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Title: Making Character Stats Useful
Post by: Khorn on 09-01-2012
Hey, look another ideas thread.

This is an idea to make your Character's stats useful for a new form of BOTH Combat and Passive RP!

Yes, you read right, this idea, could open a new world of a CHOICE in combat and passive RP.

And if you act now, you can help this idea move along!



Now, you may ask, why? Why is this anything special?

Well, sir, if you played DnD you would know how the stats work and effect both combat and other roleplay in the game.
This idea is a simpler form of the Basic Stats of DnD characters.

We would replace whatever is listed on the stats page with the Basic.
And, the /roll would become a 1-20 dice roll.


BASIC STATS
STR(Strength)
CON(Constitution)
DEX(Dexterity)
INT(Intelligence)
CHA(Charisma)
WIS(Wisdom)




Now, in order to make these stats work.


Each Faction/Flag/Group(ie. Raider, Super Mutant, Deathclaw, etc...) Would have set Stats.

Example

A Super Mutant would have something along the lines of;
STR +5
CON +5
DEX +1
INT -4
CHA -6
WIS -6

You get it? He would be tough as nails, but dumb as a rock and just as persuasive as a rock, talkative wise. He be better off intimidating with STR then using his linguistics CHA to convince others.

Wasterlands though, the back bone of FRP, would have Set Stats too. But it be a lot more equal than the last group.

STR +2
CON +2
DEX +2
INT +1
CHA +2
WIS +1



So, you get that each faction/group/flag gets a set Stat now, right?


Now you may ask, how does this help FRP?



Combat RP!


Combat
In DnD, it has a very simple system.
You first attempt to hit with an attack. Next, you see how much damage you deal.

What you would do, is /roll with addition to your Dexterity.

The one being attack would, if they wish, is roll for an evade/dodge by /roll + a Reflex save, which would be your Dex.


So, a (Attacker's)/roll + Dex to hit, needs to beat a (Defender's)/roll + Dex.


Now, if you managed to hit the player, you would need to /roll + STR to deal damage.
(Note, at this point in time, this idea would not be able to work unless STR effected the weapons carried in FRP)
Instead, we will go with a new idea. STILL A WIP.

You could strike the man with your weapon according to STR. Perhaps.

You have a STR +3, you may hit the other player 3 times.




Critical!

If, a player rolls a 20, it would be a critical hit. Meaning, the player would basically hurt you bad.
So, in a form, you could hit the player once more.

If, a player rolls a 1, their action fails, and can have terrible outcomes on the roller.
An attacker would hurt themselves. A Defender would most likely trip or stumble.



Passive RP!



Skills!
The main, and more useful Skills in the Fallout Universe would be brought in, and put under a Basic Stat.

Medical knowlegde would be under INT.
Lockpick under DEX.
Steal under DEX.

And so on.

In order to use them in Passive RP. One would /me what they wish to attempt. The do a /roll and add the Stat related to the action.
The player they do this against would roll against it with a simple /roll.
And during Admin Events, the admin would do the /roll.




Extra!

Now, currently, the idea for Stats is to keep them static. Due to risk of player's finding exploits to grind up.
Ideas have been suggested in order to let players improve their Stats and Skills.
Admin controlled leveling, mainly comes to mind.

Other ways would be through certain items on the server.
A book, could increase your skills, while armor boosts your Stats.


Lastly, in order to keep wasters and other characters somewhat different. Players would have a Max of 3 or 4 points to move around in their Stats. In order to make a character different from others.




Again, basic idea is to add new form of combat and passive RP. Make those stats useful for once.
This form of RP would and could curb power gaming due to the fact it would be based on dice rolls.

Which is what DnD is based around. It would bring back RP for those that want to RP in a fair way.

I would like if Spades, Pink, Caso, and Paint would respond, as I talked to them first about this and they all had a general positive look on it.

And those with any DnD experience, please share your point on this.


Don't let those Character Stats go to waste to hopping minges!
Title: Re: Making Character Stats Useful
Post by: jaik on 09-01-2012
too much will need to be scripted, which makes the whole theme pointless because initially post apoc isn't an rpg, but a serious mix of survival and feelings rp and uh, this is quite silly too.
Title: Re: Making Character Stats Useful
Post by: Khorn on 10-01-2012
Yea I figured you pop in and say something negative.


