[Rq-rules] Strike Ranks

Lance Dyas lancelot at inetnebr.com
Wed May 9 21:56:04 PDT 2007


Lev Lafayette wrote:
> --- John Pare' <parejf63 at hotmail.com> wrote:
>
>   
>> Lance Wrote:
>>
>> "If that is the case then why do fast runners have
>> big bulky "Strong" Legs 
>> to make them fast... and contortionists have scrawny
>> ones..."
>>
>> It may be my lack of understanding, Lance, and I am
>> NOT being critical, but 
>> can you elaborate a bit more on this, cause I really
>> do not see where you 
>> are going with it..
>>
>> John
>>     
>
> I think he's pointing out that DEX, like other RQ
> stats, is an game-abstraction of many things which
> reflects not just overall manual dexterity but
> reaction speed, which includes a little bit of
> intelligent perception, a dash of strength (indicated
> above) as well as general reflexes.
>   
Thank you Lev, you pretty much hit it on the head ....
> If you're going to take a strong realist position on
> the stats (that is, the stats are exactly what they
> say), then STR  should also effect Strike Rank, as in
> some cases DEX would punish it!
>   
John did cut out the key element out in his quote both VERY different 
characters
are modelled in BRP by high DEX ...the part I left out was that we 
pretty much have to live with
the simplification or a different one that is likely only as much better 
as it is more complicated.
give us twice the stats and we can simulate things atleast twice as well.

I thought of taking the above to an Nth degree  and have just skills but 
that felt too far
so why not keep touch with the pardigm and make Stats... secondary?

I called it Reverse Engineered Statistics.... Essentially you choose 
your skills and calculate what your stats will be
base on those percentiles divided by appropriate amount to generate "stats"
they could be the same stats... or they might  be more similar to the 
category bonuses.
This actually means a few more skills were needed to reflect things that 
werent always presented as skills
weight lifting, running, spirit attack and defense, and some few others 
come to mind right now... but that is the gist of it.

It was an idea from my "realistic phase" and at one point I was working 
on a formula like
add 1/6 mothers stat to 1/6 fathers plus percentiles in these skills/N = 
Stat.

Then along came Elric where you just invest the points and or chose 
personality types and modify etc..
and well gee....
 
Lance Dyas

















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