Ah the great fuzzy space where simplicity runs up into possibility. I'm a fan of simplicity even if it presents access to some possibilities. Now, I think Derakon's opinion is that it's fine for the game designer to impose such restrictions, but the engine need not do that. And I guess that's ok, but you then do run into the problem of an engine being forced to support all sorts of crazy schemes, many of which, no sane designer should ever choose (i.e. circular dependencies.)
I'm also a little behind on the discussion, so I can't remember whether these things have already been said. Anyway.
All stats can support the following modifiers.
Addition to base stat.
Multiplication to base stat + additions to 1
Addition to stat.
Obviously adding to the base stat is the most important, and that's probably what you'd get with potions. Your final result would be,
(STR + base stat mod) * multiplicative mod + stat addition.
For derived stats it works the same except the initial value is derived from the top tier stats, and then all the base modifiers.
The only difficulty is that the player needs to understand the difference between base modifiers and normal modifiers. If that seems like a subtlety you don't want to require, it's easy to change by forcing all modifiers to be either base modifiers or post-multiplication modifiers.
I'm also a little behind on the discussion, so I can't remember whether these things have already been said. Anyway.
All stats can support the following modifiers.
Addition to base stat.
Multiplication to base stat + additions to 1
Addition to stat.
Obviously adding to the base stat is the most important, and that's probably what you'd get with potions. Your final result would be,
(STR + base stat mod) * multiplicative mod + stat addition.
For derived stats it works the same except the initial value is derived from the top tier stats, and then all the base modifiers.
The only difficulty is that the player needs to understand the difference between base modifiers and normal modifiers. If that seems like a subtlety you don't want to require, it's easy to change by forcing all modifiers to be either base modifiers or post-multiplication modifiers.
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