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	<title>Comments on: RPG Stats: Doing More with Less</title>
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	<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less</link>
	<description>Board Games, Role-playing Games, Miniature War Games</description>
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		<title>By: Design A Dungeon Room and Weird West Updates &#124; Robertson Games</title>
		<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less/comment-page-1/#comment-1176</link>
		<dc:creator>Design A Dungeon Room and Weird West Updates &#124; Robertson Games</dc:creator>
		<pubDate>Mon, 01 Feb 2010 20:50:23 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=433#comment-1176</guid>
		<description>[...] the new rules we took for a test-drive I found that dropping the 3-18 for character stats in favor of descriptive text worked very, very well. Knowing that a character was &#8220;Emotionless&#8221; was much more [...]</description>
		<content:encoded><![CDATA[<p>[...] the new rules we took for a test-drive I found that dropping the 3-18 for character stats in favor of descriptive text worked very, very well. Knowing that a character was &#8220;Emotionless&#8221; was much more [...]</p>
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		<title>By: RPG Stats: Turning Disadvantages into Advantages &#124; Robertson Games</title>
		<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less/comment-page-1/#comment-864</link>
		<dc:creator>RPG Stats: Turning Disadvantages into Advantages &#124; Robertson Games</dc:creator>
		<pubDate>Fri, 27 Nov 2009 01:55:23 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=433#comment-864</guid>
		<description>[...] Wizardry and how the lower bonuses and penalties to dice rolls can both streamline the game and encourage more character description. That was followed with a system to allow players to select a character&#8217;s [...]</description>
		<content:encoded><![CDATA[<p>[...] Wizardry and how the lower bonuses and penalties to dice rolls can both streamline the game and encourage more character description. That was followed with a system to allow players to select a character&#8217;s [...]</p>
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		<title>By: Stuart</title>
		<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less/comment-page-1/#comment-823</link>
		<dc:creator>Stuart</dc:creator>
		<pubDate>Mon, 09 Nov 2009 13:05:37 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=433#comment-823</guid>
		<description>@A Paladin In Citadel: I&#039;ve never taken a look at Harn. I don&#039;t know much about it to be honest. :)

@Calvino: There will be a couple of posts this week that expand on this one.</description>
		<content:encoded><![CDATA[<p>@A Paladin In Citadel: I&#8217;ve never taken a look at Harn. I don&#8217;t know much about it to be honest. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>@Calvino: There will be a couple of posts this week that expand on this one.</p>
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		<title>By: Diceless Character Creation for Classic D&#38;D &#124; Robertson Games</title>
		<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less/comment-page-1/#comment-821</link>
		<dc:creator>Diceless Character Creation for Classic D&#38;D &#124; Robertson Games</dc:creator>
		<pubDate>Mon, 09 Nov 2009 09:04:15 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=433#comment-821</guid>
		<description>[...] creation method you can use for classic D&amp;D or Swords &amp; Wizardry. It builds on the idea of simplifying RPG attributes &#8211; that you only need to record whether an ability is exceptional (either good or bad) and [...]</description>
		<content:encoded><![CDATA[<p>[...] creation method you can use for classic D&amp;D or Swords &amp; Wizardry. It builds on the idea of simplifying RPG attributes &#8211; that you only need to record whether an ability is exceptional (either good or bad) and [...]</p>
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		<title>By: Calvino</title>
		<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less/comment-page-1/#comment-819</link>
		<dc:creator>Calvino</dc:creator>
		<pubDate>Sun, 08 Nov 2009 20:17:23 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=433#comment-819</guid>
		<description>I&#039;ve been tinkering with qualitative Attributes/Aptitudes/Aspects for a while. We seem to be a little on the same page. Making stats over-important undermines the descriptive elements in the game. What DM hasn&#039;t heard players complain about their low stats only to answer with &quot;The game isn&#039;t about high stats; it&#039;s about character development, telling a compelling narrative, and having fun!&quot; and then feel a slight pang inside for the deception. If our answer were entirely true, then there wouldn&#039;t be stats! And they wouldn&#039;t decide every single outcome for the character by modifying die rolls. 

I like the idea of adding qualitative tags to stats. This isn&#039;t just a way to hide a &quot;simplistic&quot; stat engine at all, but a way to show that no number exists without its quality and no qualities exist without some kind of measure. Anyway, thanks for the post.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been tinkering with qualitative Attributes/Aptitudes/Aspects for a while. We seem to be a little on the same page. Making stats over-important undermines the descriptive elements in the game. What DM hasn&#8217;t heard players complain about their low stats only to answer with &#8220;The game isn&#8217;t about high stats; it&#8217;s about character development, telling a compelling narrative, and having fun!&#8221; and then feel a slight pang inside for the deception. If our answer were entirely true, then there wouldn&#8217;t be stats! And they wouldn&#8217;t decide every single outcome for the character by modifying die rolls. </p>
<p>I like the idea of adding qualitative tags to stats. This isn&#8217;t just a way to hide a &#8220;simplistic&#8221; stat engine at all, but a way to show that no number exists without its quality and no qualities exist without some kind of measure. Anyway, thanks for the post.</p>
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		<title>By: Playtest Update, Food for Thought, and a Story &#124; Moebius Adventures</title>
		<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less/comment-page-1/#comment-795</link>
		<dc:creator>Playtest Update, Food for Thought, and a Story &#124; Moebius Adventures</dc:creator>
		<pubDate>Thu, 29 Oct 2009 18:32:38 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=433#comment-795</guid>
		<description>[...] RPG Stats: Doing More with Less from Robertson Games &#8221; Role-Playing Games (robertsongames.com) [...]</description>
		<content:encoded><![CDATA[<p>[...] RPG Stats: Doing More with Less from Robertson Games &#8221; Role-Playing Games (robertsongames.com) [...]</p>
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		<title>By: A Paladin In Citadel</title>
		<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less/comment-page-1/#comment-794</link>
		<dc:creator>A Paladin In Citadel</dc:creator>
		<pubDate>Thu, 29 Oct 2009 06:13:57 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=433#comment-794</guid>
		<description>I likee.  I prefer S&amp;W&#039;s simplified ability bonuses, because it discourages stat creep.

