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Post by logan9a on Jan 21, 2017 10:52:12 GMT
A copy paste from my notes on stats I've got thus far:
Willpower = HIT POINTS. If the players can't get a check in this, they aren't trying hard enough.
Sanity (unlike other stats, x5 to get value). Note that since it is a stat, when the character <redacted but if you run out of sanity, as normal, it's make a new character time>. You gain sanity for successful missions. As well as for <redacted>. (And possibly for 'good deeds').
Learning - determines the rate at which new skills are learned. If the players try a new skill as it is being assigned for the first time and make it, they get a check in learning.
Essence - anything dealing with 'magic' or 'magic like' powers. Getting a check in this will be hard until <redacted>.
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laughinggoon
Roomba Maintenance Person
Cecil, Overseer of the Blood-Dome
Posts: 85
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Post by laughinggoon on Feb 1, 2017 1:05:05 GMT
Well, if we were to do <redacted> upon the NPCs and <redacted> them until their <redacted> are sore and bleeding, will we succeed in our <redacted> mission?
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Post by bentpaperclip on Feb 1, 2017 12:01:03 GMT
How does having a high learning increase the rate at which new skills are learned?
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Post by logan9a on Feb 1, 2017 12:16:49 GMT
New skills = learning x whatever number, usually one.
Travis gets a new boating skill at learning x1!
Travis picks up Dutch Painting techniques at learning x1!
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Post by bentpaperclip on Feb 1, 2017 13:06:58 GMT
From what I understand, attributes for starting characters (in order from NEED!! to WHY SHOULD I BOTHER?) are:
WILLPOWER - determines your mental and physical resilience. Will be used to resist mental effects, torture, temptation, and makes you harder to kill (HP). ESSENCE - determines your magical aptitude and power. Will be used to sense "vibes" & other special things and determines how many MP you have. SANITY - Not really important. Start with around 60 (12 attribute points) and be careful your first couple of mods until you get it up into the 70s. Of no use after character creation. LEARNING - When you get a new skill, it starts at Learning. The difference between a 10 (average) and a 14 (really smart) is 4%. Might as well keep it low and advance skills normally.
I'm trying to determine if there is a way to make them more equally beneficial so we don't end up with a clear "right" build.
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Post by bentpaperclip on Feb 1, 2017 13:09:20 GMT
Two follow ups: 1. Is it odd that an "average" person, starting with SANITY 10 (50 Sanity points) has a derangement? That means that the average person in HC is literally insane! 2. Are skills no longer going to have other attribute bases? Previously, a skill might have a Base of 10, or Dex x 1, or some such. Will all skills default to learning? Including magic skills? What about resist poison?
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Post by logan9a on Feb 1, 2017 16:04:47 GMT
From what I understand, attributes for starting characters (in order from NEED!! to WHY SHOULD I BOTHER?) are: WILLPOWER - determines your mental and physical resilience. Will be used to resist mental effects, torture, temptation, and makes you harder to kill (HP). ESSENCE - determines your magical aptitude and power. Will be used to sense "vibes" & other special things and determines how many MP you have. SANITY - Not really important. Start with around 60 (12 attribute points) and be careful your first couple of mods until you get it up into the 70s. Of no use after character creation. LEARNING - When you get a new skill, it starts at Learning. The difference between a 10 (average) and a 14 (really smart) is 4%. Might as well keep it low and advance skills normally. I'm trying to determine if there is a way to make them more equally beneficial so we don't end up with a clear "right" build. That's a good idea.
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Post by logan9a on Feb 1, 2017 16:07:52 GMT
Two follow ups: 1. Is it odd that an "average" person, starting with SANITY 10 (50 Sanity points) has a derangement? That means that the average person in HC is literally insane! Although after this last election I'm thinking I could argue the average person obviously has a derangement, you'll recall from the last rule set that unless your sanity is greater than (not equal to) the bold number, you don't 'trip the mine'. So if your starting san is 50, whatever number is next down and highlighted is the first new crazy time that character picks up. 2. Are skills no longer going to have other attribute bases? Previously, a skill might have a Base of 10, or Dex x 1, or some such. Will all skills default to learning? Including magic skills? What about resist poison? I thought only dodge was still a stat multiplier? Regardless, everything is going to be based on learning.
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Post by bentpaperclip on Feb 1, 2017 18:43:00 GMT
From what I understand, attributes for starting characters (in order from NEED!! to WHY SHOULD I BOTHER?) are: WILLPOWER - determines your mental and physical resilience. Will be used to resist mental effects, torture, temptation, and makes you harder to kill (HP). ESSENCE - determines your magical aptitude and power. Will be used to sense "vibes" & other special things and determines how many MP you have. SANITY - Not really important. Start with around 60 (12 attribute points) and be careful your first couple of mods until you get it up into the 70s. Of no use after character creation. LEARNING - When you get a new skill, it starts at Learning. The difference between a 10 (average) and a 14 (really smart) is 4%. Might as well keep it low and advance skills normally. I'm trying to determine if there is a way to make them more equally beneficial so we don't end up with a clear "right" build. That's a good idea. I know. Any thoughts?
