tussock wrote:D&D? Class and Level. Six stats, plus a few derived ones like hit points, AC, and saves. Spells to cast for the casters (and maybe others). Thieves with some MTP bypassing mechanics.
Your character certainly doesn't need a name. Oh, they can usually pick some number of combat and non-combat abilities to differentiate them, mostly as flavour, besides the spells.
Movement limits. Number of attacks per round. ... Alignment. Languages spoken. Number of Iron Rations in your pack.
im going to break this down into more generic terms...or try to.
Class and level
HP
armor
spells
rate of movement
alignment
languages
equipment
i left a few things out for now to consider on, but these above...
class and level is kind of needed for an RPG..it shows progress of the character or growth as a book can for the game
HP.. you got to know when you can and cant play
armor...you need to know SOMETHING about your defense or that you have one...not sure if a player REALLY needs to know AC.
spells.. yeah you got to have something to use magic with other than magic producing equipment
ROM.....everyone COLD move at the same rate... i am sure you forgot..but race is missing form your list, which further shows it doesnt really matter for movement and everyone CAN move at the same speed.
alignment.. whether just good and evil like D&D ot good and evil, law and chaos, like AD&D and 3.x...some sort of this would be good to have. jsut NOT the 9 hole you try to place your peg into... if using both.. well you know what i say on that.. just look at each part individually and NEVER try to mix them to create Lawful Good. instead make it Lawful / Good. always check each as they NEVER really have anything to do with each other.
languages.. if you have more than one, then you need to know about them and a chance to know more than one, otherwise not needed for a single language.
gear.. yeah you need to know if you ran out of arrows or food. resource tracking is a big part of the game. you cant buy food in 3 days from now, but be eating it today. no Whimpy Rations.
stats...does the player really need a number for this? if you have bend bars etc..then it must be derived form somewhere.. but do you need all those division of them or would a single number for each work.. im not sure how to think or treat stats yet.
saves... is 5 or even 3 needed, or a save for each type... or maybe just ONE save, or none if you say a save is based on those stats that i havent figured the workings out on yet. saves are then like an "ability check" roll under strength and you saved versus the poison kind of thing...
thieves bit you need to elaborate on, and IF thieves are really needed as a class? arent ALL adventurers in a sense thieves as they partake in grave robbing?
abilities as flavor... is this needed? as flavor.. well abilities is just stuff you can do like fire-building, and you dont need some big list.. but should it be as small and simple like 4th and its what.. 11 skills or something like that? again couldnt an ability check do the job? combat abilities specifically.. what is different from poking with a sword and swinging it... couldnt it do the same damage so does it need different abilities or "moves" to do this? maybe i misunderstand "combat abilities" as you wrote it?
so ability scores or the "six stats" can handle saves and "abilities" without needing two more systems or lists for them.
also under gear.. any money of course.