I’m creating an RPG with somewhat of an “traditional” feel. The game uses attributes, skills, and derived stats based on the PCs' attributes. Right now, the rules work pretty well and the game play is simple and fast. However, I’m a little worried that people will be intimidated by the math during character creation. Most of the math is easy addition, but calculating the derived stats takes some averaging. For example:

Melee Attack Modifier: average of strength and dexterity (round down) + melee skill + weapon rating + bonuses from any relevant feats

Ranged Attack Modifier: average of dexterity and perception (round down) + ranged skill + weapon rating + bonuses from any relevant feats

Armor Class: average of strength, dexterity, and perception (round down) + armor rating + shield rating + bonuses from any relevant feats

Is it too much to ask players to calculate averages? I don’t think so, and I never passed algebra in high school, but I don’t know how modern players will feel about this. These three formulas represent the most complicated math in the entire game. All the other math is simple addition and subtraction. Opinions?

Melee Attack Modifier: average of strength and dexterity (round down) + melee skill + weapon rating + bonuses from any relevant feats

Ranged Attack Modifier: average of dexterity and perception (round down) + ranged skill + weapon rating + bonuses from any relevant feats

Armor Class: average of strength, dexterity, and perception (round down) + armor rating + shield rating + bonuses from any relevant feats

Is it too much to ask players to calculate averages? I don’t think so, and I never passed algebra in high school, but I don’t know how modern players will feel about this. These three formulas represent the most complicated math in the entire game. All the other math is simple addition and subtraction. Opinions?

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