From: boserj@netcom.com (Jeffrey Boser)
Subject: game system
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Sun, 8 Nov 1992 16:50:52 GMT

With this discussion going back to game design, I figure I might
as well contribute my own basic system, for ideas.

Firstly, I hated the idea of stat and skill limits, even statistical
ones (like percentages), so the only limits I have to the stat and
skill levels are those imposed by the game playing.

I also hate experience, so there is no experience.  Its skill based.

ok..  here goes:
6 Stats: Strength, Dexterity, Constitution, Intelligence, Wisdom, Luck
starting ranges are in the 10 range (humans should be 10 accross the
board initially)

Skills are based on a stat in this way:
(skill level div 100) + (stat * 3)
The div is so that there is a progression in hwo good a skill is,
and the multiple is to make the stat involved *important*.  The
skill level is the number of uses in that skill, and can be negative.
This way a 100-199 is a 1 effectively, 200-299 a 2, -900 a -9.

Skills are used against other skills or a difficulty rating.  When
used against another skill, both skills are calculated (above), and
an open-ended 2d10 is added to each.  Open-ended because doubles add
and roll over (large numbers are nicely possible, but most are in
normal ranges of 3-19)  A difficulty rating is equivalent to one of
the totals.

The difference between the two values involved determins the success
level.  which is the difference divided by 5, and is limited to the
range -10 to 10.  This is used in combat to increase damage, in magic
to increase affects (or decrease).

The total that is higher has a success at that level, the lower a failure
at that level (negative).

When used the skills improve, depending on the level.  A level 2 success
(the person got 10-14 higher than the other) increase the skill level by 1.
(remember the div by 100, 100 'uses' will be needed to make a difference)
A level 4 failure will grant a use as well.

There are a couple of reasons for this..  Advancement by getting hurt is
going to be slow, and very painful (a level 4 failure in combat means
someone got a level 4 successful hit on them).  Advancement by succeeding
is only going to happen against challenges equal or slightly greater than
your ability.  Fighting things that can be whomed will not grant a single
use, and the only skill to improve by getting whomped is the defense skill.

Advancement can also happen by training (like real life folks).  A trainer
is found and hired (for money).  This is a way to regulated skill levels.
Just charge a huge amount of money for training up a skill.  But remember,
this is open-ended in skill levels and stats.  The reason for this is that
I dont think there should be limits.  I think there should be swordsmen that
blurr when you watch them fight, thieves who can pick pocket you without
you knowing it, mages who dance on the balance of power.  If done right,
players should try to keep a general set of skills at decent levels (like
combat skills), and then specialize in their field and stats (a mage will
improve his intelligence at cost to others, cause *all* his spells will
improve, a priest the wisdom, fighter str, con, or dex)  This also means
that a balanced game can use their weaknesses to keep it interesting
and challenging.

anyway, that is the basics.  oh, forgot to mention, its class-less as
well.  not to mention alignment-less.  the players are defined by what
they want to do and be, and are not limited.  (though there is no reason
to drop a wisdom point from a priest of healing who kills an unarmed creature)

comments are more than welcome.


....jeff