Recommend
 
 Thumb up
 Hide
4 Posts

BoardGameGeek» Forums » Gaming Related » General Gaming

Subject: Character Stats in pseudo-RPGs (Runebound, Talisman, etc) rss

Your Tags: Add tags
Popular Tags: [View All]
Joe Pruitt
United States
Denver
CO
flag msg tools
mbmbmbmbmb
For anyone who has or plays pseudo/light RPGs like Runebound where you have a character with stats (that may or may not be able to be improved):

-What stats do characters have?
-What are each of those stats used for?

Any such game, no matter how old or new.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Adrian Walker
Australia
flag msg tools
3+4MoreFun
Avatar
mbmbmbmbmb
I have played a few which use them in different ways.

Pathfinder Adventure Card Game: Rise of the Runelords – Base Set uses the standard Dnd stats (charisma, intelligence, strength etc) and has you make checks against them using dice, that you can then buff as you complete missions, or with the effects of cards in your deck. Unlike some of the options below, it does not use money, nor health in a conventional manner.

Talisman (Revised 4th Edition) and many similar games use strength and psychic combat as your main stats, but gold and health could be arguably thought of as stat like for these games. You roll and add to your stat vs a monsters stat plus roll for these games. You lose one health for losing the combat, regardless of the difference in stats, and gold works as you'd expect. As you defeat a certain amount of "points" of monsters, you can level your stats up to a point.

Betrayal at House on the Hill and it's associated games use stamina, strength, fortitude and another stat (and I might have gotten the names wrong) as both a check similar to the games above but also as health, where you die if any of them are reduced to 0, and different effects reduce different things. So you end up in a situation where you might have a choice to reduce one of two things and you have to judge which might be more useful in the future, and which will be a target for the inevitable betrayer.

Arkham Horror and some other games group two stats together, and let you adjust as you see fit, including during the game itself (though obviously not before checks). Lore and Luck for example are grouped, so you can have high luck and low lore, low luck and high lore or a middling of both depending on where you are going and what you are doing. The stat then represents the amount of d6s you roll to complete a check, with values over a certain number being successes, and needing a certain amount of successes to pass a check depending on the encounter.

That's the main ones I can think of right now.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
James Arias
United States
Sanford
FLORIDA
flag msg tools
Avatar
mbmbmbmbmb
Many of these overlap with skirmish games, there's always a Move (which sometimes doubles as Dodge/Agility), an Attack (sometimes doubles as Defend, may or may not separate Melee from ranged), and some kind of Lives / hit points / health / etc. Then thematically some others depending on what you want players to be able to do. Descent has some stats for combat and other stats for "ability checks".
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Benj Davis
Australia
Summer Hill
NSW
flag msg tools
badge
Avatar
mbmbmbmbmb
Fortune and Glory: The Cliffhanger Game uses Combat, Agility, Cunning, Lore, Defense and Wounds. They're fairly self-explanatory.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.