Zero Hex said
Just so we have a slight context to the stat numbers, what is 2, what is 8, what is the max? Assuming 2 is the nontrained but moderately healthy human average, 8 would be quite outstanding even amongst adventurers and 10 be demigod tier and max, yes?
Missed this fellah.
Your ave- *sigh* alright, let me post an example of the mechanic. It's not eye-friendly though, because I was hashing it out for trials. So far, it seems fairly balanced and adequate for the optional system I had in mind.
Combat MechanicsExampleJohn walks into a cave, and see’s a Goblin. John is racist against Goblins, and decides this little green fellah has to go meet his maker. A fight ensues.
John is making the attack, therefore he has the initiative and can decide what sort of attack he wants to make.
Attacks come in three forms:
Physical (Strength): John swings his sword as hard as he can at the Goblin.
Speed (Agility): John moves his feet, does a little jig to cause confusion, then swings his sword as fast as he can at the Goblin.
Magic (Wisdom): John casts magic missile at the Goblin.
Now, the Goblin aint into giving up without a fight. So he has a choice here, he can fight back, or he can rely on his armour to absorb the attack. What’s the difference?
Fighting back will pitch the Goblin’s stat against John’s chosen attacking stat. So for example, if John chose a physical attack, his strength would go up against the Goblin’s. The idea being that the Goblin will try to meet his attack, and whoever strikes the hardest, breaks the other’s guard and injures them.
So then we get to the rolling side o’things. John’s strength is 6. A Goblin, being smaller, carries a strength of 4. John’s rusty iron sword conveys a +1 attack bonus, making his total attacking strength 7. The Goblin, with his wooden spear, also gains a +1 attack bonus, giving him a total of 5.
So stat + weapon bonus = attacking number.
Then we grab a six sided dice, and roll for each combatant.
John rolls a 3, giving his attack a total number of 10.
However, the Goblin being the cheeky prick he is, rolls a 6, giving him a total attack of 11. Therefore, the little green critter’s attack powers through John’s, and injures him.
Now comes the wounding roll. Throw another dice, to determine how many hit points John is going to lose. Hit points = Vitality x 10. So John has 40 hit points BUT he is also wearing a flimsy leather vest, that grants him 1 additional vitality, so in total he has 50 hit points.
The wounding attack = Goblin’s attacking strength x six sided dice roll.
Goblin rolls a 6 again, dealing 30 damage (6 x 5). John is severely hurt, with just 20 hit points left, but he’s not out of the fight.
This goes on until the fight ends. However, the nature of the following attack will be decided by the Goblin as he won the first round, who’d then likely go for his highest stat. In their case, it would be agility. John’s agility would then go up against the Goblin’s, in a similar fashion.
OR
The Goblin could have hunkered down, and bore the brunt of John’s attack if he thought he wasn’t strong enough to meet him in battle. This would then fast forward to John wounding the Goblin, however this time, because the Goblin is bracing for impact, the hit points dealt would be divided by the Goblin’s armour. Always round upwards.
Bracing for impact automatically conveys the next round of the battle to the defending player, so he/she can make their counter attack.
In this example, the Goblin is wearing some studied leather with an armour value of 2.
So, John’s strength = 7, he rolls 5, 5 x 7 = 35, 35 / 2 = 18 damage.
So what’s the difference between attacks?
Speed and physical are to be treated the same; however, magic can be used to counter both. In this case, the defender using magic cannot cause an injury (presumably because he’s using his magic to deflect the attack, or stun his opponent, or something to negate their assault.) Wisdom vs Wisdom is to be treated the same as strength vs strength, and agility vs agility.
Starting a stat at 2 has nothing to do with a race's average.