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SteveL
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PostSubject: Teaser: Attributes   Wed Mar 25, 2009 3:32 pm

Attributes (ATT) are STR, INT, WIL (Willpower), DEX, CON, and AUR (Aura).

Each is a value from 4 to -4, obtained via (D10 - D10)/2 and dropping any remainder (this is method 1; see posts below). These scores are actually modifiers.

Zero is average for a human male young adult.


Last edited by SteveL on Wed Dec 16, 2009 7:13 pm; edited 1 time in total
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Bruzynski

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PostSubject: Re: Teaser: Attributes   Sun Apr 05, 2009 12:12 am

Ok I got my guy's attributes rolled up...does drop remainders make -1/2 = -1 or 0? (does the score weigh toward zero?)

and what do we do next?
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PostSubject: Re: Teaser: Attributes   Thu Nov 26, 2009 3:27 pm

Bruzynski wrote:
Ok I got my guy's attributes rolled up...does drop remainders make -1/2 = -1 or 0? (does the score weigh toward zero?)

and what do we do next?
–0.5 = 0
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Regnar

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PostSubject: Re: Teaser: Attributes   Tue Dec 01, 2009 11:08 am

I want to roll one up, but withour knowing how classes work, I am unsure which way I would go ...
need more Lalanne!!!!!
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PostSubject: Re: Teaser: Attributes   Tue Dec 01, 2009 2:25 pm

Regnar wrote:
I want to roll one up, but withour knowing how classes work, I am unsure which way I would go ...
need more Lalanne!!!!!
Steve, there are no classes. You have (or "poh-zess") skills.

P.S. As I told Jonathan last night, I've been working hard on MF for the past 2 weeks. I think I nailed the skill system; it had been giving me headaches. Writing the rules is just as hard as designing them.
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PostSubject: Re: Teaser: Attributes   Tue Dec 01, 2009 6:19 pm

uber cool... can't wait to see a rundown of this baby...
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PostSubject: Re: Teaser: Attributes   Tue Dec 01, 2009 6:40 pm

Want to make sure I'm clear on the attribute rolling...

Quote :
Each is a value from 4 to -4, obtained via (D10 - D10)/2 and dropping any remainder. These scores are actually modifiers.

Example 1: I roll a 7 and a 2 on d10. (7-2)/2=2.5 Dropping the 0.5 - my ability is a 2

Example 2: I roll a 3 and a 9 on d10. (3-9)/2=-3.0 my ability is a -3



Is +ve a desirable outcome or is -ve?

Understanding there are no classes... Are there different races?
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PostSubject: Re: Teaser: Attributes   Wed Dec 02, 2009 12:31 am

Wilhelm wrote:
Want to make sure I'm clear on the attribute rolling...

Quote :
Each is a value from 4 to -4, obtained via (D10 - D10)/2 and dropping any remainder. These scores are actually modifiers.

Example 1: I roll a 7 and a 2 on d10. (7-2)/2=2.5 Dropping the 0.5 - my ability is a 2

Example 2: I roll a 3 and a 9 on d10. (3-9)/2=-3.0 my ability is a -3



Is +ve a desirable outcome or is -ve?

Understanding there are no classes... Are there different races?
Your examples are correct.

Positive ATTs are better. Zero represents the average human male in peak form. A score of 4 is max. for a human male; conversely, -4 is as poor as the dice allow. There's a 3% probability of rolling 4 and the same probability for -4.

Trivia: A creature is 1/3 stronger than a creature with one less STR (e.g., STR 4 is 1/3 stronger than STR 3, 3.16 times stronger than STR 0, and 10 times stronger than STR -4).