Oh well. I just want to see stats either fixed or remove as it's worthless in it's current state.

And since /roll ing anything is extremely pointless unless it's for a completely random event.
Title: Re: Making Character Stats Useful
Post by: jaik on 10-01-2012
/roll shouldn't even be allowed in rp(especially if it's based on a stat variable), because there's no 'luck' IRL, if you get what i mean.
Title: Re: Making Character Stats Useful
Post by: Steven :D on 10-01-2012
You also forget that the ingame /roll is on a 100-sided set of dice.
Title: Re: Making Character Stats Useful
Post by: Wolfinton on 10-01-2012
I majorly dislike the way that has been done in attacking, it does not bring in armour at all. In DnD it is a roll of your 1d20+BaB(Base Attack Bonus)+Str to hit (or dex if you are using a certain feat or ranged weapon) against the targets AC which is 10+natural+size+AC+dex+dodge+any other modifers. If we are to do a systme where you roll against the attackers, I suggest either doing it the DnD way in which it has a base of 10+any naturual species defense+their size(harder to hit the smaller they are)+their dex+their armour+any other modifers or doing it in which it is a roll of 1d20+armour+dex+size+natural. Their size, natural armour and artificial armour has to come into this else it will just be you will have to have a high dex to have a good chance of dodging.

Also, STR to hit, not DEX -- unless ranged or a rapier with the feat that makes it DEX.
Title: Re: Making Character Stats Useful
Post by: Silver Knight on 10-01-2012
This idea is old to be frank, i have thought about doing this before myself. It would not be "overally" hard and as for different types of dice (6 sided) that's easy to do. The main issue is all the elements needed for the final effect. The real question is, is this what people really want? Instead of being able to physically shoot\swing the weapon?

Sure enough this would justify alot of unbalanced combat situations that are done through roleplay, i for one prefer no roleplay in combat, that's me.

Stats already jusify hands and how much damage you do with them according to your strength, i also coded it in to justify how effective stimpacks are by your medicine skill but i never got around to doing anything major with it.

There's lots that can be done to make a solid rpg like combat experience while maintaining roleplay, it's just a way to justify the characters capabilities.

One thing i could do is make a pvp\rp status so people can change if they are in combat or not. If they are they get damaged and if they are not they can't be hurt. But i doubt it would work on frp.
Title: Re: Making Character Stats Useful
Post by: INA7HAN on 10-01-2012
Quote from: Last.Exile on 10-01-2012
This idea is old to be frank, i have thought about doing this before myself. It would not be "overally" hard and as for different types of dice (6 sided) that's easy to do. The main issue is all the elements needed for the final effect. The real question is, is this what people really want? Instead of being able to physically shoot\swing the weapon?

Sure enough this would justify alot of unbalanced combat situations that are done through roleplay, i for one prefer no roleplay in combat, that's me.

Stats already jusify hands and how much damage you do with them according to your strength, i also coded it in to justify how effective stimpacks are by your medicine skill but i never got around to doing anything major with it.

There's lots that can be done to make a solid rpg like combat experience while maintaining roleplay, it's just a way to justify the characters capabilities.

One thing i could do is make a pvp\rp status so people can change if they are in combat or not. If they are they get damaged and if they are not they can't be hurt. But i doubt it would work on frp.
I like the idea personaly as you could shoot them and if you hit them they injury rp instead of shooting to miss. Also it will stop random minges STking you out of no where
Title: Re: Making Character Stats Useful
Post by: Khorn on 10-01-2012
Just to restate what I said a few times. This would not replace our current choices for combat.

It be a new way for people who have played DnD and enjoy that form of play.


@ Jake, I do believe the /roll as of none is extremely pointless, which is why it would become a d20. And as with DnD, the roll would be affected by your stats.
It would be luck, but you have a better advantage performing a task which your character is more suited toward.

