I never, ever
* have Max HP or Max MP be dependent on another parameter, and I also never "compute" any stat at all from a parameter (such as Attack from Strength). Doing so adds extra complexity that rarely serves any good purpose. There are at least three advantages of keeping it simple like this:
- Clarity - Players never have to memorize, read up on, or wonder in confusion about what "Body" or "Charisma" are doing for them in battle. If you improve your ATK stat, you know you are doing more physical damage.
- Choice of Builds - Avoiding mixed relationships (e.g. ATK derived from Body and Dexterity), and keeping things to One Stat = One Function, allows players to choose what they want their character(s) to specialize in. Tradeoffs are clear and easy to manage, and players who enjoy specializing in one things can do so.
- Balance - It's considerably easier to balance a game when you can easily calculate how changing one stat or other lever will affect damage amounts and the flow of battle. The more calculations or mixing of parameters and stats happen along the way, the more muddied this relationship becomes as you try to tweak balance to hit the right difficulty.
* ....with one exception. In a game I'm making where Max HP constantly changes over the course of a dungeon due to the effects of Exhaustion, I do use a parameter called Vigor where your "true" Max HP (your Max HP after resting away all Exhaustion) is 10x your Vigor stat. Max HP is, for all intents and purposes, the only function of the Vigor stat. So most of the above logic still applies; it's just that I separated Vigor and Max HP so it's clear that the underlying stat doesn't change due to Exhaustion; only the Max HP limit itself does.
Hmm, that was kind of my goal...as in I was trying to simplify by making
DEF (
Constitution in my project) increase
HP, in addition to the usual physical dmg mitigation. I don't offer equipment w/ +
HP, only +
DEF. Basically, I was trying to save the player from having to weigh "should I stack more HP or more
DEF?" Right now, I simply have it so 1
DEF adds 3
HP, which would be tacked on to the amount derived from the actor's parameter curve. That way, the player knows if they want more survivability, they stack
DEF (
CON).
It's like in WoW, where you don't ever actually increase HP directly (besides via a few rare exceptions), but rather stack Stamina instead since 1
STA = 10
HP in WoW. Same concept, different numbers.
I did the same for the magical side, though it's a bit different. The goal is to make the player choose between hitting hard w/ their spells by stacking
MAT (
Intellect in my project) or being able to cast more spells by stacking
MP instead. However, I don't ever want a player to choose between...say +5
MAT vs +100
MP (since base parameters and HP/MP are almost never on the same "scale"). That's why I integrated
MP into
MDF (
Willpower in my project). That way the player can compare between +5
MAT vs +5
MDF and they would have relatively the same weight. The goal has always been to improve player experience.
tldr; I want players to feel like a point in each stat is roughly equal in value.
Edit: Lemme know if u want me to remove the color formatting.