Post by Rehjul on Aug 27, 2014 9:47:44 GMT -5
Statistics are a series of numbers used to evaluate the current physical standing of a character.
These are not static, and can see both increases and decreases throughout a character's journey. Various things can hold an effect on statistics, such as training, participation in certain events, and the completion of specific quests. Injuries and other handicaps inflicted upon a person may see a decrease in statistics.
Upon character creation, each person is designated fifteen [15] points to divvy as they see fit between the various statistics. These need not all be applied, though points left unused at creation will be done away with and invalidated for later use.
The stats are as follows;
strength: This is a fairly self-evident stat. A character with impressive strength need not necessarily be visibly buff; they could boast heavy amounts of lithe muscle. This would determine a character's hitting force and ability to lift/move heavy objects, or persons.
stamina: This gauges a character's potential longevity in combat. This is both a person's capacity for taking blunt damage along with a person's endurance for lengthy physical activities, such as swinging a sword for an amount of time, or running a long distance.
speed: This gauges a character's speed both in and out of combat. The rate at which they're capable of landing, defending, or parrying blows is relative to their speed.
If a person spread the points completely evenly throughout these upon creation, they would be left with a total of five [5] in each stat. This number, 5, represents the stuff of the average person. Ten [10] would be seen as the equivalent of a trained warrior, while fifteen [15] could be viewed as being similar to a trained veteran, or hero of legend. A score of twenty [20] is the working of legends, more akin to that of a god than a man.
These are all approximate; a persons with a difference of one in the same stat may still be evenly matched, though a difference of three would leave one with an obvious advantage. These are only estimations, for use in balancing combat scenarios.
These are not static, and can see both increases and decreases throughout a character's journey. Various things can hold an effect on statistics, such as training, participation in certain events, and the completion of specific quests. Injuries and other handicaps inflicted upon a person may see a decrease in statistics.
Upon character creation, each person is designated fifteen [15] points to divvy as they see fit between the various statistics. These need not all be applied, though points left unused at creation will be done away with and invalidated for later use.
The stats are as follows;
strength: This is a fairly self-evident stat. A character with impressive strength need not necessarily be visibly buff; they could boast heavy amounts of lithe muscle. This would determine a character's hitting force and ability to lift/move heavy objects, or persons.
stamina: This gauges a character's potential longevity in combat. This is both a person's capacity for taking blunt damage along with a person's endurance for lengthy physical activities, such as swinging a sword for an amount of time, or running a long distance.
speed: This gauges a character's speed both in and out of combat. The rate at which they're capable of landing, defending, or parrying blows is relative to their speed.
If a person spread the points completely evenly throughout these upon creation, they would be left with a total of five [5] in each stat. This number, 5, represents the stuff of the average person. Ten [10] would be seen as the equivalent of a trained warrior, while fifteen [15] could be viewed as being similar to a trained veteran, or hero of legend. A score of twenty [20] is the working of legends, more akin to that of a god than a man.
These are all approximate; a persons with a difference of one in the same stat may still be evenly matched, though a difference of three would leave one with an obvious advantage. These are only estimations, for use in balancing combat scenarios.