This would incorporate almost any task a player can do, from simply punching players, to sneaking about, or trying to fix a gun. As in DnD, most things a player can do can be rolled out to see if they succeed. But that depends if the DM wants them to roll for whatever they do.
It would be a player's choice in events they do amongst each other. And it would be the DM(admin's) choice if they wanted to use it in an event.

@Steven The current dice is actually d101 as it's between 0 to 100. I would ask for it to be replaced by a standard d20.

@Wolf You use Dexterity to see if you hit someone first. Strength to see how much damage is dealt. A hulk of a man which can barely move, should not be able to hit a tiny man, but if he does, the tiny man would die. That hulk of a man would have a high STR, low DEX. The tiny man would have high DEX, low STR.

And also I wish to make it a simpler system based on the most basic of stats. Which could be affected by armor and such. The stats would have a set area depending on the flag of your character.

@ Exile I'm not surprised it hasn't been thought up before. And other dice are not fully needed, as I was trying to make this a NEW and simple choice for RP + Stat based combat. A new form that would not affect the other forms of combat. Such as the regular, STK or the /me fight. The problem with STKing, it depends on who's a better FPS player generally, while the /me fight can have people powergame to an extent. As no one really wants to lose a fight in /me. At least, most would try to win however they can.
If you so choose, you can stick to the regular combat of any form.
As for the hands thing. Most player's in FRP never bother using their fists, as it is certain death. Rarely will a player want to fist fight. As for medication, a lot of players don't bother to use it, even with regeneration off.

As for the last bit, it seems like it might be a bad idea, if a player can essentially turn 'god mode' on. Some may use it for how it should be, but others could use it for other reasons.
Title: Re: Making Character Stats Useful
Post by: Wolfinton on 10-01-2012
Going by what I have had in many, many experiences of DnD, it is STR to roll to hit and damage. It is only DEX to hit if you take the feat that makes it so or if it is a ranged weapon. A bulk of a man will slam his weapon on the ground in front of him hard, and therefore fast, and hitting. I am not sure if it is different in 4e, but in 3e, 3.5 and Pathfinder it is definetly STR to hit and damage.

Unless you're going on and making your own rules on the matter and am saying that DnD is DEX to hit, the above.
Title: Re: Making Character Stats Useful
Post by: Khorn on 10-01-2012
Thing is, if you make STR the main way to hit anyone, everyone will pour what points they got into it without thought.

Making DEX required to hit, or at least be able to hit more often will make people try to focus on other stats.



Basically, people that never played an RP would toss anything into STR and thus making DEX more useless.
Title: Re: Making Character Stats Useful
Post by: Wolfinton on 11-01-2012
Quote from: Khorn on 10-01-2012
Thing is, if you make STR the main way to hit anyone, everyone will pour what points they got into it without thought.

Making DEX required to hit, or at least be able to hit more often will make people try to focus on other stats.



Basically, people that never played an RP would toss anything into STR and thus making DEX more useless.

But if you make DEX how it should be, to dodge, then there is a great reason to pump it into that too. You may have a lower chance to hit others, but they have a lower chance to hit you too. Or you can do the smart thing and evenly spread them out.
Title: Re: Making Character Stats Useful
Post by: Khorn on 11-01-2012
Thats also why I suggest to keep stats at a set level. As players can't be fully trust to apply them correctly.

Each Faction/Flag has their stats set. And at this time, only armor would change stats, and very slightly.
Title: Re: Making Character Stats Useful
Post by: Spades_Neil on 15-01-2012
Just no.

Khorn, I've been over this with you. This is a roleplaying server. Not a roleplaying game. It's rather hypocritical--nigh, impossible--to argue about how badly people roleplay when we treat the roleplay server instead as a roleplaying game.

This is not a competition. These stats serve no purpose but to make it one. It sounds like a good idea in concept, but it just won't work.

Quote from: Jake on 09-01-2012
too much will need to be scripted, which makes the whole theme pointless because initially post apoc isn't an rpg, but a serious mix of survival and feelings rp and uh, this is quite silly too.

For once I completely agree with Jake.
Title: Re: Making Character Stats Useful
Post by: Skybroke on 15-01-2012
User was forumstruck for this post.
Title: Re: Making Character Stats Useful
Post by: Khorn on 15-01-2012
Quote from: Spades_Neil on 15-01-2012
Just no.

