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Topic: Task resolution system ideas
Started by: Brian T
Started on: 10/7/2003
Board: RPG Theory


On 10/7/2003 at 9:14pm, Brian T wrote:
Task resolution system ideas

Hello all I am new to the board and have seen a bit of good feedback and decided to look for some feed back on a task resolution scheme I have been working on.

Before I get into the actual mechanic let me tell you what I was hoping for in the system. I, and I am sure many of you have seen systems where an attribute or skill level is favored. There is also systems where a Target value is what is needed on a dice roll. All these systems have their good and bad points.

What I am hoping to avoid is a person with a lot of "raw talent" represented by an Attribute but little skill, represented by a Skill from pasting someone with less raw talent but greater skill. While this has multiple considerations and arguments for and against either what I have come up with is this...

Attributes and Skills range in the 1-10 range. A typical starting character should be around a 5 in either for proficiency. Dice used will be 10 sided.

1. Determine the Attribute and Skill for the Task. For the example we will say shoot a gun and will use the terms Coordination (attribute) and Firearms (skill)

2. Take a standard starting base of 10 and subtract the Attribute, and this is the target number.

(this was chosen to represent that someone with a superior Attribute should have an easier time to perform the task.)

3. Roll the Skill level in Dice against the target number and count successes. Any die that shows a "10" is re-rolled. Any 1 that is rolled is placed aside for a more nefarious purpose.

4. While in most cases only one success is needed but more success increases the result such as faster repair time or in our example extra damage.

Note: This is a more heroic style game, so no matter what everyone gets 1 die to roll even if unskilled.

That is pretty much it, there will be some meta-gaming modifiers for things such as range, wounds, and situational modifiers.

This to me seems pretty sound for what I want to do. It allows more a more skilled person a greater chance to have better success but it makes allowances for those with great raw ability.

The main problem that jump up is in a long story arc / campaign where characters Attribute and Skill levels can become quite high. Giving the character a large number of dice (from skill) at a very easy target (from attribute). I intend to have advancement of attributes a bit slower than skills and with the more heroic feel it may not be a problem, longevity however might be the issue.

Brian T.

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On 10/7/2003 at 9:29pm, SumDood wrote:
Longevity and Skill Advancement

Sounds like a cool system. It's totally different from mine, so I can't say I have experience here, but I'll throw out an idea for the longevity problem.

I assume you don't have levels for characters?

If you don't, you might want to consider having a point (based on attribute and skill levels) where a character reaches the "Next Level" so to speak. You could call it something like "Hero" or "Champion." Now this doesn't change their dice rolls or anything under most circumstances, but when they're up against another "Champion" class opponent, both the opponent and the character get their skills and attributes divided in half (but only as applied when fighting each other).

This gives a cinematic type of realism to the system, where a Champion character is really tough, but against another champion, they come down to a more mortal level.

Anyway, just a suggestion.

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On 10/7/2003 at 10:00pm, Jeph wrote:
RE: Task resolution system ideas

Instead of "subtract attribute from 10, roll equal to or above," you might consider "roll equal to or under attribute." Identical probabilities, less math.

Cheers,
--jeff

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On 10/8/2003 at 12:31am, John Kim wrote:
Re: Task resolution system ideas

Brian T wrote: What I am hoping to avoid is a person with a lot of "raw talent" represented by an Attribute but little skill, represented by a Skill from pasting someone with less raw talent but greater skill. While this has multiple considerations and arguments for and against either what I have come up with is this...
(...system described...)
This to me seems pretty sound for what I want to do. It allows more a more skilled person a greater chance to have better success but it makes allowances for those with great raw ability.

OK, so as I understand it, you want to distinguish in your system between an Attribute-8/Skill-2 person and an Attribute-2/Skill-8 person. In many systems these two would have identical rolls to succeed. You would prefer something which differentiated. I'm not quite clear on what you intend this difference to be, though. Forget about what dice to roll -- what is the result you desire? Let's call the Attribute-8/Skill-2 person "Mr. Talented" and the Attribute-2/Skill-8 person "Mr. Experienced".

