deuxhero
Arcane
I thought of a rough outline for the mechanics of a cRPG.
Every character has 4 stats. Strength, Speed, Smarts and Savvy. Strength determines HP, physical might, resistance ect. Speed determines action points, and agility. Smarts covers "hard" science while savvy covers "art" ("skill requiring subjective judgment"), including the "art" of persuasion and magic in most cases (Approaching a field of magic as a "science" may be possible at a penalty with a special quality, see down). Stats modify skill checks . This solves the "dump stats" charisma is for non-charisma characters while insuring every stats remains useful for most characters (dumb axeman may not have a use for smarts, but everyone likes action points, not dieing, and using some magic (in this setting everyone has some form of magic, regardless of being a specialist or not).
Additionally characters have special qualities. A special quality is like Daggerfall's special advantages and special disadvantages as well as special abilities of a character (similar to perks in special and feats in d20)
Finally everyone has skills. Exactly as they sound like. Things like "shooting" or "chemistry" (which covers explosives). Schools of magic also fall under skills, with higher points allowing for removing restrictions (like no components needed), more effective or less costly spells.
The system is weighted universal (stats, skills and special qualities share a pool) point buy. Improving a high stats/skill or starting a new skill costs more. Points are earned via quest completion while some in game events give you "free" points to spend on a single or small selection of items. "Bad' special qualities can also give you more points.
Every character has 4 stats. Strength, Speed, Smarts and Savvy. Strength determines HP, physical might, resistance ect. Speed determines action points, and agility. Smarts covers "hard" science while savvy covers "art" ("skill requiring subjective judgment"), including the "art" of persuasion and magic in most cases (Approaching a field of magic as a "science" may be possible at a penalty with a special quality, see down). Stats modify skill checks . This solves the "dump stats" charisma is for non-charisma characters while insuring every stats remains useful for most characters (dumb axeman may not have a use for smarts, but everyone likes action points, not dieing, and using some magic (in this setting everyone has some form of magic, regardless of being a specialist or not).
Additionally characters have special qualities. A special quality is like Daggerfall's special advantages and special disadvantages as well as special abilities of a character (similar to perks in special and feats in d20)
Finally everyone has skills. Exactly as they sound like. Things like "shooting" or "chemistry" (which covers explosives). Schools of magic also fall under skills, with higher points allowing for removing restrictions (like no components needed), more effective or less costly spells.
The system is weighted universal (stats, skills and special qualities share a pool) point buy. Improving a high stats/skill or starting a new skill costs more. Points are earned via quest completion while some in game events give you "free" points to spend on a single or small selection of items. "Bad' special qualities can also give you more points.