Derseren 6 Report post Posted March 8, 2010 I had an idea today when I was thinking about an RPG i'm making. I wanted it to be very micro scale and character driven so I was trying to think of ways I could make the player more attuned to what the characters are going through. NOW I HAVE IT! The MORAL stat. Examples of how it would be used: Moral DOWN = Character walking through swamp, searches a corpse for loot, steals an item, fighting scary undead enemies etc. Moral UP = Character prays at alter, sleeps at an INN, eats/drinks etc. With this STAT the player would be forced to take care of the character they were controlling. They would have to make special stops at inns to rest, avoid graveyard, and do things that a real person would to keep morale up. I was thinking of it as a way to make the player care that their character was drudging through an endless swamp. We could make the morale STAT important by directly tying it to damage. A player with a morale of 0% would have their damage multiplied by .5 whereas a player with 100% morale would have their damage multiplied by 2! This would mean that a happy character would be worth four sad characters in battle. Just my attempt to add some depth to the RPG world Share this post Link to post Share on other sites