Khorn, I've been over this with you. This is a roleplaying server. Not a roleplaying game. It's rather hypocritical--nigh, impossible--to argue about how badly people roleplay when we treat the roleplay server instead as a roleplaying game.

This is not a competition. These stats serve no purpose but to make it one. It sounds like a good idea in concept, but it just won't work.

Quote from: Jake on 09-01-2012
too much will need to be scripted, which makes the whole theme pointless because initially post apoc isn't an rpg, but a serious mix of survival and feelings rp and uh, this is quite silly too.

For once I completely agree with Jake.

Well, honestly, you never responded much back on it. And yes, it is an RP Server, but it is a server with stats and a roll system, meaning they can be used.
As such, as of now, they are useless. I have seen many people try to settle an attempt in /me RP with the /roll. And if one person should have the upper hand in a situation, the tables not only turn, but completely flip on them, resulting in a bizarre result. And then people curse the /roll system for being annoyingly 'random'.

And I was not arguing in anyway about how badly people roleplay. I simply am suggesting a new form of RP for those that wish to use it.

And it won't be able to be a competition, since the stats wouldn't even change. So anyone attempting to 'level up' would simply be wasting their time.

And it has worked before, just play a table RP game. Majority use stats and rolls. And this is based on it.




And as for Jake, it would take time to script, I assumed that, which is why I never said it must be done. Just suggesting it and trying to discuss it.

But when people like Skybroke post in the thread with useless videos, since he apparently can't convey a message on his own, make this discussion go nowhere.
Title: Re: Making Character Stats Useful
Post by: jaik on 15-01-2012
Quote from: Khorn on 15-01-2012
And it has worked before, just play a table RP game. Majority use stats and rolls. And this is based on it.

This, is your problem.

Garry's Mod RP is not essentially for character development, NO MATTER how hard you try to push it into playerbase's head you will never achieve a complete environment with people that wish the same. If you really think that it will work somehow, I suggest you to reconsider your administrator position before moving on. Your typical player wants a gun and a piece of armor to have an excuse to avoid wounds if he gets shots in STK or STRP and the weapon to have an equal chance, because it doesn't really matter what fire-arm do you have as long as it fires these little deadly things they call bullets. Think of it more as an abstract system from a player's point of view, items and stats aren't for character development, they're rewards for players that need them -- that is, if you seek items BEFORE character development, but not the way around then you're not 'roleplaying', you're just wasting your time.
Title: Re: Making Character Stats Useful
Post by: Spades_Neil on 15-01-2012
Quote from: Khorn on 15-01-2012But when people like Skybroke post in the thread with useless videos, since he apparently can't convey a message on his own, make this discussion go nowhere.

You're only half right. Skybroke's post was removed for trolling. Jake on the other hand... this... this is actual critique for once.
Title: Re: Making Character Stats Useful
Post by: Khorn on 15-01-2012
I understand what you say, but what I would like to know, is how, an idea that is supposed to add a new form, that in no way affects current forms of RP that currently are in the script, will affect how people play, when in no way or form this idea will be forced, or affect what is already in place.

Again, this is an idea to allow players that enjoy a more stat based RP to find a new way to play it out.
If others wish to stick to the current systems in place, then all is fine, but every now and then, players could try out RP in a new form and see how it goes.

Like I have been trying to say, I am not pushing for this to be put in and replace what we have. I have yet to say it should be in and be enforced. I simply am suggesting an idea to give players a different, but familiar taste in RP. Not everyone in Gmod is little kid playing to get guns and gear. But yes, most are, occasionally a similar mind will come along.

This idea would not replace anything, it will not affect anything already currently in place, and lastly would never be forced on players as it would be a choice on their part. If both, or all parties can't agree to use this form of RP than it would be defaulted back to the original and current system.

Items are rewards, yes, and stats could be rewards, if we could allow them to be improved on. But as of now, the STATS would be SET to a DEFAULT state, which would make any attempt to raise it pointless on the player part, which would negate any 'reward' feeling they would receive, as if they were rewarded an item.



