I'm familiar with a lot of the systems but I'd not looked through the actual link before and somehow missed it in my research. So thanks for that. I've book marked it to keep it handy.
I probably like the storyteller system the best, so I will follow its system for my suggestion.
So you have actually 3x3 matrix. One dimension are groups (physical, mental, social), the other are categories (power, finesse/speed, resistance/inertia).
Speed! I totally forgot speed. And it's my last name and everything. Sheesh.
Usually in my ideas I only go with 2x3 and leave out social group of attributes, since for classical RPG fighting it is not really necessary, but in your case I think it would be maybe nice to consider it. I also don't like suggested names so much, so I usually go with:
- Strength
- Dexterity
- Endurance
- Intelligence
- Wits
- Willpower
But my case is definitely different than yours. It also depends if the character will be able to advance in these attributes or not. We all know that you can train for days and your muscular mass can increase, consequently your strength is bigger. All is probably true for all those other attributes. If you go with static attributes, probably different names would be more appropriate.
Mythruna is taking a different approach. I think you are new to these forums so you probably haven't seen my "kill 400 badgers" rants about XP-based systems. If you want detailed background then you can search for the word "badgers" and you'll probably find it.
It's a reference to the fact that killing a badger was 40 XP in Neverwinter Nights yet they were relatively simple to kill. So if you found a place to farm badgers then you ended up spending a lot of time there killing badgers.
The same issues can be seen in Skyrim where if you run around the city jumping all day you build up your agility and athleticism. I ran and jumped constantly everywhere I went.
These systems are both tedious and trivially easy to exploit.
Mythruna will have none of that. There will be no "do this 100 times to get better at it". There will be no "XP", no self-learned "skill levels", etc... And believe me, it's such a common trope that it's hard not to accidentally design those things in.
But it frees up a lot of things. The XP problem in CRPGs is so pervasive and it really causes 10 problems for every one that it solves.
Here is an initially innocent logical path:
Q: "How come I have to pay 500 gold to buy a sword?"
A: "To encourage you to buy player-crafter equipment!"
Q: "Well, why can't the players just sell their crafted equipment to the stores at the going rate?"
A: "Well... umm... because if some other player has been out killing 40 goblins and brings in a bunch of maces we don't want them getting rich..."
Q: "Wait, why were they killing 40 goblins and 'holy crap' where did all of those goblins come from?"
...they were farming XP.
Or... more likely:
Q: "Well, why can't the players just sell their crafted equipment to the stores at the going rate?"
A: "Well, because they have to make 100 bows just to get good at to make the next best bow... and we can't have them getting rich off of that..."
And more over, the whole idea of sitting there "click" -> bow, "click" -> failed, "click" -> bow is so boringly tedious. Making a bow is no fun.
Q:"Why do you spend so much time click-making bows?"
A:"because I want to get better at it."
Q:"Why?"
A:"so I can make better bows"
Q:"So you can click-make 500 of those, too?"
This is not playing a game, it's factory labor in disguise.
Plus the whole idea that I'm spontaneously going to know how to make a compound bow after making 1000 recurve bows is kind of ridiculous on face value.
Normal RPGs need to use this concept as a way to make you feel like you are having fun when they have limited content to deliver. My world is endless. My content is endless. Presuming that I can make content randomly generate in interesting ways then I think finding the town that has the guy who can teach you how to make a compound bow, or the trader who can sell you the pulleys, or learning how to make the pulleys, etc... these are all opportunities for adventure.
If making a bow takes player crafting, time, and real effort, a single bow means so much more. If you carve that bow yourself and maybe learn that if you make the ends thinner then it makes the bow lighter without affecting the utility of it, etc... then you are a real in-game craftsmen.
On the other side of it, it totally limits possibilities for real adventure. Again, this XP problem is so pervasive that I don't even think games realize the issues it causes.
For example, you could never setup a system where if you killed all of the rabbits then the wolves start hunting towns people. Well, you could but you'd have to code it specifically. Why? Because rabbits and wolves spawn randomly based on how recently that area has been farmed. There would be an essentially infinite number or rabbits and wolves... there would never be a scarcity. If instead, you actually keep track of a fixed population of wolves and rabbits... it would be possible to kill all of the rabbits. Now this wolf population is starving. Umm... I'd stay out of those woods, if I were you.
Or lets say you burn that woods to the ground. All of it. Just a smoldering pile of ashy stumps now. In a classic RPG, those trees will probably spawn back in a few minutes. And if now then how silly will it look that the badgers keep spawning there. Moreover, if instead this event has real impact then the rodent population now needs to move into the town. The town wood cutter is now out of work, etc..
These simple relationships on their own are a lot easier to code and track than it would be to try and simulate those effects on top of an XP-ruined system.
Sorry... I guess I reranted.
This was not meant as an attack against anyone. These are just strong feelings I have on the subject because essentially Mythruna is one big experiment to show a different way that RPGs can be done. And it's interesting that in the past three years, I see other RPGs start to do similar things with respect to leveling and XP. A good sign.