In your system, they have the same average number of successes. Mr. Talented has a much more reliable result, but will never succeed brilliantly. In contrast, Mr. Skilled has a more variable results. He will fail more often, but sometimes he will succeed brilliantly.* It seems a little counter-intuitive to me (I would think that high skill should be more reliable than raw talent). More importantly, you should make clear that this is what you are trying for it that's how you want it.


* NOTE: Mr. Talented usually gets two successes (64%) and has only a 4% chance of failure. However, he will never get more than two successes. Mr. Skilled has a 17% chance of failure, but 20% of the time he will get more than two successes.

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On 10/8/2003 at 7:31am, Andrew Martin wrote:
RE: Re: Task resolution system ideas

Brian T wrote: What I am hoping to avoid is a person with a lot of "raw talent" represented by an Attribute but little skill, represented by a Skill from pasting someone with less raw talent but greater skill.


I feel that "raw talent" is best represented by having a low skill and having a high interest in improving the skill; and "raw talent but greater skill" is best represented by having a high skill and low interest in improving the skill. Why? Because this best models real life currently and in the past. Have a look at this real world site for talent developement:
http://www.ashland.edu/~jpiirto/Piirtopyramid.htm

So if you want to make your game as realistic a simulation as possible, it's best to start with a good foundation that matches the real world; where attributes don't "add" to skill level. Attributes seem to make no real difference to skill, except in ways that most conventional RPGs fail to consider. Consider this real world site on singing talent, and how to improve one's "attributes" for singing: http://www3.sympatico.ca/k.widenmaier/performance/voice/yourvoice.html

Note that very, very few conventional RPGs would have an attribute for "Lung Capacity", and use that to add to "Singing skill", to produce a Singing "effect total". :)

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On 10/8/2003 at 2:04pm, Jack Spencer Jr wrote:
RE: Task resolution system ideas

I would make raw talent a bonus of some sort toward raising the skill.

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On 10/8/2003 at 3:20pm, Brian T wrote:
RE: Task resolution system ideas

Hey thanks for all the feedback so far some good points and new thoughts are mine to mull over.

John Kim your statistical examples helped put numbers to what I was certain could be an issue. I am not proficient in math in that capacity. I thank you.

Let me give those that have been following this thread an example of what I am trying to avoid.

In an example game system they use a 1-5 scale for attributes and skills. In their system as skills levels increase the skill is considered exponentially better than the previous level with level 5 placing the character in the "best in the world" category.

Now lets take an example of two characters, in the exact same situation, one possesses a Dex of 2 and a Firearms of 5 the other the opposite D5/F2.
While the higher skilled person should have ability that is a few times exponentially greater they possess the exact same odds to succeed because their pools are the same.

This is what I am trying to avoid. In the heroic theme of the game I want those with a good attribute to have some benefit but I want greater skill to generally be able to accomplish greater and more frequent success than someone with lesser skill. I want a little realism without overburdening the system with too much simulation.

Brian T.

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On 10/8/2003 at 3:32pm, Jack Aidley wrote:
RE: Task resolution system ideas

Have you considered simply putting the attribute on a different scale (say 1-5) than the skill (0-10)?

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On 10/8/2003 at 5:10pm, Mike Holmes wrote:
RE: Task resolution system ideas

Have you considered an augmenting system? That is, in this case, the skill would be the primary consideration and the stat secondary. What you'd do is roll the secondary, and get a result. That, in turn, would add some number based on the result to the original skill. Basically the one adds to the other with a diminished return. The advantage of doing this with a roll is that you don't have the problems that you have with dividing to get a diminished return (breakpoints).

The second roll at first seems like a lot of extra work. But it does have the advantage that it implies that you can add any two things together be they stats or skills, or whatever. In fact, using such a system, you can get rid of the delineation between them altogether. Which usually has some nice benefits as well.

What happens if you don't have any skill? You roll against a zero, and can augment that with the appropriate stat. Not great, but better than nothing.

