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(Brought back the comparison with other games) |
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=== Comparison with other games === | |||
Below a list of attributes encountered in other role playing games. | |||
{| border="1" cellspacing="0" cellpadding="3" | |||
! style="text-align: left; background-color: rgb(240,240,240);" | Name | |||
! style="text-align: left; background-color: rgb(240,240,240);" | General effect | |||
! style="text-align: left; background-color: rgb(240,240,240);" | 1 | |||
! style="text-align: left; background-color: rgb(240,240,240);" | 2 | |||
! style="text-align: left; background-color: rgb(240,240,240);" | 3 | |||
|- | |||
|''Strength'' | |||
|Increases damage and max inventory weight | |||
|X | |||
|X | |||
|X | |||
|- | |||
|''Agility'' | |||
|Increases chance to hit and walking speed | |||
| | |||
|X | |||
| | |||
|- | |||
|''Dexterity'' | |||
|Increases chance of evasion and missile accuracy | |||
|X | |||
| | |||
|X | |||
|- | |||
|''Vitality'' / Endurance / Constitution / Fortitude | |||
|Increases health and stamina regeneration rate | |||
|X | |||
|X | |||
|X | |||
|- | |||
|Energy / ''Intelligence'' / Magic / Mentality | |||
|Increases mana and mana regeneration rate | |||
|X | |||
|X | |||
|X | |||
|- | |||
|Wisdom | |||
|Increases how much you can remember (spells) | |||
| | |||
| | |||
|X | |||
|- | |||
|Spirit / ''Willpower'' / Awareness | |||
|Increases magic defence | |||
| | |||
|X | |||
| | |||
|- | |||
|Personality / ''Charisma'' | |||
|Related to bartering, getting information, getting into fights, diplomacy skills | |||
| | |||
|X | |||
|X | |||
|- | |||
|Luck | |||
|Increases luck in many areas | |||
| | |||
|X | |||
| | |||
|- | |||
|Speed | |||
|Determines how fast you can do things | |||
| | |||
|X | |||
| | |||
|} | |||
# Diablo ([http://en.wikipedia.org/wiki/Diablo_(computer_game)#Character_Attributes attributes]) | |||
# The Elder Scrolls (attributes in [http://www.svatopluk.com/arena/manual/stats.stm Arena], [http://www.uesp.net/wiki/Daggerfall:Character_Creation Daggerfall] and [http://www.uesp.net/wiki/Oblivion:Attributes Oblivion]) | |||
# Angband ([http://www.zangband.org/Docs/Character-Attributes.aspx attributes]) | |||
=== From level to character attributes === | === From level to character attributes === | ||
''I think when you increase level you should get a fixed amount of points that you can use to increase your attributes. Let's say attributes go from 1 to 100, and start at 20. With the current number of attributes, that's 7 * 80 = 560 points necessary to get the theoretical maxed out character. The character goes from level 1 to 100, so per level increase we need to get 560 / 99 = 5 points. I said "theoretical maxed out character" because with it being exponentially harder to increase your skills as they come closer to 100, we can easily make it virtually impossible to actually achieve this. When starting with attributes at 20 seems too high, we can also start with attributes at 5 and go for 6 points per level.'' --[[User:Bjørn|Bjørn]] 17:13, 10 June 2006 (CEST) |
Revision as of 12:59, 15 November 2007
Comparison with other games
Below a list of attributes encountered in other role playing games.
Name | General effect | 1 | 2 | 3 |
---|---|---|---|---|
Strength | Increases damage and max inventory weight | X | X | X |
Agility | Increases chance to hit and walking speed | X | ||
Dexterity | Increases chance of evasion and missile accuracy | X | X | |
Vitality / Endurance / Constitution / Fortitude | Increases health and stamina regeneration rate | X | X | X |
Energy / Intelligence / Magic / Mentality | Increases mana and mana regeneration rate | X | X | X |
Wisdom | Increases how much you can remember (spells) | X | ||
Spirit / Willpower / Awareness | Increases magic defence | X | ||
Personality / Charisma | Related to bartering, getting information, getting into fights, diplomacy skills | X | X | |
Luck | Increases luck in many areas | X | ||
Speed | Determines how fast you can do things | X |
- Diablo (attributes)
- The Elder Scrolls (attributes in Arena, Daggerfall and Oblivion)
- Angband (attributes)
From level to character attributes
I think when you increase level you should get a fixed amount of points that you can use to increase your attributes. Let's say attributes go from 1 to 100, and start at 20. With the current number of attributes, that's 7 * 80 = 560 points necessary to get the theoretical maxed out character. The character goes from level 1 to 100, so per level increase we need to get 560 / 99 = 5 points. I said "theoretical maxed out character" because with it being exponentially harder to increase your skills as they come closer to 100, we can easily make it virtually impossible to actually achieve this. When starting with attributes at 20 seems too high, we can also start with attributes at 5 and go for 6 points per level. --Bjørn 17:13, 10 June 2006 (CEST)