Rpg row * column attributes idea
Hi, Here is my tilt on character stats I wasnt really sure how to format this... ...............Amenity.Charm.Confidence.Perception.Anxiety..Intimidation Happiness...... +5............... +2....................... -3......... -3 Joy.............. +3... +6....... +4....................... -7......... -5 Love................... +2....... +2.............. -3...... +2............ Anger.......... -5..... -6........................ -7.................... +7 Distress....... -3..... -1....... -8.............. +4....... +5......... -2 Urgency................ -1........................ +6....... +3......... +3 Total Amenity = 5*Happiness + 3*Joy -5*Anger -3*Distress Total Charm = 6*Joy + 2*Love -6*Anger -1*Distress -1*Urgency ETC ETC Example operations- Drunk: Joy+1, Confidence+1, Intimidate+1 This increases everything in the Confidence and Intimidate Column by 1 Increase Joy by 1 If Intimidate Column is increased there will be no effect unless the Row attributes are non zero. I think this is cool because it allows you to be an intimidating person however you wouldn't be intimidating all the time. By the same token an anxious person isnt anxious 24/7 but would be when in love or stressd out. More- Job Satisfaction: Happiness+1 Drugs: Anxiety+1 Joy+1 Charm-1 Shades: Charm+1 Perception-1 Each Cell can be modified by +/-1 when you level up, X points per level. Used Cells cant be zero and the sign cant change. The row attributes are like internal feelings. The column attributes are outward attributes that impact the world. I think it is a good system but it could be slightly confusing at first. You need to think about how you can combine modifiers to give you the desired total attributes. Whoever said attributes had to be 1 dimensional. What do you think? The attribute names are irrelevant at this stage in design. Thank You [Edited by - RivieraKid on March 18, 2007 2:12:51 PM]
The system is more than slightly confusing.
If both the n rows and the m columns are attributes, the table determines a n+m by n+m matrix whose eigenvectors are the attribute values; the attributes could be undetermined if the table is inappropriate, adding bonuses to an attribute doesn't relate to the table at all, and increasing entries of the the table with experience doesn't make sense (why should an experienced character's anxiety make him less unhappy?).
This sort of table could be used to iteratively modify a character's feelings and emotions, but it needs to have a row and column for each feeling because influences aren't symmetrical (e.g. being in love can boost confidence, but confidence doesn't increase love).
[Edited by - LorenzoGatti on March 22, 2007 1:50:58 PM]
If both the n rows and the m columns are attributes, the table determines a n+m by n+m matrix whose eigenvectors are the attribute values; the attributes could be undetermined if the table is inappropriate, adding bonuses to an attribute doesn't relate to the table at all, and increasing entries of the the table with experience doesn't make sense (why should an experienced character's anxiety make him less unhappy?).
This sort of table could be used to iteratively modify a character's feelings and emotions, but it needs to have a row and column for each feeling because influences aren't symmetrical (e.g. being in love can boost confidence, but confidence doesn't increase love).
[Edited by - LorenzoGatti on March 22, 2007 1:50:58 PM]
Omae Wa Mou Shindeiru
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