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The CBG System (discussions)

Started by Wensleydale, September 06, 2006, 06:54:45 AM

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CYMRO

Quote from: Golem, of the 11th CircleMmm. You're right there. Then again, there're still votes to go...

Unless we added the 'both' vote on... ;) there're more votes FOR a mental stat than against... :P


QuoteActually it looks like:
LUCK: 1. 4 caveats.
BOTH: 1.
SPIRIT: 2. 1 Caveat.
NEITHER: 3.

By that logic, luck wins 4 to 3.5.   :D  :D

CYMRO

Quote from: beejazz
Quote from: CYMRO
Quote from: WitchHuntSpirit, caveat luck. I don't totally understand how Luck would fit VP/WP though.


Vitality points are part luck.  They represent turning the killing blow, moving that fraction of an inch at the last minute, etcetera.  That is why, if we have Luck, it should factor in VP, though certainly not WP.

Vitality, in my experience, is usually a less powerful type of injury, as opposed to a non-injury. Like a bruise instead of a broken arm. And before you say "but that's just a numeric diferrence" I say "but no matter how many bruises you have, it doesn't equal a broken arm" and before you run on to "but eventually you run out of vitality and hit wounds" I say "that's internal hemmorraging"



And "the ability to turn a direct hit into a graze or a glancing blow with no serious consequences"(UA, p.116).  Sounds like Luck to me...

Wensleydale

Quote from: CYMRO
Quote from: Golem, of the 11th CircleMmm. You're right there. Then again, there're still votes to go...

Unless we added the 'both' vote on... ;) there're more votes FOR a mental stat than against... :P


QuoteActually it looks like:
LUCK: 1. 4 caveats.
BOTH: 1.
SPIRIT: 2. 1 Caveat.
NEITHER: 3.

By that logic, luck wins 4 to 3.5.   :D  :D

Luck it is then ;)

Hibou

QuoteThere is the back and forth on LUCK, which though I am not 100% behind, it would be the ideal mechanic for all saves, plus VP = WP *(toughness mod + luck mod) has promise.

I had got the impression that we weren't going to use stat mods, but the stats themselves. So if your Strength is 3, you have a mod of 3 to Strength-related rolls. If you have a Toughness of 5, you add 5 to Toughness-related rolls.

Also, if we use Luck, I don't think it should be tied in with magic anymore than it is with basic combat. Luck can definitely help with saves, allow some rerolls from time to time, etc. but I don't see it really having anything to do with magic. As I said before, magic can work well without a mental stat, but one is needed for other stuff.


EDIT: Also, maybe Luck could be just VP, and Toughness could be just WP. Looks half-reasonable to me. They don't need to be those stats as are, maybe VP would be Luck x2 or WP would be Toughness x2 or something.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

CYMRO

Quote from: WitchHunt
QuoteThere is the back and forth on LUCK, which though I am not 100% behind, it would be the ideal mechanic for all saves, plus VP = WP *(toughness mod + luck mod) has promise.

I had got the impression that we weren't going to use stat mods, but the stats themselves. So if your Strength is 3, you have a mod of 3 to Strength-related rolls. If you have a Toughness of 5, you add 5 to Toughness-related rolls.


That has not yet been decided.  Using WP/VP is a good reason, all by its lonesome to retain stats with mods.


QuoteAlso, if we use Luck, I don't think it should be tied in with magic anymore than it is with basic combat. Luck can definitely help with saves, allow some rerolls from time to time, etc. but I don't see it really having anything to do with magic. As I said before, magic can work well without a mental stat, but one is needed for other stuff.


Agreed.  I never thought of Luck as having to do with magic.



Wensleydale

Yeah. Luck would be useful for all things equally - combat, pulling off spells etc.

CYMRO

So I think we have passed the first hurdle.

STATS
COORDINATION
LUCK
REACTION TIME
STRENGTH
TOUGHNESS


NEXT QUESTION:
Modified stats(aka d20, STR 12, +1 mod)
or
Straight mods as stats.


Hibou

Straight mods, like White Wolf.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

CYMRO

Quote from: WitchHuntStraight mods, like White Wolf.

I am unfamiliar with White Wolf, aside fom the Elric reference.  Explain the benefits please.

EDIT:  Did WW do Exalted?

Wensleydale

Straight Mods.

I believe he means just as you do - stat = bonus.

Although this means that somebody with a stat of 3 would gain +3 on that-stat-based rolls, and there would be no negatives...

SilvercatMoonpaw

No, straight mods means that instead of having a stat of, say, 18 which gives you a +4 bonus to rolls and such, you just have the modifier of +4.  If you want to decide between stats and modifiers, all you have to do is consider whether the stat score is really needed.

You can have negative mods, just as you can have negative mods from a low stat score.  The difference is that there is no score to get in your way of interpretation: negative = low, low score = who knows?
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

snakefing

I'm in favor of straight mods, unless there is some specific reason not to.
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And no, I don't understand it.

Numinous

Quote from: snakefingI'm in favor of straight mods, unless there is some specific reason not to.
Ditto
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

CYMRO

Well, I can see the simplicity of the straight mod argument.