Other races
There are other races, though they are remote from human civilization. You can play a demihuman, but he could be treated differently.
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Regnar

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PostSubject: Re: Teaser: Attributes   Thu Dec 03, 2009 6:18 pm

Mad dammit Jim, less talk and more campaign rules please!!!
lol!
let's see this puppy! scratch
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PostSubject: Re: Teaser: Attributes   Sun Dec 06, 2009 8:39 pm

when is start date? who gives a rats ass about rules!...actually maybe is a good idea for someone to read the rules so they can tell me what i need to know?
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PostSubject: Re: Teaser: Attributes   Sun Dec 06, 2009 10:14 pm

When we finish the high level dungeon (either part 1 or part 2 - at the DMs discretion) let us move on and give Mailed Fist (tm) a try. cheers

Lalanne - the Genie is out of the bottle - you can't put it back in - it's show time! Shocked
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PostSubject: R e v i s i o n   Mon Dec 07, 2009 8:04 pm

For various reasons (e.g., the math was a trifle involving and error prone; 3% of young males with maximum human STR is too high), I came up with a better (?) ATT generation method:

Method 2

1. Roll 4 dice (all dice in MF are d10s). Note the lowest single result. This is your PC's net ATT total.
2. Assign values to your ATTs such that the sum of your ATTs equals your net ATT total.
3. Adjust assigned ATTS for race, age, and sex (if non-human, young or old, or a woman).


Example:

1. My 4 rolls are 3, 6, 4, 9. The lowest value (3) is my net ATT total.
2. I assign ATT scores as follows:

STR 2
INT 1
WIL 0
DEX 2
CON -1
AUR -1

They must add up to 3 (2 + 1 + 0 + 2 + -1 + -1 = 3). Note that ATTs must be in the range -4 to 4 inclusive (negatives are poor, zero is average, positives are superior).

I could assign them in many combinations. Here's another:

STR 4
INT 4
WIL 0
DEX -2
CON -2
AUR -1

3. Since the PC is a young adult human male, no further adjustments are made.

Here are the probabilities for the various net ATT totals (Doug can correct me if I'm wrong):

Code:
------+-----------------------------
Value | Probability (out of 1)
------+-----------------------------
10    |  0.0001 (i.e., 1 in 10,000)
 9    |  0.0015
 8    |  0.0065
 7    |  0.0175 (i.e., 1.75%)
 6    |  0.0369
 5    |  0.0671
 4    |  0.1105
 3    |  0.1695
 2    |  0.2465
 1    |  0.3439
------+-----------------------------

For non-adventurers, I think net ATT total will be zero.


Last edited by SteveL on Wed Dec 16, 2009 7:13 pm; edited 1 time in total
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PostSubject: Re: Teaser: Attributes   Wed Dec 16, 2009 3:34 pm

A couple of issues with the new rolling idea. Net attributes will always be positive. Average net should be nil

Even with a roll of one - A player can have maximum strength 100% of the time - other attributes will be negative. That is much weirder than 3% of the time.

I liked the first rolling system better.

Max attribute kicks in on the following rolls

10 and 1
10 and 2
9 and 1

When I used method 1 I ended up with a character who's skills netted out to zero. There are no net 4's (positive or negative) but I have a couple of 3's - one positive and the other negative.
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PostSubject: Re: Teaser: Attributes   Wed Dec 16, 2009 4:11 pm

Wilhelm wrote:
A couple of issues with the new rolling idea. Net attributes will always be positive. Average net should be nil

Even with a roll of one - A player can have maximum strength 100% of the time - other attributes will be negative. That is much weirder than 3% of the time.

I liked the first rolling system better.

Max attribute kicks in on the following rolls

10 and 1
10 and 2
9 and 1

When I used method 1 I ended up with a character who's skills netted out to zero. There are no net 4's (positive or negative) but I have a couple of 3's - one positive and the other negative.
I think it's okay for a PC to have a positive net score (this technique is for PCs and significant NPCs only), and I don't I see a problem with people picking max. scores (after all, they have to take a negative somewhere else), but if this is a genuine problem, then score costs can be on an escalating scale; for example, ATTs from -4 to 1 would cost the ATT score itself (e.g., ATT 1 would cost 1), but an ATT of 2 would cost 3, 3 would cost 6, and 4 would cost 10. But, at the same time, the number of rolls would have to be reduced from 4 to 1 (or maybe 2) to counterbalance the higher costs.

What do the other players think?
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PostSubject: Re: Teaser: Attributes   Wed Dec 16, 2009 7:12 pm

Method 3 is based on my previous post. Not sure if it's better than method 2.