Again, this idea, and these Stats would have no affect on anything. At all. Players would still be able to run, jump, punch and heal the same as always. But if they chose to RP on these RP servers we play, then they could any of our current ways to RP.
This would be simply opening a new door for new people to enjoy.


And as a sort of added bonus, if this was implemented, I'm sure it would make HGN's script stand out more so than other RP server scripts. As it would have a new system in play. And that could make HGN stand out, for better or worse, depending on your outlook on things.



And lastly, I hope to say, I am simply trying to debate my idea. The fact a few people have already stated that I am attempting to Force this on people, are overstepping themselves. I continue to RP the same way as anyone else on the server in whatever form they wish. I always let the players make their own choices.
But occasionally, we will come to an agreement to use /roll to see who manages to do what. As long as what each player is attempting to do, is seemingly possible.

Quote|HGN-FOSV| Spades Neil:
I'm just going to make it brief and leave it at this. Point is, my opinion is it's stupid really to have stats that people can just pick and choose what they want--when they don't need to know jack about any of the "skills" these points are for. It's all a matter of dice and luck, and no actual roleplaying ability. Then it's an RPG. You become disconnected from the character and reliant on the numbers.

Recent SF chat, and since he wishes to do other at this point, I will respond here.

First off, the pick and choose, line. I assume you think that players at some point at character creation would choose stats. We had it once, we removed it. As for this idea, we wouldn't let a player pick and choose. They would be set to a default stat dependent on the flag or faction they are in.

As for the skills they need to know nothing about. If a player attempted to do an action requiring knowledge of a skill, they would still need to /me it out in order to use it. It would be required, as it would make no sense for a player to try to take action on something they have no knowledge. As of currently, a player must use knowledge to Passive RP with /me. A player wouldn't be able to go around doctoring players by simply /roll. They would still require knowledge on their part, and would need to Roleplay it out for others.

I assume Spades hasn't played DnD before, but in all campaigns I have played, all the DMs require the player to actually say what they are doing, if they can actually do it. Not every player walks up to a locked door and rolls for their thievery skill. Those that know how will, those that can't, would try something else, as in breaking the door down.

Though I see that, if it is what I am thinking. You fear a player would simply say "/me attempts to heal you from death" /roll.

If that is the problem, then what stops them from doing that already on the server?
Title: Re: Making Character Stats Useful
Post by: Madcombat on 16-01-2012
QuoteAs for this idea, we wouldn't let a player pick and choose. They would be set to a default stat dependent on the flag or faction they are in.
But then that means no one is uniqe and only the same due to there faction/class.  And lets face it, take a death claw for example and a Super mutant, both would have a strengh of 10 (+5) which wouldnt make sence because a Death Claw would just as the name implies claw his arse.  But this doesnt just determine the outcome in a fight, this determines passive roleplay in the town, if everyone is bound by character states and say for example have the same logic, charisma etc, how can you expect to engage in immersive roleplay, let alone a much diffrent enviroment?  What if you are a naturally good shot in character but dont have Dex or Luck as +5 but a diffrent character who has a diffrent flag is bound to have higher of those?  The roleplay is not roleplay anymore but a roleplaying game provided with mulitple characters who are clones.
Lets not forget another problem with this, how could you expect new players to even obey by this or understand it?
The dice system in Fallout was designed for one way chat dialog and combat but this is roleplay BASED off fallout, theres no one way dialog or roll system designed for hits and dmg's so adding this would just simply cause a mess and be of no value to passive roleplay or combat, but instead provode combat wise annoyance as well a the same ol' crap in passive.

(I hope that somewhat made sence.)
Title: Re: Making Character Stats Useful
Post by: Tom on 16-01-2012
Or you could set your stats to 1 Intelligence and RP a genius. Just sayin'
Title: Re: Making Character Stats Useful
Post by: Madcombat on 16-01-2012
Quote from: Tom on 16-01-2012
Or you could set your stats to 1 Intelligence and RP a genius. Just sayin'

If the states are already set for factions, you wouldnt be setting the states now would ya'?
Title: Re: Making Character Stats Useful
Post by: Khorn on 16-01-2012
Which is why as I suggested before, to allow diversity amongst players to be able to change a few points around.

