Introduction
By AglanorThis is a proposed system for computer-based RPGs, based upon the following
Premises
The objective of this whitepaper is to describe a computer based system of rules intended to be used in a virtual world simulation, more specifically in a Massive Multiplayer Online RolePlaying Game.
- Dice are obsolete and not needed in a computer RPG. More accurate statistic models can be represented apart from uniform distributions in the ranges of 1-4, 1-6, 1-8, 1-10, 1-12 or 1-20.
- The system must be able to accurately represent interaction between different attributes and skills. Current pen & paper system lack complex interrelations.
- However complex it may be, the system must have some form of human-readable output. A player must be able to easily grab a scope of his character abilities. This may be achieved in some levels of complexity. The player must be able to define the level of complexity he wants to see.
- There is no need for all the numbers to be round. Your strength doesn't need to be 10 and then 11. Why can't you have a strength of 10.83? Attributes and skills may progress with a finer granularity than in p&p rpgs, presenting the player a smoother character progression, but according to the previous point this fact might be transparent to the player (unless he chooses to monitor it).
- The system must be scalable. It must allow for easy integration of values in the extreme ranges of the scale. This is usually a problem in p&p games, but seems coherent that it can be done better with the aid of a computer. For instance, if the system is generated with an average strength of 10 for a human, it must be able to model beings with strength 1000 and beyond. If the average score for a skill is 50 and the theoretical mastering of a skill is 100, it must be able to hold characters with skills in the 200-300 range.
- The system won't have character levels, nor even character professions except as orientation templates. The range of skills for a character to choose must be completely flexible. The character may limit his proficiencies by upgrading some attributes and skills over others, but in theory a perfectly balanced character with all skills averaged should be possible.
- The system has no upper caps neither in attributes nor in skills. The progress, however, shall become of exponential cost, so a practical limit is always stablished. A dedicated character with infinite time should in theory be able to attain an infinite score (aging notwithstanding).
- Skill degradation due to lack of use is contemplated in the system, but considered optional. In realistic games it is recommended.
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