Method 3

1. Roll a die to obtain a number from 1 to 10. If player deems it low, he rolls again but must keep the second result.
2. Use the number to buy ATTs at the costs shown in the table below (note that net cost for all ATTs must equal the number obtained in step 1).


ATT Value Cost
-4 to 1[Same as ATT value]
2 3
3 6
410

Example:

1. A 3 is rolled, but the player decides to try for a better result and rolls a 7, which he must keep.
2. ATT values are assigned like this (net cost must equal the 7 yielded by step 1):

STR 3 (cost = 6)
INT 2 (cost = 3)
WIL 0 (cost = 0)
DEX 0 (cost = 0)
CON -1 (cost = -1)
AUR -1 (cost = -1)

(Total cost = 7)

Here is another set of ATTs based on the 7 obtained from step 1:

STR 2 (cost = 3)
INT 2 (cost = 3)
WIL 0 (cost = 0)
DEX 0 (cost = 0)
CON 0 (cost = 0)
AUR 1 (cost = 1)

(Total cost = 7)

Notes

Drawback: In this method, any character with an ATT score of 4 cannot have a positive score in any other ATT. This is because the cost for a score of 4 consumes 10 points--the max. possible.
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PostSubject: Re: Teaser: Attributes   Wed Dec 16, 2009 8:54 pm

Quote :
Drawback: In this method, any character with an ATT score of 4 cannot have a positive score in any other ATT. This is because the cost for a score of 4 consumes 10 points--the max. possible.

I think I prefere the second method.
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PostSubject: Re: Teaser: Attributes   Wed Dec 16, 2009 9:10 pm

Method 3: A 4 costing 10 and a -4 costing -4 makes no sense it should be -10.


Method 4??:

Roll Stats via method 1. Them roll a D6 - you could then add whatever value you rolled on the d6 to your stats as you saw fit (the addition of the d6 is the recognition that adventurers are exceptional). We could add rules like you can only add 1 to a score that is already zero or positive and you can only bring a negative score as high as zero or 1.

I like method 4 (a totally unbiased opinion)
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PostSubject: Re: Teaser: Attributes   Wed Dec 16, 2009 9:42 pm

Method 5

we all get 4 in everything

method 6

we all get 0 in everything

method 7

dm gives us arbitrary scores based upon our character concept

method 8

method 2
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PostSubject: Re: Teaser: Attributes   Thu Dec 17, 2009 10:03 am

Suspect
my brain hurts.
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PostSubject: Re: Teaser: Attributes   Thu Jan 07, 2010 1:48 am

It's simple math - no whining.
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PostSubject: Re: Teaser: Attributes   Thu Jan 07, 2010 9:58 am

Recent financial events should have shown you that simple math is beyond the ken of a mere banker lol!
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PostSubject: Re: Teaser: Attributes   Thu Jan 07, 2010 10:18 am

<slow, sarcastic clapping>
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PostSubject: Re: Teaser: Attributes   Thu Jan 07, 2010 11:21 am

Ouch!
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PostSubject: Re: Teaser: Attributes   Mon Jan 11, 2010 4:07 pm

(I've lost count of the methods, so I'll resume at 10.)

Method 10

Divide a wild* die roll by 2 and distribute the result among the PC's ATTs.

The player may reroll, but he must commit himself to the second result.


This method allows for rare, surprising results, and the average result is about 3.25 (it's actually higher because of the reroll option). To obtain max scores (i.e., 4) in 6 ATTs means rolling 48+, of which there is about a 1 in 30,000 chance.
________
* On a wild die, which figures prominently in Mailed Fist™, a 10 means an additional, cumulative roll. (A 1 on the intial roll of a wild die means another roll to see if a fumble occurred: a fumble occurs if the second roll is a 1 or if the second roll fails to accomplish the purpose of the roll. In the case of ATT generation, no fumbles are possible.)
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PostSubject: Re: Teaser: Attributes   Mon Jan 11, 2010 4:53 pm

Ok I like method 10. Seems least tricky. I assume you still get to swap point one for one? (ie subtract one from an attribute and add one to another. Do this as long as your score adds up to the die roll)

can I be any more obtuse?
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