Jivusa said
So, say I wanted to make a half-elf/full elf Archer character that uses Alchemy to make malign poison from the vegetation and animals that surround him, for example. How would the perk spread be lain out? Their descriptions are rather vague, as it's hard to decide what they encompass. Would Archery be decided based on Dexterity or Strength? Would Alchemy be based on Wisdom? Also, shouldn't different races have different base perk spreads? For example, elves would have less Strength, but more Wisdom, inherently? Vice-versa for Orcs?In addition, specialized abilities for different races may do this game some good, but I fear that leads to leaning on tabletop RPG territory. Just throwing in some ideas willy-nilly.
This guy here trying to pour cloudy milk into my transparent stream of simplicity.
What you say would fit the profile if this were a tabletop RPG. It's not. Let me run through the whole thing real quick.
Normal RP: Guy runs around, getting into one near miss after another.
My RP: Guy runs around, getting into one near miss after another. Player controlling him gets bored of being the master of his own destiny. Next time guy fights a monster, player decides to use dice. Play then goes with whatever happens.
... So in conclusion, if I were making this RP a tabletop version with
mandatory dice rolls, then yes, you can bet that not only would races have cu- fuck it, i'd just host a D&D game. It's not though, it's just a simple roleplay with the option of someone not so familiar with dice rolling table top games to take a stab at not being the invincible hero.
Okay? IT's my fault, I drew too much attention to the stats and rolls. I'll revisit the whole issue once I'm done sawing my foot off. In the meantime, keep the questions coming because that's how we get to that utopian level of GM-Player clarity. In other words, thankyou for speaking up :)
Bows are actually a strength weapon, son. I know Diablo and the like think bows are all about the flexibility of one's arms, which may be the case if you're using some alien contraption, but by and large, you're looking at how far the guy can pull back the string. My country made excellent use of the longbow, back when Elvis Presley was still alive, and those guys were HENCH because of the force needed to pull back the string. For the sake of simplicity, your bow's accuracy would come under your strength rating (which is also logical, as a weak pull would undersell your firing arc).
Poisons... poisons... poisons. That's a good one; they're not reliant of magic, because they're just mixed herbs, but wisdom is needed to understand how to mix these things to perfection. This'll get a nice covering in the mechanics section, but if you wanted to see whether or not your poison arrow was going to hit and kill, you'd more than likely make two rolls. If you hit the target (strength roll), you'd then see if your poison worked, (wisdom roll).
If you wanted to sneak up on someone, and thought to yourself "Should he see me? Should he not see me? Wow, what way to go with this?" Then your agility will go up against your victim's to determine the successful sneak attack. I'll detail this more at a later date, but just know that Strength dominates the field of ROAR, Agility the field of sneaky/glass shotgunism, Wisdom the field of I WANNA USE MY MAGIC MISSILE, and Vitality the field of BITCH I AINT DYIN.
I'll get to revealing this system soon. I'm trialing it at the moment, and so far so good. I've made the mistake before though of making a system, thinking it looked good in theory, releasing it, and then getting cannibalised by impatient twats who do not appreciate how much work they take to get right. So bear with me on that.
EDIT: Sorry if it looks like I'm mad up there ^, I'm not, I'm just typing at warp speed 7 and things come out a bit rough. As mentioned, please keeping asking stuff like this, as it gives me a chance to first explain, and then modify so that similar questions do not pop up.