Quote:
Original post by Edtharan
What if the overall total of the stats doesn't increase over time, but the variation from a median can.
In most stat systems when you gain a level you get X amount of point you can add to your stats.
However, in this new system, if you increase a stat, you have to decrease other stats to compensate. The amount of points you can move increases with your level, but not the total of the points in the stats.
For example:
If you had these stats at these values at level 1
Strength = 1000
Health = 1000
Mind = 1000
Reflex = 1000
At each level you get to move 10 points between the stats so at level 2 you might have:
Strength = 990
Health = 1000
Mind = 1010
Reflex = 1000
At level 10 you might have:
Strength = 910
Health = 1000
Mind = 1050
Reflex = 1040
And so forth. OF course, you could have a larger or smaller amount of points that can be moved each level if you wanted.
This way, all characters are equal, but they become more specialised over time. So a level 1 character could conceivably enter a level 20 dungeon, but they might not have as easy a time as one who had become a specialist in their field.
It would also make it that new characters are more flexible in what they could do but they just would not be as effective in any one field. They would be a Jack of all trades master of none). This would actually make low level characters an asset, but would also give high level characters a role within the group.
High level characters would feel advancement as they would become better at their given field (a low level fighter would not hit as hard as a high level fighter that had placed points their other stats into strength).
If gear needed a certain level of stat to be able to be used (say a two handed sword needing a 1100 strength before it can be wielded), or special features to be used (anyone can wield a 2 handed sword, but to use the "Overhead Cleave" power of it you need 1100 Strength, or any character can wield the Illuminatus wand and create light and fire off some minor spell with it, but to unleash the "fireball" power you need to have 1200 Mind).
This way high level characters have a non linear edge over the lower level characters, but Lower level characters still ahve a chance against them.
That's a really good system, I like it. It's not stat-less, however, it's a great way to allow players to freely grow their character in a direction they want.
You can create a bruiser with high strength but low inteligence, or a quick, agile character with low hitpoints, etc, etc.