a-hoy-hoy folks.
i am revisiting an old school design. its a sort of solo-card driven-deck builer-dungeon crawl thing.
it is basically "kill stuff. collect stuff. upgrade. repeat"
the kill/collect are mostly worked out. it is the up grade i need input on, as i dont play a lot of rpgs.
stat names: your hero can upgrade its Hp (health), pretty easy to name that one. it can also upgrade the number of cards it can draw/play (speed?), the number of card slots it has (for ongoing effects. stamina? intelligence?) and the level of item it can pick up/use (strength? skill?).
i know what they do but what should each one be called?
cheers in advance
hello.
i have worked out the basic mechanics of the game, and i know what those stats do. really i need to name them for thematic reasons and to have somthing to write on my prototypes.
i like taavets ideas and and you are right they dont have to be "stats". i could make them "hero quality"
as a side question to anyone who has played a lot of rpg style games... how important is the initial choice of hero? i know its going to matter for starting stats (warriors are stronger than wizards etc) but could i start with a wizard and build it into a warrior, or will it never be able to do fighty stuff? in other words should i make items limited to hero classes (only a mage can use a spell, only a warrior can use a sword) or say you can use it if you are at that item level?
i know this varies between games and systems i am just curious how its normally done.