For an example of how this can be made to work well, see Hero Quest.

Mike

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On 10/8/2003 at 6:55pm, John Kim wrote:
RE: Task resolution system ideas

Brian T wrote: Now lets take an example of two characters, in the exact same situation, one possesses a Dex of 2 and a Firearms of 5 the other the opposite D5/F2. While the higher skilled person should have ability that is a few times exponentially greater they possess the exact same odds to succeed because their pools are the same.

This is what I am trying to avoid. In the heroic theme of the game I want those with a good attribute to have some benefit but I want greater skill to generally be able to accomplish greater and more frequent success than someone with lesser skill. I want a little realism without overburdening the system with too much simulation.

OK, from the sound of it, you don't really want differently-shaped probability curves. I think the simplest solution is the one Mr. Jack suggested: attributes range from 1 to 5 while skill ranges 1-10. Attribute adds to skill, but it isn't equally important. You might alternately consider attribute being a modifier, rated -2 to +2, which is essentially the same thing.

You can also have high attribute make it cheaper to buy skill, rather than simply adding. However, there is a game balance consideration. Consider someone who invests heavily in attributes. At the start of the campaign her PC will be overshadowed, but as experience accumulates she will become the most powerful. The campaign has to be a specific length for this to balance out. This might not be important, depending on your priorities, but it is something to consider.

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On 10/8/2003 at 7:46pm, Mike Holmes wrote:
RE: Task resolution system ideas

That last post of John's makes me think that my Rant about Stat/Skill systems might have something of use. Possibly not if you don't use a point pool or anything. But who knows...

Mike

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On 10/9/2003 at 2:25am, M. J. Young wrote:
RE: Task resolution system ideas

Mike beat me to the punch on that--why do you have attributes involved at all?

I'm not saying that there aren't good reasons for a system in which both attributes and skills contribute to success; Multiverser is such a system. However, you need to have some reason why you would use both, or you generally wind up in a game in which building up attributes gives greater return for less investment than building skills.

To look quickly at Multiverser, this is handled (in brief) this way.

Attributes contribute directly to chance of success. They are difficult to raise, and grow geometrically more difficult to further increase as they advance. Far short of the theoretical ceiling the character will reach a point at which he must go beyond normal human means of improvement, because he is attempting to achieve superhuman attributes.

Skills contribute directly to chance of success. However, they also contribute to speed of performance, which attributes do not--the more skilled character can do things faster than the less skilled character, even if the less skilled character has the higher chance of success for a high attribute. Further, skill contributes more to quality of performance than attribute, often permitting success which is of a higher order (such as producing a product of superior quality); attributes only contribute to this in the sense that they allow a character to get a higher successful roll. On top of this, skills are far easier to improve initially, and although they do become more difficult to improve as they rise, an ordinary human dedicated to advancing a particular skill will eventually reach best of the best, doing things others didn't think were possible.

Thus even though you can improve your chance of success for a broader range of skills by investing in attributes, your investment will get you more for less if you put it in skills in both the short term and the long term.

So, why is it that you are including attributes in the system at all?

--M. J. Young

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On 10/9/2003 at 5:27am, Dr. Velocity wrote:
RE: Task resolution system ideas

Consider Perks/Abilities or even call them skills if you want

Fast Draw is good for those never-miss gunslingers, but could be generalized to 'Fast' and would cover anything involving precision, fast manual dexterity, but keep in mind 'Firearms' involves dexterity, speed, precision AND... AIM - good perception (usually) - so you'll need to figure out just how fine you want to split hairs. I do think its unnecessary and cumbersome to detail things too much, especially in a cinematic game.

Raw talent ADDS to or enhances a skill, or allows you to take the skill in the FIRST place, but it shouldn't let you DO the skill with no training, unless that is part of the scenario or is in the character's past or something - no matter how 'fast your hands' are, you are NOT going to pick up a revolver and start picking cherries off a tree with it if you have no training.

