Here’s an old simulation I made for another version back when it was being made in GM 6.1
RPG system for The Crawl goes something like this…
NPCs & Player have a lot of the same stats. NPCs can have a ‘job class’, basic equipment and a drop item(s), but no skills. I may given NPC skills, but that just adds a lot more variables to juggle.
The common stat system is broken into two parts, Physical and Social.
Physical stats are pretty standard, with a range of 0 to 10. Strenght, Endurance, Agility, Willpower, Intelligence, and Spirit.
Social stats have the same range, they are Charm, Etiquette, Sincerity, Intemidation, Streetwise, and Decption.
Resistances are also apply to NPCs, they range from 0-100 and are Heat, Cold, Sharp, Blunt, Pierce, Poison, Disease, and Magic.
Poison, Disease and Magic are preestablished by your stats, Endurance for the first two and Willpower and Spirit for Magic resistance.
Sub stats are Health, Spirit and Energy Points. HP, SP, and EP. Also Damage(low/high) and hit, dodge, parry and block chances.
There are 9 base job classes: Fighter, Mystic, Outlaw, Crafter, Merchant, Spiritualist, Aristocrat, Hunter and Farmer.
Each class has preset starting levels for skills. Skills are broken down into 5 catagories, with 7 skills for each. The catagories being Combat, Stealth, Mystic, Spiritual and Trade.
Mystic handles elemental based magic and Spiritual handles magic related to spirits, curses and blessings.
Some of this may change, either do to personal choice or suggestions. Social stats may be dropped, or at least worked on last.
In developemental news, I’m starting to work in the RPG system mentioned above as well as the basic item and equipment system.
Also to make navigating through the code easier, I’ve added commneted index flags, like #startup or #process to make things a little more easier.
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