Re: A little OOC and open suggestions for Both Sides. (Ask questions here too.)
@Fire:
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Okay... first thing I can think of asking is...
What do you mean by a wound system?
I have no idea WHAT you're talking about when you keep refering to that.
The reason I gave characters so many points was a matter of balance. When I generated the system with 6 stages, I created it with the idea that a perfectly balanced dungeon, the heroine should win just over half the time.
This is then complimented with customization, heroines make certain stats preferred and use them more, villains make certain challenges weaker to cause extra damage. All in all, it balances out. For a while there at first, either everyone was winning, then everyone was losing, and both times I double-checked the system and came back to the same conclusion. The system (generally) works.
I can see why you'd think characters with low magic wouldn't try to use it, but that's why I call everything so vaguely and leave it up to the Villain to make the story. If a character walks into a dungeon that requires magic, there's thousands of ways to explain why she may have SOME ability, even if her stats are zero. It could just be a naturally magic-rich dungeon, or it could be less a trial of spellcasting, and rather simply using natural power to open something... Or hell, since items are not actually counted in the system (something I did on purpose), the heroine could simply say she has a magic-thingy that lets her attempt certain tasks, conveniently enough, exactly like the one she ran into.
It all comes down to this. If YOU want to change your mechanics some. I've added more than enough ways to do it. The reason most people go with it "as is" is because they seem to agree, the balance I've created is fairly good.
Your last suggestion also eludes me. Could you try to explain this better. "letting characters pick their combat and utility skill"? Also, how would characters picking a skill make them have fewer zero stats? Zero stats are there for a balancing factor, if someone has a zero, it means their other stats are notably higher.
@Zenath
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Although a damage system where you can "pass" and still take damage makes sense overall, it doesn't fit the system balance as it stands. This could be a creative addition for dungeons though, and if you wrote up some idea of how it could work, we could give it a whirl.
As it stands, the test system's primary challenge is mostly to decide a pass/fail, while secondaries are often used to dish out the heavy damage after a failure. Your idea would be a fun way to give Primary challenges a bit more bite. I may add this in a bit.
As for flexibility like Archer's boss. I generally frown upon using this option because it starts to unbalance and the heroine can 'cop out' by using her stronger stat constantly. If every stage had a dual-option like this, any heroine with one overwhelmingly high stat could breeze through virtually anything thrown at her. HOWEVER. In limited usage, this is more than allowed, and I (think I) gave Archer the final go-ahead to use this because of the way he explained his boss to me.
The system is here for a reason. That reason... It's "easy". Compared to all of the complicated, messy, over the top, full-time GM position systems that people launch, only to burn out badly after a few days and let it fall by the wayside... This system allows for everyone to get in on the action and REALLY enjoy the act of roleplaying out, both the typical "GM" role (Villain) and the player role (Adventurer).
So although I try to keep everyone on the guidelines of the system, when people actually have something really in mind for manipulating something special (more than just "I want to win" or simply mis-counting and making a dungeon way too strong without realizing it), I usually let it slide without a second thought.
This is actually one reason I used such specific values as "spirit" and "combat" instead of "strength" and "magic". Since I didn't want someone randomly always saying, "Well if it's combat, I can use magic to throw a fireball at the thing." Instead, "Combat" becomes just that. If you're a mage with low combat score, it means, quite literally, that not only do you not have physical talent at fighting, but you ALSO lack good spells for fighting. While a mage with a high combat could simply step in and blow up enemies with fireballs.
This system is meant to be very, very open-ended, and roleplay oriented. So take advantage of it and have fun!
(p.s. Yes, I do check my PMs and this thread daily (as long as I can get to my computer), and although I neglect the awards thread a bit, since it requires reading through full RPs, I make it a point to keep on top of new ideas and approving dungeons.
And just for good measure to add: Zenath's dungeon was one of the best formats I've seen submitted, and it's a wonderfully well built idea. We've got a natural GM here in terms of story and system usage, and if Zenath RPs even half as good, then we've got an awesome villain in the works.)