Roleplaying Games and Attributes: A Look at History and The

Post » Tue May 03, 2011 9:41 am

The wave of posts about Attributes had me thinking about where they came from. The obvious answer is, of course, traditional pencil and paper Roleplaying Games, specifically Dungeons and Dragons.

Now, Dungeons and Dragons (in the olden days) was based around Attributes and their influence over variables, represented by rolling dice (usually a twenty sided one). So, let's say you went to hit a Goblin. You rolled a Twenty sided dice, added your Strength's To Hit Bonus, and compare it to the Goblin's AC. Well, it was more complicated than that (they used a lot of tables and charts) but essentially the system was used in order to represent what your character could do and how this influenced situations with variables factors.

Morrowind used this system. Everything you did was based on a random roll that factored in your Attributes and Skills. However, because of the addition of Skills, atrributes took a back seat. Rather than directly effecting the variable, they indirectly effected it by effecting skills.

In Oblivion they became even further seperated from the variable. Combat was no longer based on variables, but rather on a more realistic combat system. It seemed, to me, that Bethesda was trying to move away from statistical variable systems and more into simulationist design. You don't roll to hop over a ravine, you hop over it and fail or not. You don't roll to hit a monster, you simply hit it and the damage is effected by your skill.

Personally it seems to me that attributes have become vestigial organ of TES, and Todd seems to think so as well. Skills do what attributes used to do, and having 'main stats' is no longer necessary because there are fewer and fewer OOC (out of character) variable mechanics to deal with. Essentially, the games are more Role than Roll Playing.

That's what it seems to me anyway.
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Len swann
 
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Post » Tue May 03, 2011 10:39 am

Personally it seems to me that attributes have become vestigial organ of TES,


I agree. But seriously..another attributes thread? :ahhh:
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Soraya Davy
 
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Post » Mon May 02, 2011 10:17 pm

I agree. But seriously..another attributes thread? :ahhh:


Well I was trying to take a different tack, and hoping to engender a conversation about The Elder Scrolls, Attributes, and Traditional RPGs.
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^~LIL B0NE5~^
 
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Post » Tue May 03, 2011 1:16 am

Well it's official. I need to leave the forums for a while.

This is unbearably annoying. (Not you TC, the prospect of needing to make this thread because of the complainers)
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DeeD
 
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Post » Tue May 03, 2011 6:33 am

We need more IMO, go the Chivalry and Sorcery route. Make them matter though. Make it so deep that it chews up noobs like a trash compacter, until they come back stronger and take one of its eyes out.
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Ross
 
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Post » Tue May 03, 2011 9:28 am

Looks like developers are leaving flat numbers and %'s for interesting Gameplay abilities and effects.


Good.
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Ross
 
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Post » Mon May 02, 2011 8:59 pm

I agree Attributes are good for games like D&D but not Skyrim. Skills should be the main focus on how good your character should be.
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Robyn Howlett
 
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Post » Mon May 02, 2011 9:45 pm

Well I was trying to take a different tack, and hoping to engender a conversation about The Elder Scrolls, Attributes, and Traditional RPGs.


I get it and as I said I agree but I can't stand seeing the word "Attribute" again for the rest of the day :P
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Bitter End
 
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