Attributes and skill check implementation discussion


EDIT: Fixed my dice roll explanation as I inadvertently inverted the logic.

In the Prologue, you may have noticed in the Profile that, I am looking into implementing some basic stats/attributes. I have no intention of fully implementing RPG mechanics, as this isn't an RPG. That said, I do want the reader to be able to build a character they can get into and believe is them or their creation.

The mechanics will be somewhat simple, and will mostly revolve around two key components at this time. Keep in mind that not "winning" a roll will not mean death or reverting to a save. It may just impact the way you are treated and reacted to, as well as the way the world will 'see' you. I've already started running into slowdowns implementing Chapter 1, as the story diverges with so many different options at play and being tracked. But as I've said I want this is to be interactive in which the reader can help shape their character and how they function within the world.

Any thoughts or feedback are welcome as it's still be incorporated into Chapter 1. Keep in mind all examples below are just examples to explain. Some, all, or none, may make it into actual gameplay.

As a rough outline, the general ways the attributes will play into the story:

  • NPCs will have personal preferences and some first impressions will be made based on your stats. Some will be superficial and want body over anything else; whereas others are all about the brains and substance, and the rest is just window dressing (so to speak). Some may be intimidated and react accordingly to someone that is in top physical shape, while the same may react derisively towards someone with less physique then them.
  • Certain decisions will have a weight applied to them. If you are a genius with no strength/physique to speak of, you will have a harder time doing things that require a certain amount of strength. Things could include wrestling someone to the ground or breaking down a door for example.
  • Your observations of the world. Things you see may adapt based on your attributes. If you are a intelligence character you may see a computer that you might be able to hack, whereas a low intelligence character may not even notice it is there. A strong character might notice a door that could be broken down whereas a high agility might be able to pick the lock.

The way the rolls are currently drafted to be implemented, as I said above, is intended to be quite simple. There is no fancy weighting or modifications. Once you have locked in your character, it'll be a simple dice roll. Most of what happens will be in the background, and the reader will be somewhat oblivious.

The basic breakdown as of right now is below. The names may change (considering names in brackets):

  • Strength (Power) - Power and Physique (the two are equal at all levels);
  • Dexterity - Agility and Coordination;
  • Intelligence - Smarts and Tech Expertise;
  • Charisma (Leadership) - Convincing and Leading people naturally;
  • Speed - Quickness and nimbleness at speed - I may remove this attribute, as it doesn't seem to implement well into interactive fiction as there aren't "turns" or speed requirements.

Each attribute will have a cap of 5 points, and will start with 2 in each as the baseline. There are currently planned to be a pool of 5 points that can be spent. These numbers may tweak as I try and test it out.

For the rolls themselves, I am looking at a 5-sided dice roll. This would work point-for-point to match the attribute cap. For example:

  • An attribute with 5 points would have a 5-in-5 chance to succeed (100%).
    • Rolling a 1, 2, 3, 4, or 5, would succeed
  • An attribute with 3 points would have a 3-in-5 chance to succeed.
    • Rolling a 1, 2, or 3, would succeed (60%)
    • Rolling a 4 or 5 would fail (40%)
  • An attribute with 1 point would have a 1-in-5 chance to succeed.
    • Rolling a 1 would succeed (20%)
    • Rolling a 2, 3, 4, or 5, would fail (80%)
  • And so on....

Overt actions that requires a stat will be provided in text for the choice. It will be worded clearly based on the percentage chance of success. For example if you had Strength at 3, that would give you a 3 in 5 chance (60%) chance to succeed, so you would see: "[Strength: 60%] Attempt to wrestle them to the ground."

Implicit things will not be readily noticeable. It will show up invisibly as a part of the text or conversation. Your character may notice something while walking, or may see a computer if your intelligence is high enough. There is nothing overt done on the part of the reader their character may just notice (or not) something.

Well, that I think about sums it up. Like I said it's simple, and I tried to work something into an interactive fiction.

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Comments

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(+1)

i think this is actually a pretty good setup dealing with skills and using them. very straight foward.