Craigp,
@Craigp@mastodon.social avatar

OK, OK, let's talk about TTRPG stats.

In recent decades we've seen stats get smaller, both in terms of numerical value and in terms of number of stats. And this is fine, but let's talk a little about larger stat ranges.

One seemingly strange thing about D&D is the way that stats "actually" range from -3 to 3, but it's printed as 3-18, right?

There so many "useless" values that resolve to the same result. 9-12 is all the same number. 13&14? Same value. 15&16? Same value.

Craigp,
@Craigp@mastodon.social avatar

Now obviously this is a side effect of using dice, with the idea being to create a probability curve making bonuses and penalties rarer.

Sure it's -3 to 3, but +0 is by far the most common with +/-3 being extremely rare. Right?

These days we generally use a point buy or locked-range-availability system to get the same basic result without the spread of "filler" numbers.

But maybe there's some fun we could have with the larger number ranges for stats?

Craigp,
@Craigp@mastodon.social avatar

The first thing we can do is change the probability as you level up.

The probability of rolling an 18 is around 0.5%. But if you hand out bonus stats on level up, players can reach an 18 from a 17 or even a 16. This means more experienced adventurers "flatten" the bonus curve, which is a fairly nice way to make the filler numbers work.

Sure, a 14 is the same tier as a 13. But a 14 + a bonus point is a 15, which is a tier better. A 13 would require two bonus points to reach the next tier.

Craigp,
@Craigp@mastodon.social avatar

But to me, the more interesting idea is to simply make every value on the larger stat interesting for different reasons.

For example, imagine a game like D&D where strength tiers up the same way to give damage and carry bonuses.

However, all the "passive" values (9-12, 14, 16, 18) unlock specific things. Weapons, for example.

So a 13 and 14 give the same bonus damage/carry, but a 14 allows you to use a longsword, while if you have a 13 you're stuck with a smaller blade.

Craigp,
@Craigp@mastodon.social avatar

Rather than saying something like "a wizard can't use warrior weapons", we instead say "a wizard tends to use strength as a dump stat, so their weapon selection is limited by that".

You want to be a wizard with a longsword? Allocate 14 strength!

Even the difference between 11 and 9 is valuable. 11 unlocks spears! (Or whatever)

Craigp,
@Craigp@mastodon.social avatar

By creating stats where every value has a different payoff, you can create stats where every player wants a specific different stat for any given build.

Or, if using randomized stat values, every value creates a different build possibility.

If you get a character with a 14 strength, it's basically a given you'll use a medium-heavy weapon like a longsword.

To take advantage of the stat you have.

Whereas with a 13, maybe you'll take advantage of the extra inventory capacity...

Craigp,
@Craigp@mastodon.social avatar

My interest here is to restore just a little bit of that crunchy "building with what you have" feel we had as kids.

With point-buy or static-assign, you have a lot of freedom to choose to be anything you want.

Which isn't bad at all! But.

There's also a lot of fun to be had in trying to do the best with the random nonsense you get.

As an example, a lot of the TTRPGs I ran five hundred years ago when I was a kid used randomized character elements.

Craigp,
@Craigp@mastodon.social avatar

Making a party of Jedi padawan? Everyone draws five "character element cards". Pass two left, pass two right. Choose three.

This is a fascinating and interesting way to create characters.

A) it creates a party experience where you have to decide who might like which of your promising cards.

B) it informs you about the world while allowing you to weigh in on what you want to do, rather than requiring you to do a lot of upfront reading and deciding.

Craigp,
@Craigp@mastodon.social avatar

And I think random or near-random stats have the same potential.

datarama,
@datarama@hachyderm.io avatar

@Craigp

Fantasy weapon pet peeve: Swords vs. bows. We all know that swords are favoured by hulking barbarians (when they're not using axes), and bows are the choice weapon of rogues, elves and other less musclebound types who favour skill over brawn.

In reality, it's the other way around. Bows are much more reliant on strength than swords are. And a weaker person who's good with a sword can absolutely kill a stronger, less skilled opponent.

Craigp,
@Craigp@mastodon.social avatar

@datarama I think this is probably because of the way elves were depicted. It's a shame.

chriscunningham,
@chriscunningham@mastodon.social avatar

@Craigp diablo 2 did this exactly right, and one of my favourite characters was a melee necromancer who did the job with a giant fuck-off two handed sword

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