Gettin' Old!
Gender: Male
Location: Scotland
Rank: Ace Attorney
Joined: Fri Jul 11, 2008 4:30 pm
Posts: 14363
Lord Doitsu wrote:
Does anyone know, in a RPG, what numbers like 5/4/3 mean in the character sheet?
Y'gotta understand Doitsu, each RPG uses different systems. Based one what I've sent you however I reckon it's probably NWOD's system you are talking about.
Ok so I'll run a brief explanation of the mechanics. The 5/4/3 is probably referring to the number of dots you see on the stat sheet in places.
You'll see "Mental" "Social" and "Physical" stats at the top which each have three forms, these correspond to "Offence" "Defence" and "Skill" variations on those attributes.
So pretty much every roll you ever do will take the core attribute and combine it with one of the skill stats which also have dots. Think of skills as talents and knowledge learned and focused over everyday life whereas the "Mental" "Social" and "Physical" attributes are like innate inbuilt things that affect everything.
So most rolls are a combination of the attribute dots and a corresponding skill.
Wanna shoot a gun? Need a quick hand, you would roll dice equal to your dots in Dexterity and Firearm. In NWOD successes are measured by whether you get an 8, 9 or 10 on a D10, and if you roll a 10 you can reroll 10s for additional successes.
So I've got 3 Dex and 5 Firearms so I get to throw 8 dice down on the table, out of that in successes I get 2 10's and a 8. I reroll the 10s and get a 8 (success) and a 3 (failure). I have 4 successes total from those dice. I'm fuzzy on the rules but generally the action gets better the more successes with anything of 5 or more considered an "Exceptional" success. Pretty much the difference between busting a door open and busting a door off it's hinges and down the hall.
Some other examples of skill rolls:
Int/Academics: Conducting extended research
Craft/Dex: Sewing or other fine handed work
Strength/Athletics: Sprinting
Int/Firearms: Knowing a lot about guns
Manipulation/Subterfuge: Lying
Presence/Intimidation: Threatening a person.
Of course some things don't require any particular skill and are done based on basic attributes alone. A simple strength test for example, or if you are resisting a drug it's a stamina roll (or maybe mental resistance who knows). Prolonged strength tests probably would be strength and stamina. A really common one is Wits/Composure which is essentially your perception roll. Resolve and Composure is about coping well with mindscrews and other things difficult for the psyche.
Of course, the dice rolled are always up to the GM as it comes. I've been in some bizarre roleplay events so I know almost any strange activity can come up so GM gets the final say in whatever dice need rolled for a skill. So if you are trying to debate that your great 4-dot Expression stat could be used to shoot someone (because you are an action movie actor and have held realistic guns before) and the GM looks at you like
Odds are you are stuck with your crappy unskilled Firearms stat.
There's also a penalty for having absolutely no dots in a skill, after all if you are clueless about something you are just detrimental to it. If you have no idea how to work a gun you might flub it with the safety or just miss entirely having miscalculated the trajectory. This penalty is steeper for the "Mental" skills as those are just often so niche that you would need some experience in them to even make any headway. For example Jim might not know how to drive a car but could make a fair shot at it anyway even if he probably crashed he could at least get it started and moving. Ask him to discuss astro-physics and he'll give you an answer roughly equating to "Uhhh...." and nothing else.
That's all for tonight.
Edit:
A new day new answers.
I was wrong about 5/4/3 before, it seemed odd to me because my GM done it differently before using experience points instead of the actual way but 5/4/3 is actually your dots you are given for a starting character.
So, basically when you make a character you assign a primary, secondary and tertiary set of attributes. These basically make up how your character functions and what their natural talents are.
Let's take Phoenix, he has to hold his own in court and not flub his words, so his primary stat would be the Social Attributes giving him 5 dots to spend in those as he wishes. Then he needs to spend some time making sense of the evidence and studying crime scenes so he sets Mental to his Secondary attribute set giving him 4 dots to spend there. Lastly he doesn't really do much physical stuff other than desk-slamming and walking/cycling between crime scenes so he sets his Physical Attributes to his Tertiary set allowing him only 3 dots to play with.
Every character starts with 1 dot in everything for free, this represents basic human condition essentially (having no dots in stamina is practically being dead). So Nick puts 3 of his Dots into presence so he can hold his own in court. 0 Dots into Manipulation (because he ain't really that sinister Blackquill would probably get more dots in this) and 2 Dots into Composure because he needs to keep a clear head at times and think of a new way around problems.
So Nick would have 4 Presence, 1 Manipulation and 3 Composure as his Social Stats. Any stat in NWOD goes from 1-5, certain things go beyond this but 6+ is reserved for the realm of superhumans. 5 in a Physical stat is essentially Olympian levels of Fitness for example.
You'll probably be wondering about 11/7/5 as well, it's the same sort of thing for Skills since they are also divided into three sets. You get 11 dots for your Primary Skills, 7 for the Secondary Skills and 5 for the Tertiary Skills.
The last dot in anything, requires 2 to buy up though. So if you wanted to go from 4 to 5 it would cost you 2 dots instead of one.
You'll also get 7 dots worth of merits and don't get me wrong merits are a whole lot of fun and help you define your character but perhaps you might wanna hold off until you get a GM before you do anything like that.
Made by Chesu+Zombee
You thought you could be safe in your courts, with your laws and attorneys to protect you. In this world only I am law, my word is fact, my power is absolute.