If you use attributes and skills, both rated at 1-5 (my personal favorite rank for rpg stats, by the way), you could simply do something arbitrary like subtract 3 from the requisite attribute, and add the result to the skill level - so if you have a 3, you're not all that and a bag of chips like you think you are, and are just relying on your skill and are lucky you aren't a 2 dex, which would PENALIZE your gunslinging ability - this leaves 4 giving you +1 and 5 giving you +2 to the Firearm skill. Simple, not necessarily pretty, but it works in a pinch, in my opinion.

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On 10/9/2003 at 6:11pm, Brian T wrote:
RE: Task resolution system ideas

Again lots of great feedback, I appreciate it.

To Answer M. J. Young’s question of why have abilities allow me to further give my insights on why I am using an Attribute/Skill system.

In the game I am designing there are attributes, one named Might to represent Physical Power. (not necessarily size mind you), there is also a trait called Prowess to represent coordination, speed and overall agility. I wanted to keep the number of attributes small to represent the abilities of the characters untrained capabilities. Perhaps that is not the best description but let me continue.

For my argument lets compare a 70 years old man with a Prowess of 2 (in a 1-5 scale as from feed back I have considered that my be better than a 1-10 range) In his youth this man may well have had a Prowess of 4 but that’s not the focus. Compare him to a young 20-something with a Prowess of 4. In a situation where skill levels are equal the young man would have an advantage.

However things are never so simple and the older gent has a higher skill in say the skill Athletics (for the example lets give him a 7). The younger has an Athletics of say 3.

When the task is rolled using the system I described in the original post the Older gent gets 7 dice against a difficulty or 8 (10-attribute) and the younger gets a roll of 3 dice at a difficulty of 6.

Now while the younger man has a better chance of getting successes because of the lower difficulty at best he can get is 3 successes. Granted while the older gent has a higher diff his greater skill allows him the chance for greater success than the younger can achieve.

The older gents body (if you will) represented by the lower Prowess limits his ability to perform the skill to the best effect. The younger has an easier time succeeding but it limited by his lack of skill. At least that’s how it looks to me I am not skilled enough at math to see if this is actually accomplishing what I think it is. In my mind if the older gent had a Prowess of say 3 his chances against the younger would be greater as he is not as limited by his skill level.

As mentioned the greater skill is intended to provide greater results, in speed, quality and what not. That aspect is also desired.

My goal is to have skill the primary factor with modification from attribute that assists (or perhaps hampers) the character. Perhaps having a base diff of 10 (on 10 sided dice) is too great.

The relation of advancement of skills and attributes will be in contrast. Raising skills will be far more rapid than attributes. Attributes will have a geometrically higher cost making it more expensive to raise than the skills.

I also have attributes in the system because other scores are determined such as damage taking capacity and such.


Hope this gives a clearer idea into my desire.

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On 10/9/2003 at 6:40pm, Mike Holmes wrote:
RE: Task resolution system ideas

That tells us what the system is like, but not why. The only reason you gave for having a split is:

I also have attributes in the system because other scores are determined such as damage taking capacity and such.

The rest doesn't tell us why the split is neccessary. If it's a matter of needing to be able to add two or more things together in order to get an "appropriate" score to roll from, you don't need a skill/stat division to do that. You can simply say that you can add any two things together as long as they make sense.

Further, your objection that I quote above does not hold either. That is, if you want to have secondary statistics for a character, all that means is that they have to come from a certain stat. Not that that stat has to have some privileged position as an "Attribute" or such. The point is, if you need a Size score or something, then mandate that it be assigned. The question is why it has to be different than the skills in application.

Have you played any "single-tier" games like Hero Quest (Wars), Story Engine, etc? Seeing how these work often clears peoples minds on this subject. That's not to say that I think you ought to go with this model. Just that it might help you identify what it is that you need from your split. Without understanding why you have this in the system, it's hard to work out the correct way to implement it.