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Post by bentpaperclip on Feb 1, 2017 18:50:19 GMT
Although after this last election I'm thinking I could argue the average person obviously has a derangement, you'll recall from the last rule set that unless your sanity is greater than (not equal to) the bold number, you don't 'trip the mine'. So if your starting san is 50, whatever number is next down and highlighted is the first new crazy time that character picks up. I didn't know that. So if you start the game with a SAN of 30 you don't have any derangements and won't get any until you drop to 20?
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Post by logan9a on Feb 1, 2017 21:55:32 GMT
I'm thinking the real question here is 'how useful is learning'. Believe me, I'm wanting it to come up quite often. Now - is it good to have one or two stat points there at creation as opposed to somewhere else? Meh. I don't really know. Is starting with a 12% in something that much worse than starting with a 15%? How often do those three extra HP really come in? I'm thinking when they do it stands out but the little boosts. Eh. I will say that the players should be picking up enough new skills that if I were making a new character I would consider a point or two toward learning.
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Post by logan9a on Feb 1, 2017 21:56:59 GMT
Although after this last election I'm thinking I could argue the average person obviously has a derangement, you'll recall from the last rule set that unless your sanity is greater than (not equal to) the bold number, you don't 'trip the mine'. So if your starting san is 50, whatever number is next down and highlighted is the first new crazy time that character picks up. I didn't know that. So if you start the game with a SAN of 30 you don't have any derangements and won't get any until you drop to 20? If it were possible to start with a san less than 50 (it's not) yes, that is correct. But you'd be super duper close to snapping forever - and when you hit zero san that character is *done*. Well - that's not true - it just won't be the player playing him any more. I might. Or he may decide to learn to fly off a really big cliff. Who knows.
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Post by bentpaperclip on Feb 2, 2017 13:38:51 GMT
I'm thinking the real question here is 'how useful is learning'. Believe me, I'm wanting it to come up quite often. How is it going to come up often? Other than setting a base for the occasional write in skill, what does it do? When/why would we roll it? Extra HP make the difference between happily ever after and dead as fuck. I'd say that's pretty important. HC hasn't historically had combat every game, but it has it often enough that I think extra hit points trump a temporary +3% to a couple of write in (re: usually silly*) skills. Why? What good is a temporary** +3% to Art (Pottery)? *My submission that write in skills are mostly silly is based off of previous experience. Of Doyle's 83 write in skills I'd say 61 were either extremely rare or silly [i.e. Shadow Puppets, Kilning, Cane Twirling, Fast Draw (Grenade Pin), Ride (Tiger), Tantric Sex, Racquetball, Miniature Golf, Roller Disco, Dowsing]. ** Temporary in that after the first check you get in the skill, this amount will quickly become unimportant as skills progress randomly (due to die roll) without need to expend XP. I'm not saying we shouldn't have Learning. I would like to see it's usefulness increased to be in line with the other stats. I'm just don't have an idea on how to do that.
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Post by bentpaperclip on Feb 2, 2017 13:41:56 GMT
If it were possible to start with a san less than 50 (it's not) yes, that is correct. I didn't know you couldn't start with SAN under 50. Can you start with other stats below 10? For instance, can Learning, Willpower, or Essence be below 10 at the start of the game? Or is Sanity different from the others?
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Post by logan9a on Feb 2, 2017 15:41:29 GMT
I'm thinking the real question here is 'how useful is learning'. Believe me, I'm wanting it to come up quite often. How is it going to come up often? Other than setting a base for the occasional write in skill, what does it do? When/why would we roll it? Thinking that it will probably never be 'rolled' on it's own but for new skills gained (and many of the gift baskets) it will come up fairly often. Now - is it good to have one or two stat points there at creation as opposed to somewhere else? Meh. I don't really know. Is starting with a 12% in something that much worse than starting with a 15%? How often do those three extra HP really come in? I'm thinking when they do it stands out but the little boosts. Eh. Extra HP make the difference between happily ever after and dead as fuck. I'd say that's pretty important. HC hasn't historically had combat every game, but it has it often enough that I think extra hit points trump a temporary +3% to a couple of write in (re: usually silly*) skills. True. I will say that the players should be picking up enough new skills that if I were making a new character I would consider a point or two toward learning. Why? What good is a temporary** +3% to Art (Pottery)? *My submission that write in skills are mostly silly is based off of previous experience. Of Doyle's 83 write in skills I'd say 61 were either extremely rare or silly [i.e. Shadow Puppets, Kilning, Cane Twirling, Fast Draw (Grenade Pin), Ride (Tiger), Tantric Sex, Racquetball, Miniature Golf, Roller Disco, Dowsing]. ** Temporary in that after the first check you get in the skill, this amount will quickly become unimportant as skills progress randomly (due to die roll) without need to expend XP. I'm not saying we shouldn't have Learning. I would like to see it's usefulness increased to be in line with the other stats. I'm just don't have an idea on how to do that. Well, it will also be a 'stop loss' stat. But to get into how that will help, I'd need to get into 'death' and how it works. Should I go there?
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