What are the essential stats for a good RPG?

What are the essential stats for a good RPG?

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It depends on the game. But really, never make make too many "multi contributional" stats unless you have a very justified reason to do so (I.E random distrobutions of defensive stats that all stats give like how Souls does it).
How Agility functioned in original WoW is one way not to do it.

Japanese style, focused on story and characterdevelopment

>How Agility functioned in original WoW is one way not to do it.
What's the problem with that?

1. Stat for Life Points
2. Stat for Stamina/Energy
3. Stat for damage
4. Star for defense

Try to prove me wrong

Create your own ring for Dark Souls


>Green Tearstone Ring
Increase the staming regeneration of the player by 10% when the player's health is under 25%. Also reduces by half the time it takes to drink an estus.

d&d stats + whatever is good for context/flavor

Luck

>essential
I mean at the bare minimum you could just do one defensive and one offensive stat.

Sanity

Bare minimum:
Strength - improves most direct physical actions
Agility - affects overall speed related stuff like speed, accuracy, evasion
Intellect - handles shit like utility skills and magic

Each pairing would have some crossover benefits so maxing out a single stat relative to your class isn't the optimal choice.
STR/AGI = Stamina capacity/regen, damage reduction, critical hit rate/output, etc
STR/INT = Concentration, more efficient tactical actions available, ability to handle/empower more tasking spells, etc.
AGI/INT = Effectiveness of stealth, speed of spellcasting, picking locks, etc

classic.battle.net/diablo2exp/

Length
Girth
Femininity

Lust
Cummy
Stamina
Sensuality
Willpower

Health
Mana
Strength
Dexterity
Wisdom
Intelligence
Attack
Defense

He probably means agility giving dodge and armor so tanks would use agility enchants at certain times.

Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck

smough ring, when you do a drop attack you use your butt for extra damage

Found the Fighter/Knight/Paladin/Ranger
I'd agree but you need
5. Stat for magic potency
6. Magic defense (including specific attributes like fire, death magic or lightening, etc)
7. Magic offense

>HP and Attack
Sekiro got it right

I'm actually a meele who uses a lot of magic.

That being said, magic isn't very useful in the DLCs of DaS 3.

Would be neat if they give benefits for Negative stats, for example:

>low intelligence
illusion spells and psychic attacks dont work.

>low charisma
Makes you inconspicuous, allowing you to draw less attention

>Low shadow resistance
Lets you use dark spells with higher efficiency and power.

>lower fire RES until it's negative
>learn spontaneous combustion ability

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>Spontaneous combustion
Sounds cool
Pair it with some healing spells and you could use it like an immolate, but more volatile due to your characters flammability.

no combat.
what now?

so sales
what now?

Strength.

That's it, that's all you need.

I remember playing many different rpg's and dumping every single point in strength and it has always more or less worked out.

There needs to be a plot armor stat. Make players invest in plot armor if they want their MC to bullshit key moments where they would have otherwise lost. It's like a luck/cha build but more thematically appropriate.