad or good idea, that's entirely up to you, @Smertless. If you want to do it, then go for it. There are plenty of people who want to do it, so I'm sure you'll get a solid amount of people interested. Only thing I recommend is you do it right. Nothing worse than an inconsistent stat system.
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Hidden 10 yrs ago Post by Hank
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My idea is simply that a stat, for example strength, would start at a certain number and the player could spend the points to try and accomplish things. Is this a good idea, or a bad one?


People run roleplays like this all the time. There are game masters (like ye olde Brovo, who left RPG some time ago) that use a stat system in every roleplay they run. The system depends on the fact that the consequences of the characters' actions aren't left up to the players -- they write their intentions in their posts, and after a round of posting, the game master responds with the results. Sounds familiar? It's very D&D-esque. Brovo even rolls dices to determine the outcomes.
Hidden 10 yrs ago Post by Smertless
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People run roleplays like this all the time. There are game masters (like ye olde Brovo, who left RPG some time ago) that use a stat system in every roleplay they run. The system depends on the fact that the consequences of the characters' actions aren't left up to the players -- they write their intentions in their posts, and after a round of posting, the game master responds with the results. Sounds familiar? It's very D&D-esque. Brovo even rolls dices to determine the outcomes.


Yeah, that's kind of what I was thinking. I decided to make an interest check for it with more information earlier, so if enough people are interested, I'll develop it to a playable level.
Hidden 10 yrs ago Post by eagerDigger
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I am all for stats in most RPs, even if they're relatively simple ones. There's a point to be made for freeform, but statistics are a big help when you need to figure out what would happen if you needed to say, do your Big Bang Attack and then the person used a dodge. how well did they dodge? Would they be fast enough to even dodge?

Vs. Mooks and NPC enemies you can say "Yes", but if there's another PC on the other end, it's a question that needs answering in a legitimate fashion
Hidden 10 yrs ago Post by Dinh AaronMk
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Stats are a taste that folk either have, or have not. It's particularly prevalent in NRP with folk who like to try and have the next non-videogame Civilization of Age of Empires... game... for the time or their needs. And the there's morons like me who would rather not keep an excel spreadsheet.

Neither is right or wrong. Just taste.
Hidden 10 yrs ago Post by Rilla
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Stats work fine with a good system. In my experience it helps keep people from vaguely describing things like strength and magic, then doing "asspulls/batmanning" and coming up with things not there.

I used them in a Bleach RP, for things like Zanjutsu, kido, reiatsu, hakuda, shunpo, intelligence, and defense. It kept everyone equal, promoted them when they reached a certain number, and made them intricately different. Meaning they had to use their skills as a whole, during most fights, instead of relying on one(unless, it was something specific)
Hidden 10 yrs ago Post by Mirandae
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I use an 'invisible' sort of system, mostly for my own amusement. If the player wants to ignore it, they can without anything falling apart.
Hidden 10 yrs ago Post by Ganryu
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Personally, find it depends on the Rp, but I like stats.

Keeps things simple, shows who is suppose to be on equal terms, with things like Bleach.

Basically prevents a lot of jackassery with jack-of-all trades characters becoming king of them too, and helps players be more honest. You are always going to have that guy who tries abusing it, but easier to keep honest by using stats, and easier to spot him. It sets an expectation.

At the same time, nothing is a bigger turn off than a huge stat system I need a PH.d to figure out. Keep the stats simple.
Hidden 10 yrs ago Post by Willy Vereb
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Stats in a freeform RP should be only ever used as bare information or ways to quickly resolve situations like "who's stronger".
I personally run mecha RPs where you had stats and I even gave people a rough idea what kind of differences they show. Then I also told the players that while stat differences could be big you can bridge it if you write out a scene well.
Basically I treated it as a "difficulty level" when writing a fight. You could've breached the armor of an extremely tough machine but it took effort and likely abusing its weakpoints. Meanwhile when your stats are greater you could've practically handled a low threat situation with one or a few sentences.
That was my idea on the thing. Execution was admittedly a bit different but things pretty much worked out in the end.
Hidden 10 yrs ago Post by Balthazar007
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@Smertless

I want to start a stat based rpg. Or I would like to find one similar to this to join:

The characters are all humans thrown into a universe where they have all had their memories erased. Everyone would start off at the same level of stats, and the stats would be kept simple. (Health / Strength / Speed / Magic / Exp. Points) The users would basically create all the minor conflicts in the game as they could create fantastical worlds within this universe. They would also create all the equipment and abilities, based on their experience level.

The stat system would allow for PvP battles. Plus individuals and groups could complete quests as long as their combined exp. points are high enough to complete the quest; then it's just up to them to write the story and earn the rewards.

Has anyone here heard of a RP like that??
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