Simple Enough Character Creation System?
I intend to create a system where attributes such as strength, rather than operating as a flat bonus, instead define character traits, hopefully allowing for greater customization.
[spoiler=Stats]There's only two stats for each aspect. There's two aspects: Mental and Physical. The stats for each are Strength and Dexterity.
Each character begins with a 3 in Physical Strength and Dexterity and has 5 points to raise the scores with.
A 5 represents an average score, an 8 is well above average, a 12 is olympian and a 30 is generally considered godly levels of perfection - with anything 15 or above entering superhuman levels.
Therefor, the world's best dead lifter might have a 14 in strength. Or he could have upwards of 10 points or more in lift (an attribute of strength).
Each number below 5 represents a flaw that must be taken in the category, while anything 5 and above represents a perk that can be taken in either athletics (strength) or acrobatics or stealth (dexterity).
Alternatively, you can spend these points on related traits. The only difference between traits and skills is that traits remain permanent at the level of character building and never advance with 'tiers' - whereas a skill's tier determines how much every perk selected before it will advance.
Perk Table
5 - 7: +1 per point.
8 - 11: +2 per point.
12-14: +3 per point.
15 and onwards: +4 at 15, +1 per additional point. So, at 16 it would be +5, 17 (+6), etc.
So, if you have 13 physical strength, you can take 15 perks associated with athletics or spend some (or all) of those points on physical traits.
Traits can be upgraded as much as you have the points to, but it also advances any negative effects of the trait. You cannot upgrade traits beyond character creation. The effects of a trait can be reduced at GM discretion.
Combat - Combat in this game is somewhat like burning wheel, although I've yet to read all that much into the wiki. If it ends up being exactly like burning wheel (or worse), then my objective would probably be to make it simpler. Or more realistic (whatever you want, I'll give it to you!). If you don't know how to make things better, don't talk to me (I'm not litsening, la la la).
[spoiler=Stats]There's only two stats for each aspect. There's two aspects: Mental and Physical. The stats for each are Strength and Dexterity.
Each character begins with a 3 in Physical Strength and Dexterity and has 5 points to raise the scores with.
A 5 represents an average score, an 8 is well above average, a 12 is olympian and a 30 is generally considered godly levels of perfection - with anything 15 or above entering superhuman levels.
Therefor, the world's best dead lifter might have a 14 in strength. Or he could have upwards of 10 points or more in lift (an attribute of strength).
Each number below 5 represents a flaw that must be taken in the category, while anything 5 and above represents a perk that can be taken in either athletics (strength) or acrobatics or stealth (dexterity).
Alternatively, you can spend these points on related traits. The only difference between traits and skills is that traits remain permanent at the level of character building and never advance with 'tiers' - whereas a skill's tier determines how much every perk selected before it will advance.
Perk Table
5 - 7: +1 per point.
8 - 11: +2 per point.
12-14: +3 per point.
15 and onwards: +4 at 15, +1 per additional point. So, at 16 it would be +5, 17 (+6), etc.
So, if you have 13 physical strength, you can take 15 perks associated with athletics or spend some (or all) of those points on physical traits.
Traits can be upgraded as much as you have the points to, but it also advances any negative effects of the trait. You cannot upgrade traits beyond character creation. The effects of a trait can be reduced at GM discretion.
Combat - Combat in this game is somewhat like burning wheel, although I've yet to read all that much into the wiki. If it ends up being exactly like burning wheel (or worse), then my objective would probably be to make it simpler. Or more realistic (whatever you want, I'll give it to you!). If you don't know how to make things better, don't talk to me (I'm not litsening, la la la).