I agree with you that player's skill should have bigger impact on gameplay than attributes. In any case, I don't see the problem in the first three: Strength, Dexterity, Endurance (same as Constitution maybe, but Constitution you are born with and you cannot affect it later imo). These are all physical attributes of the character that you cannot really impact with your input, as you already said (except maybe with decisions of what your character do/train?). Intelligence is maybe good for signifying how strong your char's spells are, or how difficult spells
There are no spells in Mythruna in the classic "black box magic paper I read" sense. Magic will be based on manipulating elemental forces through a sort of crystal-based electronics. So if your player knows how to cast "fireball" it's because he's built a wand that can channel the right energies in the right form to shoot a ball of fire or because he managed to embed that component right in his body.
Presuming I can get that magic system working. At any rate, acquired magic ability will be based on items you pick up and not on any innate training. That all leads to more adventure and questing... and that's what it's really all about.
he can learn (depending again on the implementation of spell learning). The name is probably bad, but you are searching for something similar as I can understand from your post (maybe Mentality?). Wits is probably also not good for you, it depends on the player how well he is able to trick/deceive others. In my case it is mostly meant for casting speed, evasion, accuracy calculations (maybe Wisdom would be better name), but most of this doesn't apply to you. The last one is Willpower, usually used for magic resistance. Again, debatable if it would be good to use it in your case.
I certainly wouldn't go with luck. It is unfair, you are born with it, you cannot train it, it is just there to annoy the others who have it low.
Yes, but you choose it at the expense of something else. In real life, people with luck do actually have a skill it's just not an obvious one. They instinctively know when to choose the right card because their brains have mapped out the game on an intuitive level. They know how to read a situation and they've built up a set of odd skills that all when taken together make it look like luck. These are all things that are extremely hard to program.
Also, dice rolls are inherently unfair to begin with. The game is already cheating you out of repeatability. I see it as completely fair to let you "cheat" that system a little at the expense of something else.
Really, it's no different than strength. "It's just there to annoy the others who have it low."
From a party adventure perspective, I think you really need this attribute, too. "We like to travel with Jim. He's not the best in a fight or doesn't cook the best but when the chips are down things just seem to go better with him around." Cool stories have characters like that.
Also, the games I've played with a luck attribute seemed to be the most fun.
Your Lore attribute I would put under Wisdom or some other Magic category attribute.
You are transplanted to one of an infinite number of worlds, each infinitely different. Your character is essentially constructed for you for this world and so may have some prior knowledge of this specific world and how it's setup. This is lore.
Up until the point where you took control of him, did he spend all of his life lifting weights in a single village or did he travel the whole world as a merchant? When you look at a map is it blank because you've never been anywhere? Or when you look at a map does it already have dots for the towns and cities with many of the major cities already named? When you are talking to an NPC and he mentions going to the blacksmith in "Town X" does your character already know to ask whether he means John or Agnus?
These things are important because in my mind if you always plop into the world as a newly formed 'babe' with absolutely no knowledge then there are a whole variety of characters and stories that are unachievable.
Personally, I'm going to have fun trying to play a character where I've dumped all of my crystals into Lore, Luck, and Magic Sense.
Also all the senses that you mentioned, I would add this as a passive/active skills that you can learn (by meditating or whatever). If you will have skills of course ...
I wouldn't live nothing to exclusive race/attribute selection at the beginning. I would rather have it that the player can improve his character by playing than leave him locked in chosen mindset from the time when he created it.
Attributes will be upgradeable later but not through "sitting or clicking".
I know that probably my suggestion is not the best for your case, but I must admit that I like it best, because you have the same number of attributes for each of your attribute groups. So you can strive and make all attribute numbers worth the same. In opposite case, whoever is playing fighter will have his attribute points worth less if he has three attributes to fill instead of 2 if he was playing mage. Depends again on how you implement all this.
Note that I come from Lineage2, Morrowind/Oblivion/Skyrim, DAO backgrounds, so my opinion is heavily biased.
I congratulate you on your work on Mythruna and JME3 community.
Keep it up and have fun!
Thanks. And thanks for your input. It's very inspiring to discuss different systems.
I too have background playing some of those games and heavily in the D&D and Runequest systems for pencil and paper role playing. I even designed a few of my own systems "back in the day" and they were heavily RuneQuest based. In many ways, it was so superior to D&D... more fun to DM and more fun to play. I take a lot from that... because at every level it was a much simpler system. Instead of one monolithic "rule system" there were lots of logical subsets that made sense in context with one another and combined for some really excellent game play.
It was effectively no harder to run the battles. You never had to once look up THAC0, everything made sense to everyone playing, and yet the battles ended up being extremely detailed. It wasn't just a clash for 1 minute and "you took 5 pts of damage, he took 2" it was "you took 2 pts of damage to your leg and collapsed and then took an additional 3 points to your arm but you managed to sweep his leg in the process and now you are both on the ground." It was uncanny how often the dice rolls just fit the battle, too. One player in a game I was running had gained the ability to control a lion and could ride it around like a mount. During a battle the lion got injured and rolled over pinning his right leg to the ground. Even though the hit locations were entirely based on dice rolls (and then it's up to me the DM to explain how that happens), the dice rolls were putting all of his damage on the left side that was exposed to attack.
I know the D&D systems have evolved a lot since then (the 90s) but at the time, you'd never have a D&D battle where the first round ended "...and so, you've been severed in half at the middle by the enemy's great sword".