ID:151481
 
Hey guys, I'm trying to think of ways on how to train these rpg stats i'm gonna use and how they could affect the player in the game. The stats that im still working on are

Dexterity
Charisma
Consitution
Intelligence
Wisdom
Theveriy (may take this one out)

I've done Strength and perception but you are welcome to tell me what else i could use to train these stats.
Strength basically attacking enemies and perception is finding hidden items or rooms.
Dexterity
Make a couple of like archery ranges and let them shoot at it (im assuming you have archers since it is a stat commonly used for archery)

Charisma
This one could be tricky you could have npc's around the place that ask for goods and instead grant you this (?)

Intelligence
Wisdom
^^ i was under the impression these two are similar or identical. but either way books are the way to go, or casting spells
In response to Midgetbuster
"Dexterity measures agility, ref lexes, and balance. This
ability is the most important one for rogues, but it’s also
useful for characters who wear light or medium armor or
no armor at all. This ability is vital for characters seeking
to excel with ranged weapons, such as the bow or sling. A
character with a Dexterity score of 0 is incapable of moving
and is effectively immobile (but not unconscious)."

I'm gonna be afkish for a minute

Any ideas for other versions of training this?
In response to Midgetbuster
Intelligence is more knowledge, whereas wisdom is just knowing what to do, like sense, I suppose you can say. So reading books raises intelligence, whereas not being stupid raises wisdom. Unless wisdom is taken in the more magical sense, then it'd have to be raised by divinations I guess.
I would advise that Theveriy is made a skill that is positively affected by the dexterity attribute.
In response to DivineTraveller
Yes intelligence can be used for learning spells, abilities easier and quicker and as for wisdom i beleive it would be in the magic sense.
mob
player
proc
LevelUp()
if(Exp>=mExp)
Level++
Str+=rand(1,3)
Dex+=rand(1,3)
Char+=rand(1,3)
Wis+=rand(1,3)
Int+=rand(1,3)
Perc+=rand(1,3)
Cons+=rand(1,3)


This is my new leveling up system as of the moment. I believe that this is used too many times and i would like to have my own unique levelling up system but not sure what i could do to make it unique.
In response to Gamemakingdude
Personally I'm a fan of the stat system that the Pokemon series uses. You can try to come up with a variation of that to use in your game.
In response to Mega fart cannon
That's just adding an random generated number to the stat which is extactly what i got right now... So NO
In response to Gamemakingdude
You don't know much about how complicated the Pokemon stat system is do you?
In response to Moonlight Memento
It only looks like its just adding an random number between 2 numbers to the original stat.
In response to Moonlight Memento
Please tell me how complicated it is
In response to Gamemakingdude
In response to Moonlight Memento
Can u explain Effort values and individual values 4th generation? I don't understand them
In response to Gamemakingdude
This system would probs be too complicated for my rpg. Is there something simpler but unique i could use?
In response to Gamemakingdude
I'd likely add something similar to the Effort Points system, as that allows for customized stats.
In response to Moonlight Memento
I don't think i can put that system in. Is there another system that may be better?
In response to Gamemakingdude
Individual Values are a random number from 0 to 31 which basically causes variation within a particular stat. For example, a Pokemon with an IV of 25 in Defense will have 6 less points in Defense than a Pokemon with an IV of 31 in Defense. The impact of Individual Values is actually quite small (next to nothing) when a Pokemon is a low level only becoming slightly noticeable when the Pokemon nears max level. IVs also have a connection to many other things, but we won't get into that. :)

Effort Values are essentially "experience" points of a stat. Every single Pokemon in the game gives a certain amount of EVs in a particular stat (ie. Mewtwo giving 3 Special Attack EVs), which is obtained when that Pokemon faints. For every 4 EVs in a stat, that particular stat gains 1 extra point, which is scaled in relation to base gain, upon level up. The maximum amount of EVs one stat can obtain is 255, with 510 being the maximum amount overall. Pretty straight forward.
In response to Mega fart cannon
Ah maybe i can do this now

But would i have to make an separate stat for the Iv in the main stat?
In response to Gamemakingdude
As long as you keep track of all of your variables, you can always have a formula take care of the rest.

In connection to the Pokemon stat system, the only extra variables that need to be kept track of are IVs and EVs (and Nature). Everything else is done through a formula.
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