Stats improvement
Stats Improvement Quiz
Welcome to the Stats Improvement Quiz! Designed for players looking to enhance their gaming experience, this quiz dives deep into the mechanics of character stats and progression.
Through a series of thought-provoking questions, you can share your insights on:
- Complexity of character statistics
- Impact of changes on gameplay
- Importance of defensive skills
The stats "system" is designed to complement randomness, and cause your character's skills to affect their rolls. Ignoring the issues of complexity, does it achieve this goal?
Absolutely
Mostly
Barely
Not at all
The stats "system" is designed to complement randomness, and cause your character's skills to affect their rolls. Now including the issue of complexity, does it achieve this goal?
Absolutely
Mostly
Barely
Not at all
Changes are continuously made to minimise complexity, whilst keeping the system effective. How far away from done is this process of simplification?
Too far, go back!
Just fine.
Not there yet.
Will never get there.
At present, when attacking, you either hit or miss. The amount by which you exceed the roll to hit is only relevant when fighting a boss with a large health pool.
By contrast, when you take damage, the damage you take can be any number, depending on how far you rolled below the requirement to dodge. This is a continuous measure of injury.
I'm now considering a categorical measure of injury, just like the categorical measure of damage output. This means that your skill at dodging will only reduce your odds of getting hit, and rarely affect the total damage taken when you're hit.
Since categorical measures mean you take either 1 or 0 damage, base health would be lowered to 8, and Stamina would be worth one health-point.
Since categorical measures mean you take either 1 or 0 damage, base health would be lowered to 8, and Stamina would be worth one health-point.
The following questions are about this change toward "Categorical damage".
At present, when attacking, you either hit or miss. The amount by which you exceed the roll to hit is only relevant when fighting a boss with a large health pool.
By contrast, when you take damage, the damage you take can be any number, depending on how far you rolled below the requirement to dodge. This is a continuous measure of injury.
I'm now considering a categorical measure of injury, just like the categorical measure of damage output. This means that your skill at dodging will only reduce your odds of getting hit, and rarely affect the total damage taken when you're hit.
Since categorical measures mean you take either 1 or 0 damage, base health would be lowered to 8, and Stamina would be worth one health-point.
Since categorical measures mean you take either 1 or 0 damage, base health would be lowered to 8, and Stamina would be worth one health-point.
The following questions are about this change toward "Categorical damage".
How does that make you feel about the importance of the defensive skills, Dexterity and Stamina?
They would be less important.
They would be more important, but not enough.
They would be sufficiently important.
They would be too important.
How much simpler does Categorical Injury make the system, if at all?
Too simple, go back!
No effect.
Slightly simpler, and significantly too complicated.
Significantly simpler, but still too complicated.
Okay stop, that'll do.
Spellpower is a special stat unlike the others. Instead of a buff, it gives your character a mana pool which they can use to temporarily increase their rolls. While great for shows of magical potency, it is an element of complexity that several players have said they don't understand.
Additionally, fights using Categorical Damage make mana significantly less effective. For example, spending mana has no effect if you already beat the roll requirement to hit something - you'll deal 1 damage whether you like it or not.
If Spellpower is removed, Knowledge would become the only stat for casters. Knowledge also represents technical expertise, which could then be peeled off into an independent stat all on its own.
Spellpower is a special stat unlike the others. Instead of a buff, it gives your character a mana pool which they can use to temporarily increase their rolls. While great for shows of magical potency, it is an element of complexity that several players have said they don't understand.
Additionally, fights using Categorical Damage make mana significantly less effective. For example, spending mana has no effect if you already beat the roll requirement to hit something - you'll deal 1 damage whether you like it or not.
If Spellpower is removed, Knowledge would become the only stat for casters. Knowledge also represents technical expertise, which could then be peeled off into an independent stat all on its own.
If spellpower/mana is removed should a separate stat for "Technical Expertise" be introduced? It would confer a buff for operating technology and combining ingredients, depending on your character's area of expertise.
No.
Yes, if it has the same usefulness in combat.
Yes, if it has the same usefulness overall, due to a higher importance of non-combat skills.
Absolutely yes, even if it means being weaker.
I don't know.
Other
Please Specify:
Demon Hunters use mana as a "Sanity bar" when using Metamorphosis. Without it, Metamorphosis loses its risk element. Select the combination that best fits your preferences for an alternative risk element.
Freedom to emote the risk element however I choose.
A fixed number of turns I can spend in Metamorphosis before I go insane.
A debuff to your character once they exit Metamorphosis, reflecting the amount of power they exerted.
It should get harder for me to leave Metamorphosis each turn.
It should get harder to stay sane each turn I'm in Metamorphosis.
I should have to roll to succeed in exiting Metamorphosis, but the difficulty should stay the same.
I should be able to leave Metamorphosis form freely, whenever I choose to.
I don't know.
Should Spellpower/mana be removed to reduce complexity?
No; it should remain as an option for casters.
Yes; Knowledge is enough for casters.
No; it should be simplified.
I don't know.
If you answered "No; it should be simplified," how should this be done? Please IGNORE balancing concerns.
I do not want to simplify Spellpower/Mana.
Fully Categorical: 1 Mana per Spellpower, but spending Mana automatically succeeds your roll for you.
Partly Categorical: 3 Mana per Spellpower, but each mana spent boosts your roll by 5.
If Spellpower/Mana mechanics were removed entirely, what effect would this have on the process of simplification?
Too simple, go back!
No effect.
Only slightly simpler; I would still be dissatisfied.
Significantly simpler; I would be satisfied.
It's only satisfactory when combined with the other proposals here.
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