The relation of advancement of skills and attributes will be in contrast. Raising skills will be far more rapid than attributes. Attributes will have a geometrically higher cost making it more expensive to raise than the skills.
Did you read the rant? You realize that doing this will cause a "best strategy" to form for each character, right? This isn't a problem?

Mike

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On 10/9/2003 at 9:48pm, Brian T wrote:
RE: Task resolution system ideas

Thanks for the response Mike,

Alright looking over the past few responses I have to admit that I perhaps am not providing enough information about the system. Let me list some of the basics here so maybe what I am asking for is more clear.

There are five attributes I will list them here with a very brief general description: Might (physical strength), Prowess (physical speed), Vitality (health and heartiness), Cunning (Intelligence and problem solving), and Charm (force of personality).

Each of these have other specific uses outside of modifying skill rolls. For example Vitality is used to generate health levels, Cunning is used to generate something I call “down time improvement pips” as well as modifier to number of starting skills, and as a last example Prowess will be the starting base (modified by an athletic skill) to determine movement rates.

Good attributes would be desirable for a number of reasons but will not allow a character to in any sense of the word accomplish much more than innate/natural abilities.

It is this innate “potential” that I want to be able to modify skills. This will differentiate and modify chances from two equally skilled characters in task. This innate/natural ability is the basis for other game system needs.

The character generation system is a mix of points with some things left to chance to keep things from being “cookie cutter”. Granted I could drop “attributes” and represent them with “skills” but I feel it would add greatly to a list I have kept short as possible without sacrificing setting.

Speaking of setting the game is perhaps strongly Narrative but I am not looking for feedback on G/N/R, I am still reading through all the threads on that subject. I want the game to play with the heroic feel so for most tasks if a character lacks a particular skill they get a single die with a modifier based on the “attribute”. In some cases a desperate attempt but one that fits the setting.

I did read your rant and I agree with many of your points. The system I have put into work is one that should allow players to pick (and in some cases hope to get) traits, be it attributes or skills (and backgrounds/edges/merit flaws/what have you) to have a character that is good at their chosen “field” but perhaps lacking in others to promote the teamwork I desire for the setting.

If there is any more information I can provide to help those following this thread let me know, and Mike I hope I am understanding the questions you are asking. As for the best strategy I have not played a game myself where a player lacked choices to mold the type of character they wanted, admittedly I have not played a very large assortment of games.

Brian T.

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On 10/10/2003 at 4:40am, M. J. Young wrote:
RE: Task resolution system ideas

Brian T wrote: When the task is rolled using the system I described in the original post the Older gent gets 7 dice against a difficulty or 8 (10-attribute) and the younger gets a roll of 3 dice at a difficulty of 6.

Minor point: is there a particular reason why you include the subtraction step? Take a look at it:

• Player must roll 2 or less on d10; probability of success is 20%;• Player must roll above 10-2 on d10; probability of success is 20%.

If you just use the low end of the roll as success, you eliminate the subtraction step and have a lower chance of in-game error.

Now, what exactly are the chances of success in the situation you describe?

Older must roll 8, 9, or 10--30% chance. He gets 7 shots. That means with each roll, he's got a 70% chance to miss, and it's reduced by the number of rolls, so we have .7^7 chance that he will fail to get at least one success. He will succeed almost 92% of the time.

Younger must roll 6 to 10, a 50% chance; he gets 3 shots. Thus we have a 50% chance to miss, reduced by the number of rolls, so we've got .5^3 to fail, an 87 1/2% chance that he will succeed.

I think what is apparent from this is that your system not only is not intuitive, it does not create the differences in ability that you're expecting. Frankly, as one who plays percentile-based games (really speeds up this kind of thing--I think dice pools were devised to obscure the odds from the players) I don't find five percentage points a significant advantage or disadvantage when you're at that end of the scale. Both of these guys are going to succeed far more often than not, and you're not really going to have much on which to distinguish them. Of course, if the point of the system is to obscure who really is better at any given task, you've succeeded admirably--only someone with the math skills to do what I just did would be able to work it out, since it's unlikely to be apparent in play.
He several times wrote: I want the game to play with the heroic feel so for most tasks if a character lacks a particular skill they get a single die with a modifier based on the ?attribute?.
--or words to that effect.

