Azoth
2013-06-11, 04:38 AM
I am currently working on designing a d20 variant game in my spare time. So far the stat set up has a total of 8 stats (4 physical, 4 mental). All of the classes I am designing will run off of 3-4 of these stats for various functions and uses to achieving the usefulness of their class features.
To give an example of how this affects even casters: they require 1 stat to learn spells, one stat to determine bonus spells, and a third stat to determine their save DCs. Now yes it is possible under my current system design to function with only a care for two out of the three depending on how you intend to build a caster, but to know the highest level spells, have enough spells to go all day, and have DCs that are hard to resist you would need all three.
I am asking the playground if this is, in your varried opinions, a good way to design the game's base mechanics or not?
My reasoning for doing as such has come from playing many games where a class need only pump one stat to truly shine in some instances, while others had to worry about several. The age old MAD vs SAD debate. So I thought that if every class, from fighter to wizard had abilities that required them to be MAD it would help balance things out.
I am a fan of this as well for the breath of diversity it can create unto itself. Again, with spell casters since in most games they are the measure of true power. You can easily follow 4 distinct archetypes of build.
1) You know the strongest spells in existance and can bring them to bare with such skill few stand against you, but it is tiring and you can not make these grand displays often.
2) You know the strongest spells in existance and can bring them forth with such tenacity few could stand for long against the continued assault, but your skill with them is lacking.
3) You have the endurance and skill to use what you know well, and what you know is alot compared to most but you are no master of the arts worthy of legend.
4) You may not be able to grasp complex spells, but what you know you have mastered beyond many others and have the reserve to use it as casually as a man draws breath.
Keep in mind as you answer, that this level of MAD is the norm for all classes I am currently designing. Evenly the lowly D&D fighter would need 4 stats to be a legendary master of war that the world has never seen before.
To give an example of how this affects even casters: they require 1 stat to learn spells, one stat to determine bonus spells, and a third stat to determine their save DCs. Now yes it is possible under my current system design to function with only a care for two out of the three depending on how you intend to build a caster, but to know the highest level spells, have enough spells to go all day, and have DCs that are hard to resist you would need all three.
I am asking the playground if this is, in your varried opinions, a good way to design the game's base mechanics or not?
My reasoning for doing as such has come from playing many games where a class need only pump one stat to truly shine in some instances, while others had to worry about several. The age old MAD vs SAD debate. So I thought that if every class, from fighter to wizard had abilities that required them to be MAD it would help balance things out.
I am a fan of this as well for the breath of diversity it can create unto itself. Again, with spell casters since in most games they are the measure of true power. You can easily follow 4 distinct archetypes of build.
1) You know the strongest spells in existance and can bring them to bare with such skill few stand against you, but it is tiring and you can not make these grand displays often.
2) You know the strongest spells in existance and can bring them forth with such tenacity few could stand for long against the continued assault, but your skill with them is lacking.
3) You have the endurance and skill to use what you know well, and what you know is alot compared to most but you are no master of the arts worthy of legend.
4) You may not be able to grasp complex spells, but what you know you have mastered beyond many others and have the reserve to use it as casually as a man draws breath.
Keep in mind as you answer, that this level of MAD is the norm for all classes I am currently designing. Evenly the lowly D&D fighter would need 4 stats to be a legendary master of war that the world has never seen before.