And if that wouldn't work, than it could be potentially controlled through high ranked admins that agree such stats should be set for your character.


Now, to post something I was just thinking about.
In a way, this idea could be tested out on the server, as soon as the new dice commands are put into script, as the Silver had added some recently.

All that would be needed to get this idea tested, is for the new commands and an agreed default state for stats, as agreed by the testing group. After that, the group was can test out different scenarios with the stats and dice.

After tweaking the stats and what they would be used for, the next part could be adding a way for players to see stats of other players, such as a new description bar,  one that displays their stats, or the defaulted stats.



The only thing needed for this idea to work is something to show player stats(To keep honesty between players) and the dice commands.

If the test goes well,  and people enjoy it enough, than we could think of a way to let players be more divers, note not better overall, but diverse. EX. Take a point of STR and put it in INT. Something a docotr or scribe  would do.


And again, this would not be forced on players to obey, new players can stick to /me or STK.

Again, no one would be forced to use the stats or dice, nor would it have any effect on what is in the server.


It is simply a dice command and a new display for players to see.
Title: Re: Making Character Stats Useful
Post by: Snazzy on 17-01-2012
Hmm... Maybe there should be a system for bartering with traders. You know with speech and all.
Title: Re: Making Character Stats Useful
Post by: jaik on 17-01-2012
Quote from: halokiller38 on 17-01-2012
Hmm... Maybe there should be a system for bartering with traders. You know with speech and all.

yeah and the traders should be npcs
Title: Re: Making Character Stats Useful
Post by: Tom on 17-01-2012
Quote from: Jake on 17-01-2012
Quote from: halokiller38 on 17-01-2012
Hmm... Maybe there should be a system for bartering with traders. You know with speech and all.

yeah and the traders should be npcs

Lets make FORP. . .

JUST LIKE FONLINE
Title: Re: Making Character Stats Useful
Post by: Snazzy on 17-01-2012
Quote from: Jake on 17-01-2012
Quote from: halokiller38 on 17-01-2012
Hmm... Maybe there should be a system for bartering with traders. You know with speech and all.

yeah and the traders should be npcs


Ehh... NPC traders kinda ruin the fun of FORP. It makes it interesting when you use actual RPers
Title: Re: Making Character Stats Useful
Post by: Madcombat on 17-01-2012
While we are at it, lets add in companions that are NPC's.
On a more serious note, in all forms of respect Khorn I really doubt this would work, especially at HGN.  It'd just create problems mate and lets face it.  If people could see other peoples stats with this system there a nice ol' thing that people WILL take advantage of even if they claim they arnt and we call that METAGAME.
We can babble away at this all we want about how they will be put down by admins but you can not solve a issue created by ones sub-conciousness.  We need to go deeper.
Title: Re: Making Character Stats Useful
Post by: Snazzy on 17-01-2012
Quote from: Madcombat on 17-01-2012
While we are at it, lets add in companions that are NPC's.



NPC Companions sound good.
Title: Re: Making Character Stats Useful
Post by: StickyWicket on 17-01-2012
Fuck it, why don't we just turn the whole script into a fallout simulator.
Title: Re: Making Character Stats Useful
Post by: Khorn on 17-01-2012
Good to know people can read.


But to respond to Mad, I'd like to ask, how would it seeing another players stat affect anything?
I suggest to have it visible in order to make player's /roll more honest.

But it's easy enough to just have it not show. But then people could say their stat is at something it isn't in order to make them win.



And what's stopping people from metagaming already? People do it all the time. So if they do metagame with the Stats, then we kick them. But to ask, I don't see how having it shown would help another player.
Title: Re: Making Character Stats Useful
Post by: Paintcheck on 17-01-2012
Quote from: Khorn on 09-01-2012

I would like if Spades, Pink, Caso, and Paint would respond, as I talked to them first about this and they all had a general positive look on it.


...Whoops. Well I guess better late than never.