You are aware that the way your system is set up, this rule makes a skill level of one worthless, right? You get one die if you have a skill rating of one, and one die if you have no skill.

Again, I recommend looking at Multiverser. An unskilled character can attempt to do anything at all, but having a skill kicks his ability up 11% at minimum over not having it. That's not so much, maybe (+2 in D&D terms), but it's more than the difference between the characters in your hypothetical.

Why are you so committed to a dice pool system, particularly when you don't understand the math behind them? That may be a personal quibble of mine, but I'd think anyone who wants to design mechanics would do so in a system in which they, at least, can work out what happens when you change things. Dice pools usually have a lot of dials--what's the range of the dice? what's the target number? what's the number of dice rolled? Changing any one of these alters your probabilities rapidly, and often in unexpected ways.

I hope you don't feel like I'm picking at you; I'm very interested in what you're doing here, as I like well-crafted skill/attribute systems. I'm just trying to get to the bottom of how they work together, and why you want them to work that way.

--M. J. Young

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On 10/10/2003 at 5:44am, Brian T wrote:
RE: Task resolution system ideas

I think what is apparent from this is that your system not only is not intuitive, it does not create the differences in ability that you're expecting. Frankly, as one who plays percentile-based games (really speeds up this kind of thing--I think dice pools were devised to obscure the odds from the players) I don't find five percentage points a significant advantage or disadvantage when you're at that end of the scale. Both of these guys are going to succeed far more often than not, and you're not really going to have much on which to distinguish them. Of course, if the point of the system is to obscure who really is better at any given task, you've succeeded admirably--only someone with the math skills to do what I just did would be able to work it out, since it's unlikely to be apparent in play.


This is exactly why I have asked for the feedback. I want to find the right blend of dice and odds to do what I want. There is always the option of scrapping the whole system or simply redirecting the resolution. Such as Roll skill in dice and keep a number of dice equal to Attribute that succeed. However it would most likely still favor the higher Attribute.

I know no one that owns multiverser so I cannot look over your system without purchase.

Why are you so committed to a dice pool system, particularly when you don't understand the math behind them? That may be a personal quibble of mine, but I'd think anyone who wants to design mechanics would do so in a system in which they, at least, can work out what happens when you change things. Dice pools usually have a lot of dials--what's the range of the dice? what's the target number? what's the number of dice rolled? Changing any one of these alters your probabilities rapidly, and often in unexpected ways.


This is your feeling and I respect it, myself I feel if man did not attempt and work at think through things he did not fully understand we would probably still be throwing rocks and sticks at our food. While some advanced math is certainly helpful I don't believe all or even most game designers (and aspiring designers) posses these skills, so the rest of us start with what we think looks right and ask for help to see if what we think is correct is actually so.

As for a percentile system I personally never really liked them. Perhaps it has to do with 3rd Ed Gamma World or maybe the Palladium system. In both cases I loved the settings but disliked the mechanics. If I were to look into at a percentile system I think I would start with a base number "generated" by an attribute and add a certain value for each skill level.

As for the dials I have a definite idea of a very limited range (-2 to +2) to adjust for situation out side of the difficulty and number of dice but again it seems to favor attribute. The insanity!

Brian T.

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On 10/10/2003 at 6:03pm, Mike Holmes wrote:
RE: Task resolution system ideas

Brian T wrote: ...Mike I hope I am understanding the questions you are asking. As for the best strategy I have not played a game myself where a player lacked choices to mold the type of character they wanted, admittedly I have not played a very large assortment of games.

You're getting closer to answering the questions I'm asking, but still missing the mark a little.

On the subject of why you need to have the skill/attribute split, your answer continues to be circular. That is, you say, "Here's how the system works. So therefore it needs to work this way." The question we have is to ask why it is that you want the system to work the way it does. An anaytical approach to design says that you have goals that you're trying to meet, and that you then try to make mechanics that accomplish those goals. You haven't told us what goal is achieved by having the split.

