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PostPosted: Thu Apr 02, 2009 8:42 pm 
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The traditional fantasy game assigns statistics like: Stamina, Armor, Strength, Agility, and Intelligence.

But what sort of figures could be used in a futuristic setting that is powered with technology rather than biology?

For example: Engineering, Shields, Engine Power, Science, ...

'Engineering' might be used to derive the secondary stat, 'Hit Points', while 'Science' might provide expendable 'Energy=Mana'

'Shields' sounds ok, but the others just don't sound right to me, or as versatile.

Does anyone have any ideas for how to do rpg stats in a futuristic game?

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PostPosted: Thu Apr 02, 2009 9:29 pm 
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The traditional stats seem fine for a futuristic game but perhaps you should just change the terminology to have a modern science/biology naming.

Anarchy Online (futuristic mmo) uses the following stats:
Strength
Agility
Stamina
Intelligence
Sense
Psychic
Health
Nano
Attack
Weight Limit

This page might give you some ideas to play with
http://ao.stratics.com/content/guides/i ... ion.php?s= .

You could also look at eve online for ideas.

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PostPosted: Thu Apr 02, 2009 9:46 pm 
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thanks seoushi, I'll take a look at those :).

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PostPosted: Thu Apr 02, 2009 11:18 pm 
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Other aspects are the game physics as well. Like movement speed, weapon speed, attack times, jump time, fall time, etc, weapon recovery time, magic recovery time, etc.


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PostPosted: Fri Apr 03, 2009 11:19 am 
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neruos wrote:
Other aspects are the game physics as well. Like movement speed, weapon speed, attack times, jump time, fall time, etc, weapon recovery time, magic recovery time, etc.


thanks for that neruos :)

But what about specifically futuristic games? Do you think that some stats used in the fantasy setting are less applicable when it comes to spacecraft hovering around a space platform, while some new stats become necessary?

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PostPosted: Fri Apr 03, 2009 11:49 am 
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Jasmine wrote:
But what about specifically futuristic games? Do you think that some stats used in the fantasy setting are less applicable when it comes to spacecraft hovering around a space platform, while some new stats become necessary?

Stats, no. Skills, yes.

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PostPosted: Fri Apr 03, 2009 1:27 pm 
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Machaira wrote:
Jasmine wrote:
But what about specifically futuristic games? Do you think that some stats used in the fantasy setting are less applicable when it comes to spacecraft hovering around a space platform, while some new stats become necessary?

Stats, no. Skills, yes.

Agreed. Most stats systems are general enough to be used in either fantasy or sci-fi settings (unless you have a magic stat, in which case it could probably change to psychic, or be used it in a technomagic setting :)). The skills are the place where the changes need to occur.

If you want a good example of this, look at the differences between D20, D20Modern and D20Future. The first has skills for your standard medieval high fantasy, the second has skills for a more modern day fantasy setting and the last has skills for a futuristic setting... all use the same stats system and game mechanics.

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PostPosted: Fri Apr 03, 2009 3:14 pm 
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The Rolemaster system does this as well with new skills and items for sci-fi, which they packaged up as SpaceMaster.

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PostPosted: Fri Apr 03, 2009 6:29 pm 
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Magic and fantasy are just the labels, not the effect. The effects are pretty much fully interchangable between Sci-fi and Fantasy.

Fantasy Spells and Stats.
Holy Aid (adds group defense)
Magical Door (teleport)
Invisiblity (hides or lowers visiblity rate)
Heal (recovers health)

Sci-Fi Skills and Stats of the above.
Barrier/Psi Shield (adds group defense)
Transport (teleport)
Stealth (hides or lowers visiblity rate)
Repair (recovers damage)

Some of the same physics. Fireball, Fireball size, Fireball casting rate, Fireball 2ndary Effects, Fireball Effect area, etc). For sci-fi Replace Fireball with Grenade or Bomb/Missle. Arrows, ammo..

A spaceship might have the same effects as say, a mount/horse or other fantasy based mode of transportation. There are some things that just dont get added to fantasy games much.


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PostPosted: Fri Apr 03, 2009 10:33 pm 
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Might want to check out Wizards of the Coast's d20 Modern/d20 Future rulebooks. They basically took the D&D3.5 rules and applied them to - you guessed it - modern and futuristic settings. If nothing else, it will give you lots of ideas for skills (the base stats themselves are the same), among other things (tech, modern-influenced "magic", and the like).

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PostPosted: Mon Apr 15, 2013 7:46 pm 
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I am going with more of a 3 Stat prime system that has secondary stats based off the prime. Its a No Class system with the player "purchasing" traits,skills, hindrances,stats,etc with XP. Skills pretty much make you what you are in the game. Equipment is planned to range from stone age to energy weapons.

Prime Stats:
Physical
Mental
Social

Secondary:
Hit Points
Attack
Defense
Energy Points
Initiative
Save
Speed
Damage

Static Stats
HP Recovery
EP Recovery
Action Points (Not Seen in Game but used to decern, attacks and checks)

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PostPosted: Tue Apr 16, 2013 2:08 am 
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PostPosted: Wed Apr 17, 2013 8:12 pm 
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I suddenly feel stalked by Pieman...................

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