First off as I am sure most of you are extremely well aware I HATE stats. The whole reason I RP on Gmod instead of, say, spending 1020510350310 hours playing Skyrim or [insert any other RPG here] is because stats limit choice. I was playing New Vegas the other day and was passing through a train tunnel. To get in was a Very Hard lock door (or whatever it is that requires 100 lockpick to get through) and I managed to get through it by reading one of the lockpick temporary skill boost books. I cleared out the whole tunnel and arrived at the end (after the boost to my lockpick had worn off) to find it locked by another Very Hard locked door and me with like 90 lock pick ability and absolutely no way through. That was rage inducing because the door wasn't barricaded or anything it was a normal-looking door and my character has like 500 pounds of explosives in inventory all of which would break through the door easily as well as a companion with a power fist  who could probably have literally just smashed the door down. But instead of being free to pursue any of those actions, the game said "Nope you don't have the stats for it, good bye" and I raged and haven't played NV since. I really hate the idea of not being able to do something because of some artificial stat limiter saying "ONLY this skill will let you pass" or "You didn't roll high enough so you lose". That's not how roleplay should work.

That being said I see this having excellent potential for things like combat (especially combat) and medicine and other technical skills. To the people saying "we should totally have a barter mechanism/charisma mechanism" no that is a terrible idea. I know Khorn has it listed but it's stupid. As someone who played a trader on SRP almost exclusively for 2 years I would not be happy having some artificial role dictating RP rather than the person ACTUALLY BARTERING. Stats should not be an excuse to not roleplay. Should this system be implemented fights are not going to turn into "Ok I roll and now you roll and now I roll and we see who dies" which seems to be what a lot of people are fearing; instead you'd /me as normal but instead of having ambiguity over who wins based on a 50/50 chance (like the current roll system) this would allow people to play to their strengths. A super mutant swinging a fire hydrant is obviously going to be better at melee than some random weak wastelander with a shovel. Stats the way Khorn described would prevent utterly ludicrous situations from occurring due to the 50/50 nature of a normal roll. I recall one time on STALKER a single unarmed loner managed to literally kung fu his way past 3 bloodsuckers at once because the rolls kept coming up his way. With stats the suckers would have had advantages in Agility that would make the fight more realistic (although it was rather funny to see a random loner literally run circles around 3 suckers at once)

I think maybe having 6 stats is overkill for what Khorn has in mind. I would keep Strength, Dexterity, Intelligence, and Constitution. Strength for melee attacks and moving/lifting things, dexterity for guns and checks like jumping a fence, Intelligence for medicine, bomb defusal, and Constitution for how much health you have. Charisma has no point because it's just a license to power game other players, I don't see the purpose of having Wisdom AND intelligence (I know D&D makes a distinction but I don't think it's necessary for a Gmod server). This would allow actions like combat and other "zero sum" skills (ie where someone can win or lose, such as breaking into a lock container or patching a bullet hole) to have a more realistic system rather than just 50/50 chance normal rolling provides without being too disruptive to people who don't want to roll play (ie people who never fight or steal or whatnot).

The only major problem I have with this (ignoring coding it although really all that needs to be coded is a list of numbers that sticks with the player and can be viewed by anyone (to prevent lying) and people can just add the numbers together manually) is who determines who gets what stats but I know Khorn is working on how that will happen so I'm not too worried. I would really like to see this implemented on Crussaria because it would make sword fights much, much, much easier to referee.

EDIT: Just noticed this post by Silver:
Quote from: Last.Exile on 10-01-2012
The real question is, is this what people really want? Instead of being able to physically shoot\swing the weapon?

There's lots that can be done to make a solid rpg like combat experience while maintaining roleplay, it's just a way to justify the characters capabilities.



To the first point I know I hate using Sweps because on Crussaria they are almost unusable (and there are no magic sweps that aren't horribly overpowered/broken so being a mage I don't really have an option) and on SRP they are so unbalanced that going into a fight with anything other than a handful of guns means you will lose. Working sweps would be nice because it allows for increased NPC use (right now again on Crussaria the melee weapons really don't work against NPCs, most players I know who have tried to take on even a tier 1 enemy like a spider or a wolf get killed without even landing a hit due to the wonkiness of the sweps) but for player vs player combat I know I don't want to just be walking along and shot in the head out of nowhere (I'd play COD, STALKER, or any of the other 9351991 FPS games I own that all have much better weapons and combat in them over SRP if SRP was "shoot everyone all the time when you feel like it").