So, I now know that the attributes are used to develop secondary characteristics. Fine. Why do you need those? And don't answer that the downtime points are used with character advancement or that sort of answer. Tell me what it is that this all is achieving. Is it more realistic in your opinion to do things this way? Is that your goal? Is your goal adventure, and you feel that the attribute/skill mechanics deliver that? The one goal that I did see you mention was:
I want the game to play with the heroic feel

But then you point to a rule that allows untrained individuals a default chance. Well, that's cool, you have one mechanic that arguably helps achieve one goal. But what goal does the attribute/skill division accomplish?

As for the best strategy I have not played a game myself where a player lacked choices to mold the type of character they wanted, admittedly I have not played a very large assortment of games.
Interestingly, we've postulated a lot about games that don't allow player choices in chargen. And there are the cases of playing with pregen characters that most of us have encountered. But you miss the point. I'm not saying that your system is problematic because it leaves players choices. No, I'm all for that.

It's problematic because it takes away sensible choices. That is, there's an apparent choice to go with increasing attributes or skills. But given the system you're describing, for a given character it's always going to either be more efficient to raise the stat behind a group of skills, or to raise the skills. Given that fact, you'll only see one behavior in play for a given character. The player's only activity in play is to recognize that fact, and do what the game is telling him to do (or go against the grain, and be punished). This was the point of the rant.

Now it may be that your system doesn't have this actual problem because of something that I don't know about it. So, I'm just warning based on the information presented so far. You have a single currency that can be used to buy stats or skills. Stats are made more costly than skills because of the fact that stats add to many skills (including ones that you haven't purchased), and have some additional effects on their own - secondary stats. This is precisely the set up that I describe in the rant. Unless there's something you haven't told us, you have the problem in question.

Mike

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On 10/10/2003 at 9:45pm, John Kim wrote:
RE: Task resolution system ideas

First of all, to Brian T -- I think you misunderstood the point of the Mr Jack's and my suggestion, re: 1-5 for attributes and 1-10 for skills. The suggestion was assuming a mechanic like Storyteller or many other games. Your effective value is based purely on attribute + skill. This could be rolling attribute + skill as dice in a dice pool, or it could be adding attribute + skill + 3d6 vs a difficulty.

This has the simplicity of those other systems, but it also achieves the primary purpose you expressed. Attribute makes some difference, but not an overwhelming one. Someone with a world-class attribute (i.e. 5) has an advantage over a less-talented person, but requires skill to be effective.

Mike Holmes wrote: Interestingly, we've postulated a lot about games that don't allow player choices in chargen. And there are the cases of playing with pregen characters that most of us have encountered. But you miss the point. I'm not saying that your system is problematic because it leaves players choices. No, I'm all for that.

It's problematic because it takes away sensible choices. That is, there's an apparent choice to go with increasing attributes or skills. But given the system you're describing, for a given character it's always going to either be more efficient to raise the stat behind a group of skills, or to raise the skills. Given that fact, you'll only see one behavior in play for a given character.

Well, agreed -- but nearly any character creation system exists to take away choices. That is a good thing, in general. What you consider problematic is for these systems is that they discourage, say, a dumb character who has bought up a large number of intelligence-related skills -- or a clumbsy character who has bought up a large number of dexterity-based skills. How many skills are "large" here depends on the specific implementation.

While this is a limit, I'm not sure what makes it particularly problematic compared to any other character creation method. For example, Over the Edge and other define-your-own-trait systems encourage having only very broad traits -- as broad as you can wheedle your GM into accepting.

As you point out in your rant, the problem can be fixed by allowing, say, +1 to all Dexterity-based skill for slightly less than +1 to Dexterity. It's pretty simple, really -- I'm not sure why you characterize it as being necessarily too hard to calculate. It can get tricky for non-linear attribute costs, but you can always just make a table for it.

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