AtLA RPGs and other acronyms
Dec. 2nd, 2011 10:49 amThis will probably be of very little interest to anyone who isn't into tabletop roleplaying...
I've been trying to figure out how the heck to turn AtLA into an RPG. The big thing getting in my way is the element-bending.
So, here's what I've come up with.
Element Bending in RPGs
There are (as always) three standard physical stats:
1) Strength
2) Dexterity
3) Constitution
In other words, how much stuff you can interact with, how skillfully you can interact with it, and how long you can keep up the interaction.
Paired up with this are the mental stats:
1) Intelligence
2) Perception
3) Willpower
Otherwise known as: how much you can mentally process, how skillfully you can process it, and how long you can keep up the mentally processes.
...this is all pretty standard, as far as RPGs go.
Now, take element bending. We've got:
1) Scope
2) Agility
3) Endurance
These being: how much water you can bend, how skillfully you can bend it, and how long you can keep bending for.
So, in total, there are:
1) Strength - - Intelligence - - Scope
2) Dexterity - - Perception - - Agility
3) Constitution - - Willpower - - Endurance
Generally speaking, a specific bending move will require one of these stats more than the others. For instance, if you are picking up a lake and throwing it at someone, it'll rely more on scope - accuracy isn't much of a consideration, and presumably you won't need to throw a second lake...
So, with any instance of bending, you figure out whether you can do the action based on all three stats; and then figure out how well it's worked based on the most applicable stat:
"You want to spend the next fifteen minutes picking up boulders and throwing them at Aang's head? Okay. You'll need a medium endurance, high scope (based on the boulder size), and medium agility." *rolls* "Okay. So you can manage it - and you've got three success levels. Hmm. Well, throwing things at Aang is more about accuracy than anything else, so let's add the success levels to your agility stat to see how many boulders hit him."
Of course, there's also the matter of specific bending forms - like the waterwhip.
Here's how that works:
- Katara has been practising the waterwhip pretty diligently, so she has 6 points in the waterwhip skill.
- Aang got bored and went off to airbend marbles halfway through the practise session. He only has 2 points in the waterwhip skill.
Because Katara has been getting so good at waterwhipping, she can do some pretty fancy waterwhips. For instance, she could pick up an entire well's-worth of water, and make a huge whip.
Or she could make her whip curve right round Zuko's head and steal his lunch from behind.
Or she could just do standard waterwhips, over and over again, all afternoon.
The choice is pretty much up to her.
When Katara wants to do a waterwhip, she has 6 extra skill points to play with - so, what she can do is dump them on top of her stats...
For instance, supposing Katara has:
scope - 5
agility - 7
endurance - 4
That's her base level for standard waterbending. But, if she's doing a waterwhip, she can add extra points on top of her stats, like so:
scope - 7
agility - 9
endurance - 6
Or, she could decide that, because she's wanting to grab Zuko's lunch, agility is really the most important stat here, and chuck all her points into that:
scope - 5
agility - 13
endurance - 4
...and she'll suddenly have AWESOME AGILITY POWAAS - but almost no endurance.
That's what I've come up with so far.
Questions? Comments?
I've been trying to figure out how the heck to turn AtLA into an RPG. The big thing getting in my way is the element-bending.
So, here's what I've come up with.
Element Bending in RPGs
There are (as always) three standard physical stats:
1) Strength
2) Dexterity
3) Constitution
In other words, how much stuff you can interact with, how skillfully you can interact with it, and how long you can keep up the interaction.
Paired up with this are the mental stats:
1) Intelligence
2) Perception
3) Willpower
Otherwise known as: how much you can mentally process, how skillfully you can process it, and how long you can keep up the mentally processes.
...this is all pretty standard, as far as RPGs go.
Now, take element bending. We've got:
1) Scope
2) Agility
3) Endurance
These being: how much water you can bend, how skillfully you can bend it, and how long you can keep bending for.
So, in total, there are:
1) Strength - - Intelligence - - Scope
2) Dexterity - - Perception - - Agility
3) Constitution - - Willpower - - Endurance
Generally speaking, a specific bending move will require one of these stats more than the others. For instance, if you are picking up a lake and throwing it at someone, it'll rely more on scope - accuracy isn't much of a consideration, and presumably you won't need to throw a second lake...
So, with any instance of bending, you figure out whether you can do the action based on all three stats; and then figure out how well it's worked based on the most applicable stat:
"You want to spend the next fifteen minutes picking up boulders and throwing them at Aang's head? Okay. You'll need a medium endurance, high scope (based on the boulder size), and medium agility." *rolls* "Okay. So you can manage it - and you've got three success levels. Hmm. Well, throwing things at Aang is more about accuracy than anything else, so let's add the success levels to your agility stat to see how many boulders hit him."
Of course, there's also the matter of specific bending forms - like the waterwhip.
Here's how that works:
- Katara has been practising the waterwhip pretty diligently, so she has 6 points in the waterwhip skill.
- Aang got bored and went off to airbend marbles halfway through the practise session. He only has 2 points in the waterwhip skill.
Because Katara has been getting so good at waterwhipping, she can do some pretty fancy waterwhips. For instance, she could pick up an entire well's-worth of water, and make a huge whip.
Or she could make her whip curve right round Zuko's head and steal his lunch from behind.
Or she could just do standard waterwhips, over and over again, all afternoon.
The choice is pretty much up to her.
When Katara wants to do a waterwhip, she has 6 extra skill points to play with - so, what she can do is dump them on top of her stats...
For instance, supposing Katara has:
scope - 5
agility - 7
endurance - 4
That's her base level for standard waterbending. But, if she's doing a waterwhip, she can add extra points on top of her stats, like so:
scope - 7
agility - 9
endurance - 6
Or, she could decide that, because she's wanting to grab Zuko's lunch, agility is really the most important stat here, and chuck all her points into that:
scope - 5
agility - 13
endurance - 4
...and she'll suddenly have AWESOME AGILITY POWAAS - but almost no endurance.
That's what I've come up with so far.
Questions? Comments?