To the second point I think Khorn is onto something for maintaining RP while also decreasing the "randomness" of encounters.
Title: Re: Making Character Stats Useful
Post by: Khorn on 17-01-2012
I do agree on removing the less than useful stats. And not using it on trading as that become way to imposing on others.


But to make a clear point to others, if they missed it, players would still require to make a valid /me in order to use a /roll. This wouldn't make /me useless where people can just /roll, /roll, /roll, shoot, win.
A /me would still be required, and not just a simple /me aims gun and fires, /roll.

It'd be similar to the usual /me roleplay that already takes place on the server, but instead of relying on the random 0-100 dice we use, or having people try every thing they can to keep their player alive in a /me fight, it be reliant on a more fair roll system that would cut back on the randomness of a /roll fight, or the possibility of power gaming in a /me fight.


That example Paint said, with the 3 suckers and 1 stalker is a fine example of why our /roll is terrible in it's current state.

And again, the weapons issue is why STK fights are difficult. If your gun wasn't scripted to shoot straight, you would lose. The guns aren't made to really fight each other.
So STK is a bit unreliable. And unfair to those who aren't good at shooting in games.

And the main issue with /me is the accidental to attempted powergame, not all players like getting killed. And I have witness players do what they can to prolong what should be their certain doom.
In FRP and SRP.
Title: Re: Making Character Stats Useful
Post by: Madcombat on 18-01-2012
I just hate roleplaying with a /roll system, it makes the entire encounter completely unbalanced as well as retarded, doing this I think will just make it worse.  How can ones strengh determine that you will win a fight realisticly?
Title: Re: Making Character Stats Useful
Post by: Khorn on 18-01-2012
Quote from: Madcombat on 18-01-2012
I just hate roleplaying with a /roll system, it makes the entire encounter completely unbalanced as well as retarded, doing this I think will just make it worse.  How can ones strengh determine that you will win a fight realisticly?


Well for one thing, you aren't forced to use it. Ever. At all. It's not required. You can ignore it. Not needed.

Understand?


As for making it unbalanced, it wouldn't be. A character that is better at fighting would and should have a better chance than one that isn't. Again, the system wouldn't be unbalanced nor retard as it has been used time and again
in other forms of RP.

And lastly, Strength doesn't determine the fight, only how hard you can hit.


And to make even more sure, as people seem to avoid this little bit of info as if it were the plague.
It would be an OPTION for roleplay, not forced nor required to be used at all.
Title: Re: Making Character Stats Useful
Post by: Paintcheck on 18-01-2012
Making this optional defeats the purpose as people would use it when theyknew they'd win and ignore it when the situation was not in their favor.
Title: Re: Making Character Stats Useful
Post by: jaik on 18-01-2012
Quote from: Paintcheck on 18-01-2012
Making this optional defeats the purpose as people would use it when theyknew they'd win and ignore it when the situation was not in their favor.

And making this required will defeat the purpose of making different kinds of characters.
Title: Re: Making Character Stats Useful
Post by: Paintcheck on 18-01-2012
Nope.

As stated before it has some issues when you have 2, say wastelanders going at it since their stats would be very similar but then it's not any different than the normal rolling we have now. The advantage in this lies in situations where one side should have an advantage ie a super mutant fighting a wastelander hand to hand. There is no reason at all the two of them should be on even footing in a fist fight but that's what people RP it like because they don't want to lose.

Ideally you wouldn't need any sort of roll or stats or anything at all but since people have a very hard time understanding that fighting a super mutant using only your fists is not going to result in anything other than a trip to the morgue for their character this would be a good way to make them see sense.
Title: Re: Making Character Stats Useful
Post by: Khorn on 18-01-2012
What if,  once the new roll commands are in, we give this a test with a handful of players?

That way people can give a chance to love it or hate it.

And there would be multiple tests to give more variety.
Title: Re: Making Character Stats Useful
Post by: Mr. Pink on 31-01-2012
Not to be negative, but this strikes me as another hole leading to Exile's cave for us to throw money into...