And I always liked the idea of having text descriptions for stats.

I seem to recall that Harn may have had something like that?

Of course, it&#039;s been a long time, and I may have simply dreamt it.</description>
		<content:encoded><![CDATA[<p>I likee.  I prefer S&amp;W&#8217;s simplified ability bonuses, because it discourages stat creep.</p>
<p>And I always liked the idea of having text descriptions for stats.</p>
<p>I seem to recall that Harn may have had something like that?</p>
<p>Of course, it&#8217;s been a long time, and I may have simply dreamt it.</p>
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		<title>By: Stuart</title>
		<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less/comment-page-1/#comment-792</link>
		<dc:creator>Stuart</dc:creator>
		<pubDate>Wed, 28 Oct 2009 17:06:51 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=433#comment-792</guid>
		<description>I found a quick description of FATE on McKnowledge (Wikipedia):

&lt;blockquote&gt;While FATE uses FUDGE&#039;s verbal scale and four three-sided dice, it breaks from practically every other role-playing game by doing away with mandatory traits such as Strength and Intelligence, and substantially reworking the &quot;experience point&quot; mechanic. It instead assumes that every character is &quot;average&quot; in all regards, unless stated otherwise. Exceptional abilities (the &quot;otherwise&quot;) are defined through the Aspect system. A player may choose, for example, to take an Aspect in Brawny (or Muscle Man or Wiry Strength) and choose to spend Aspects to gain a temporary bonus in a relevant situation. Aspects may also be taken in possessions, e.g. the character Indiana Jones for example, might have the Aspect &quot;Whip and Fedora&quot;. The fact that Aspects can be anything integral to the character allows for a degree of melding of mechanics and role-playing, that are difficult to achieve in most other gaming systems.

Aspects are an important and original concept in FATE. They are not intrinsically good or bad; they are simply descriptive, up to the level of detail the player requires. In addition to the obvious direct character help in most cases, the FATE system also provides a mechanism to reward the characters when one of their Aspects has restricted their choices or landed them in some trouble.&lt;/blockquote&gt;

Sounds neat. :)</description>
		<content:encoded><![CDATA[<p>I found a quick description of FATE on McKnowledge (Wikipedia):</p>
<blockquote><p>While FATE uses FUDGE&#8217;s verbal scale and four three-sided dice, it breaks from practically every other role-playing game by doing away with mandatory traits such as Strength and Intelligence, and substantially reworking the &#8220;experience point&#8221; mechanic. It instead assumes that every character is &#8220;average&#8221; in all regards, unless stated otherwise. Exceptional abilities (the &#8220;otherwise&#8221;) are defined through the Aspect system. A player may choose, for example, to take an Aspect in Brawny (or Muscle Man or Wiry Strength) and choose to spend Aspects to gain a temporary bonus in a relevant situation. Aspects may also be taken in possessions, e.g. the character Indiana Jones for example, might have the Aspect &#8220;Whip and Fedora&#8221;. The fact that Aspects can be anything integral to the character allows for a degree of melding of mechanics and role-playing, that are difficult to achieve in most other gaming systems.</p>
<p>Aspects are an important and original concept in FATE. They are not intrinsically good or bad; they are simply descriptive, up to the level of detail the player requires. In addition to the obvious direct character help in most cases, the FATE system also provides a mechanism to reward the characters when one of their Aspects has restricted their choices or landed them in some trouble.</p></blockquote>
<p>Sounds neat. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Dave</title>
		<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less/comment-page-1/#comment-791</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Wed, 28 Oct 2009 15:35:29 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=433#comment-791</guid>
		<description>Check out www.faterpg.com; the idea of using Aspects might just plow you away. =)</description>
		<content:encoded><![CDATA[<p>Check out <a href="http://www.faterpg.com" rel="nofollow">http://www.faterpg.com</a>; the idea of using Aspects might just plow you away. =)</p>
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		<title>By: MountZionRyan</title>
		<link>http://robertsongames.com/role-playing-games/rpg-stats-doing-more-with-less/comment-page-1/#comment-790</link>
		<dc:creator>MountZionRyan</dc:creator>
		<pubDate>Wed, 28 Oct 2009 13:35:12 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=433#comment-790</guid>
		<description>My name is Mountzionryan and I approve of this post. ;-)

This idea moves very squarely in the direction I like to play.</description>
		<content:encoded><![CDATA[<p>My name is Mountzionryan and I approve of this post. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>This idea moves very squarely in the direction I like to play.</p>
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