Greetings, glorious adventurers! If you're joining in our Alpha One spot testing, please follow the steps here to see all the latest test info on our forums and Discord!

Character Stats effect Character to Character Relations?

RyonisRyonis Member
edited June 2021 in General Discussion
I am wondering if they would implement a system where character stats such as Wisdom or Charisma can change the options of how we relate to one another.
Lets say a leader of a city is a priest with high charisma, and they are dealing with a warrior type city for a peace treaty... would the priests charisma offer different options on dealing with the warrior.. eg. cheaper deals on trade, more options on what they could trade, or even just making a deal for them to attack another city in their name?

Or if you have leader with high intelligence-- could they have like a window with insights on the enemies army numbers, resources stockpiled, and who they are at war with?

Could a warrior with high STR and CHR use his advantage to simply bully or threaten a lesser leader into submission if they have better stats?

That way there are game mechanics that support how we interreact with one another... and not just who is the loudest and most stubborn on discord. Or who has the most followers.
Lots of possibilities,

Comments

  • George_BlackGeorge_Black Member, Intrepid Pack
    Is this for an mmo or a single player game?
  • GrihmGrihm Member
    Ryonis wrote: »
    I am wondering if they would implement a system where character stats such as Wisdom or Charisma can change the options of how we relate to one another.
    Lets say a leader of a city is a priest with high charisma, and they are dealing with a warrior type city for a peace treaty... would the priests charisma offer different options on dealing with the warrior.. eg. cheaper deals on trade, more options on what they could trade, or even just making a deal for them to attack another city in their name?

    Or if you have leader with high intelligence-- could they have like a window with insights on the enemies army numbers, resources stockpiled, and who they are at war with?

    Could a warrior with high STR and CHR use his advantage to simply bully or threaten a lesser leader into submission if they have better stats?

    That way there are game mechanics that support how we interreact with one another... and not just who is the loudest and most stubborn on discord. Or who has the most followers.
    Lots of possibilities,

    All these things would be done by player / player actions, not by a system.
    There are 64 class combos, so having a one system to divert all these mixes and present a variety of possible outcomes would be a huge task. But, what you mention would mostly be done by players roleplay i´d say.
  • RyonisRyonis Member
    Is this for an mmo or a single player game?

    MMO.. Im assuming Leader of the cities/guild/clans would have their own special circumstances they will need to deal with. They already mentioned that there will be guilds within the city, like say a enchanters guild.... if there is a resource system collected by a guilds collective work together ... and it is needed by a nother guild... Im sure there could be a means to communicate with each leader.

    In terms of city leaders.... Im sure they will need to deal with another leader diplomatically eventually.... and even possibly trade resources collected by their Node?

    All Im saying is that there could be a a fun means to apply game mechanics to such things.
    Grihm wrote: »

    All these things would be done by player / player actions, not by a system.
    There are 64 class combos, so having a one system to divert all these mixes and present a variety of possible outcomes would be a huge task. But, what you mention would mostly be done by players roleplay i´d say.

    No they can generalize according to stats like in D&D. Such as any mage/caster class might have more INT... and any tank type might have more STR. Or its is strictly run by STATS no matter the class... If your CHA is higher than the other person you gain that advantage. etc
  • GrihmGrihm Member
    Ryonis wrote: »
    Is this for an mmo or a single player game?

    MMO.. Im assuming Leader of the cities/guild/clans would have their own special circumstances they will need to deal with. They already mentioned that there will be guilds within the city, like say a enchanters guild.... if there is a resource system collected by a guilds collective work together ... and it is needed by a nother guild... Im sure there could be a means to communicate with each leader.

    In terms of city leaders.... Im sure they will need to deal with another leader diplomatically eventually.... and even possibly trade resources collected by their Node?

    All Im saying is that there could be a a fun means to apply game mechanics to such things.
    Grihm wrote: »

    All these things would be done by player / player actions, not by a system.
    There are 64 class combos, so having a one system to divert all these mixes and present a variety of possible outcomes would be a huge task. But, what you mention would mostly be done by players roleplay i´d say.

    No they can generalize according to stats like in D&D. Such as any mage/caster class might have more INT... and any tank type might have more STR. Or its is strictly run by STATS no matter the class... If your CHA is higher than the other person you gain that advantage. etc

    So how would you balance that?
    If you have any that is ahead in the curve, people to a large % would pick that just for easy gains.
  • CriminalCupcakeCriminalCupcake Member, Alpha One, Adventurer
    Not for Ashes...
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    It would just be based on the 6 stats: Power; Dexterity; Constitution; Will; Wisdom; Mentality.
    So, the 64 classes would not really be a factor.

    I doubt this will be a thing even with NPCs via stats.
    STR cannot be used to threaten a player. It's unlikely that Level could even intimidate or bully political decisions.
Sign In or Register to comment.