Difference between revisions of "Stat"
(wip) |
|||
Line 1: | Line 1: | ||
Characters (Heroes, Monsters) have Stats! Most of the Stats are stable properties of the character, but some are used to mark temporary conditions, such as injury. Not all stats operate on the same scale. | Characters ([[Heroes]], [[Monsters]]) have Stats! Most of the Stats are stable properties of the character, but some are used to mark temporary conditions, such as injury. Not all stats operate on the same scale. | ||
=How Stats Work= | =How Stats Work= | ||
Most stats you care about - Combat Stats, etc., Use whole numbers. Bonus Damage. Armor. That sort of thing. Lots of gear and some story outcomes, leveling up, history lines etc., will give you **fractional** stat boosts. So your character might not have a whole number there, they might have 4.5 speed, or something like that. We always round these numbers down. | |||
Most stats are stable, set by the character's [[Aspects]] (which are often driven by their [[History]]) Some stats are specifically used to track temporary states, like Injury, Actions, Shield, Shred. You can expect these to be changed directly by events in game. | |||
=Combat Relevant Stats= | =Combat Relevant Stats= | ||
==Health== | |||
Aka hit points, how much injury you can sustain before you die or must make a [[mortal choice]]. | |||
==Speed== | |||
How many squares you can move in one action. | |||
==Armor== | |||
Damage Reduction for physical attacks - armor reduces incoming physical damage. | |||
==Warding== | |||
Like armor, but for magic and elemental attacks. | |||
==Melee Accuracy== | |||
Aim with melee weapons this is used to calculate your [[hit chance]], depending on several other factors like the enemy's evasion stats, and your weapon's [[wield]]. | |||
==Range Accuracy== | |||
Aim with ranged weapons this is used to calculate your [[hit chance]], depending on several other factors like the enemy's evasion stats, cover, and your weapon's [[wield]]. | |||
==Stunt Chance== | |||
Base chance for you attack to [[stunt]], which is an additional positive effect (something like crit in other games, but often a status effect instead of damage). | |||
==Physical Damage Bonus== | |||
Bonus damage for physical attacks, such as weapon attacks with melee or ranged weapons. | |||
==Potency== | |||
Used to calculate damage for Magic attacks. Because magic attacks are often AOE, this is not always added directly on, it depends on context. | |||
==Dodge== | |||
Used to evade attacks by moving out of the way. Great against slow heavy (high [[wield]]) attacks (e.g. Maces, clubs). | |||
==Block== | |||
Used to physically deflect attacks. Great against light attacks (e.g. bows, rapiers) | |||
==Perception== | |||
How many squares you can see. Usually 10, until you get really old maybe. | |||
==Obscured== | |||
Some things might be hard to see unless you're right up close? Unclear if this is used at all. | |||
=Campaign Relevant Stats= | =Campaign Relevant Stats= | ||
==Recovery Rate== | |||
= | How quickly your injuries heal. Younger and more hearty characters heal faster, old characters heal very slowly. | ||
==Retirement Age== | |||
When are you going to hang up your boots, roughly? | |||
=Personality Stats= | =Personality Stats= | ||
See [[Story Role]] | See [[Story Role]] | ||
=Story Relevant Stats= | |||
These are intended to range roughly from 1-100, and are to be used for event rolls in stories, things like that. | |||
==Charisma== | |||
A measure of how favored this character is, by other people, or even just fate. Starts out higher in youth and declines with age. | |||
==Tenacity== | |||
A measure of how mentally tough, patient, prepared, and determined this character is. Goes up with age. | |||
=Transient Stats= | =Transient Stats= | ||
==Age== | |||
how old | |||
==Injury== | |||
Subtracted from Health to give current health. Injury heals over time in the Overland Map, according to Recovery Rate. | |||
==Shred== | |||
Your armor has been negated | |||
==Shield== | |||
Temporary health that is added to your health bar, and used up first, before accruing injury | |||
==Actions== | |||
How many actions you have remaining this turn. Reset every turn. | |||
==Experience== | |||
Used to track level ups. Normal stuff. Note that the three hero classes have different experience curves.` |
Revision as of 06:17, 26 October 2018
Characters (Heroes, Monsters) have Stats! Most of the Stats are stable properties of the character, but some are used to mark temporary conditions, such as injury. Not all stats operate on the same scale.
How Stats Work
Most stats you care about - Combat Stats, etc., Use whole numbers. Bonus Damage. Armor. That sort of thing. Lots of gear and some story outcomes, leveling up, history lines etc., will give you **fractional** stat boosts. So your character might not have a whole number there, they might have 4.5 speed, or something like that. We always round these numbers down.
Most stats are stable, set by the character's Aspects (which are often driven by their History) Some stats are specifically used to track temporary states, like Injury, Actions, Shield, Shred. You can expect these to be changed directly by events in game.
Combat Relevant Stats
Health
Aka hit points, how much injury you can sustain before you die or must make a mortal choice.
Speed
How many squares you can move in one action.
Armor
Damage Reduction for physical attacks - armor reduces incoming physical damage.
Warding
Like armor, but for magic and elemental attacks.
Melee Accuracy
Aim with melee weapons this is used to calculate your hit chance, depending on several other factors like the enemy's evasion stats, and your weapon's wield.
Range Accuracy
Aim with ranged weapons this is used to calculate your hit chance, depending on several other factors like the enemy's evasion stats, cover, and your weapon's wield.
Stunt Chance
Base chance for you attack to stunt, which is an additional positive effect (something like crit in other games, but often a status effect instead of damage).
Physical Damage Bonus
Bonus damage for physical attacks, such as weapon attacks with melee or ranged weapons.
Potency
Used to calculate damage for Magic attacks. Because magic attacks are often AOE, this is not always added directly on, it depends on context.
Dodge
Used to evade attacks by moving out of the way. Great against slow heavy (high wield) attacks (e.g. Maces, clubs).
Block
Used to physically deflect attacks. Great against light attacks (e.g. bows, rapiers)
Perception
How many squares you can see. Usually 10, until you get really old maybe.
Obscured
Some things might be hard to see unless you're right up close? Unclear if this is used at all.
Campaign Relevant Stats
Recovery Rate
How quickly your injuries heal. Younger and more hearty characters heal faster, old characters heal very slowly.
Retirement Age
When are you going to hang up your boots, roughly?
Personality Stats
See Story Role
Story Relevant Stats
These are intended to range roughly from 1-100, and are to be used for event rolls in stories, things like that.
Charisma
A measure of how favored this character is, by other people, or even just fate. Starts out higher in youth and declines with age.
Tenacity
A measure of how mentally tough, patient, prepared, and determined this character is. Goes up with age.
Transient Stats
Age
how old
Injury
Subtracted from Health to give current health. Injury heals over time in the Overland Map, according to Recovery Rate.
Shred
Your armor has been negated
Shield
Temporary health that is added to your health bar, and used up first, before accruing injury
Actions
How many actions you have remaining this turn. Reset every turn.
Experience
Used to track level ups. Normal stuff. Note that the three hero classes have different experience curves.`