▲ 52 r/RPGdesign
Representing size with "cubits" and "talents"
Ahoy, comrades-in-design. I'm having trouble deciding what to do with Size in my game and I'd love your immediate reaction. Some background:
- The game is heavily inspired by the bronze age, the Iliad/Odyssey, the Old Testament, all that jazz
- I'd say this is a medium-crunchy game (edit: there is not grid based movement)
- How heavy you are is important mechanically: there's gravity magic and jump-attacks
My idea: instead of a single Size statistic, characters (heroes and NPCs) would list their height in cubits and their weight in talents.
Reasons I like this:
- An average human is 3 (imperial) cubits tall and weight 3 talents. This tracks with the rest of my game's stats, where 3 is always the average value.
- Your weight in talents = the damage you take from falling or being smooshed by gravity magic
- It lets me describe monsters somewhat compactly; a large but elegant sky serpent is "12 talents, 10 cubits long" while a chonky, dense clay golem is "20 talents, 5 cubits tall"
- It's "historically accurate"
But I'm worried it's too complicated and nobody will know wtf a cubit or talent is. What say you?
u/APurplePerson — 3 days ago