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Does using samples only make for a fluent game?

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    Does using samples only make for a fluent game?

    Im deciding on whether i should just use the stats from the premade characters and monsters, or use the formulas found in the sticky. Has anyone tried using only sample stats and has it worked? Or any other suggestions?
    Life is like a fat free box of chocolates...you never know what kind of crap your gonna get!

    #2
    Re: Does using samples only make for a fluent game?

    Probably best just to use the stats in the sticky since it was created by people who have looked at the system and understood how it works.

    The samples are ususually crap anyways.

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      #3
      Re: Does using samples only make for a fluent game?

      Originally posted by Vonwert View Post
      Probably best just to use the stats in the sticky since it was created by people who have looked at the system and understood how it works.

      The samples are ususually crap anyways.
      I was toying with an idea for making 10+ heroes a while back and I ran out of "good" ideas for "original" stats, so I looked at the smaples and I have only this to say:

      Don't Do It, Man!

      See, the problems is, the premade stats are good if you use only one or two, but trying to mix & match them isn't a good idea.

      Some of the PCs have outrageous stats (both high and low...) and the monsters (esp. the Large ones) have stats that are astronomical.

      Weaponry/Armor is all treated as "Legendary" (with a few exceptions) and would (again) unbalence play.

      Stay away from using too many of the Samples...
      A God from the Machine - Menander

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        #4
        Re: Does using samples only make for a fluent game?

        The game I made with sample stats won the last garbage contest.

        The samples are okay if you're making a short first game, but you'll want to make your own stats if you want to do something serious.

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          #5
          Re: Does using samples only make for a fluent game?

          well my friend actually owns the game and we pass it around between us. Ill make a game he plays and vice versa. My game will probably only be about 10 hours long so its not that serious. But if i do go with the formula stats, how do i know what player stats to use since he will level over time?
          Life is like a fat free box of chocolates...you never know what kind of crap your gonna get!

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            #6
            Re: Does using samples only make for a fluent game?

            Ten hours seems fairly serious to me. Also, as for you question about leveling over time, the best answer I can give is playtest, playtest, playtest. It's all about trial and error (unfortunately).

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              #7
              Re: Does using samples only make for a fluent game?

              For a 10 hour game you'll spend at least 100 hours including programming, playtesting, and balancing. That's a pretty serious committment.

              The best advice I can give is to always make sure attack stats are always significantly higher than defensive stats.

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                #8
                Re: Does using samples only make for a fluent game?

                Originally posted by tjoris9 View Post
                For a 10 hour game you'll spend at least 100 hours including programming, playtesting, and balancing. That's a pretty serious committment.

                Makes sense, as my 15-20 hr game took upwards of 200 hours to program/playtest.

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                  #9
                  Re: Does using samples only make for a fluent game?

                  O...I didnt notice 10 hours took so much time. This is my first game with an rpg maker. I looked at how most rpgs ive played recently are 30-40 hours and i didnt think 10 hours would be a big deal. Thx for the input, ill probably end up using formula stats.
                  Life is like a fat free box of chocolates...you never know what kind of crap your gonna get!

                  Comment


                    #10
                    Re: Does using samples only make for a fluent game?

                    I use samples only for inspiration - loading the sample Dark Dragon can give me an idea as to what skills it could have. Other times it gives me a window into what the designers thought of enemies or weapons (the description).

                    I actually thought once about making a game using only samples (some things, like houses, would have to be user created).
                    Last edited by Dusk Raven; 06-09-2007, 11:20 AM.

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