The Sixth World · Legacy archive
Should magic be a required stat?
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Should magic be a required stat?
#1I've been a little lax on my daily posting due to a vicious stomach bug. I'm better now, and I've had time to think. I made up an Excel sheet with the different combinations of attributes and traits and came up with a whopping 180 different characters. Then I assigned some vauge delinations for what class a person would likely be trying to make with those stats. A realization came over me.
2/3's of the possible characters have magic of 2 or 3, making them capable wizards. That's ALOT of magic to be tossing about. Too much, I think. But what do I do about it?
If it's not Magic, what do I have for a thirds stat? Heck, do I even need a third stat? I don't want to have any kind of social or charisma stat, that should come from roleplaying, not numbers. Could it be a Rank attribute, reflecting how well trained they are? Or something else?
One idea I had was to make the third stat a "Class" stat. By picking which of the classes you want you defing your third stat, and use your third stat to defing your position inside the class. So Magicians great and small have a Magic Attribute, Warriors, Fighters and Soilders, would have a Morale Attribute, Thieves and Rouges would have a Pilfer Attribute, and so on. The end result is the same, the character decides on an action and uses the appropriate skill against the target of a check or in a challenge. Skills themselves have broad Physical and Mental areas, then a short list of specalised skills for each class. The hardest part of the affair would be coming up with names for the 6 traits in each class.
What are your thoughts? -
Should magic be a required stat?
#2Cast my vote.
I did the "Option" one. I assume that that is the "Class" stat choice.