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Re: MC and RC attributes in Myth eRPG

Posted By: Forrest (cache3.avtel.net)
Date: 2/5/2000 at 10:33 p.m.

In Response To: MC and RC attributes in Myth eRPG (William Wallace)

: Have two different attributes! One for close quarter
: coordination and one for ranged coordination! CC and
: RC!

How about this. Have DX and "HEC". Throwing and catching things with just your hands is an inherant ability, and you get better at it with higher HEC. But shooting any kind of weapon requires the Ranged Combat skill (which should be a Special skill); that gives you the ability to use any kind of ranged weapon, but not very well. Whatever you specialize the skill in, you're actually good at. DX and HEC both modify the Ranged Combat skill.

You'd have to add a new rule in here to accomodate that; instead of a simple "is this class" tag on the skills, have "is modified by" and a factor. Factor 1 means it's modified by the table you give; other factors vary accordingly. So, if the RC skill is modified by DX0.3 and HEC0.7, and you've got DX and HEC of around 25 each, then you'd get a +10 modifier on your RC skill. But if HEC was, say, 41, then you would have a 14 (40-60 on attributes is +20 modifier on skills, right?) modifier for HEC, and a 3 modifier on DX, for a total of a +17 modifier. fir'Bolg archers would likely have high hand-eye coordination, giving them a good modifier on their RC skills.

Now add in a "Melee Combat" skill, which is like Ranged Combat but is modified more by your Initiative than your HEC (since melee combat required a lot of reflex and quick action, but not as much hand-eye coordination as ranged combat). There you go.

This system would also allow you to have most skills modified by INT to varying degrees (since intelligence is needed in most skills, IRL), and so on; assigning whatever attributes you think would be needed for a skill, in various degrees, to that skill in the appropriate degree.

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