Check out this thread. It might offer some good insights for you.
I agree with @CC_Hill stealth can be important in that manner. Maybe you could even split up combat? My last WIP I released was my first game I even attempted stat checks with.
I didnāt click on the thread, but I would assume I used something similar to what @AChubbyBlackCat shared here
You can do more than one stat check for an interaction to take place. Like:
*if ((stealth <65) and (combat >=65))
You attempt to sneak up on the guards but you are caught. You managed to knock them out before they can raise an alarm.
*goto next
Iām on my phone so I donāt know if the proper indentions will show up. But with combining stat checks you can have different results, like if stealth is >=65 you are successful at sneaking up to them and if combat is <65 but you struggle to knock them out. Etc.

Not being detected by the enemy or sneak up on the enemy.
Bit hard to do when youāre just one out of 30. Stealth would be useful for say, ambushing a village at dawn if youāre doing it solo, but one personās stealth stat wonāt be the deciding success factor if youāre in a group, even if youāre not going in guns blazing. And going in guns blazing is your commanderās regular strategy.
how the stats work in combination
Yeah. Now when I think about it, it feels like all the stealthy stuff I can think of now will also overlap with the Maverick stat because youāre using your ability to get around rules. Like getting out of work or sneaking into some den of vice that youāre not supposed to go without getting caught.
Thereās also a stat there that might end up cosmetic, only changing flavour text. Not sure if I should keep it there nowā¦

Maybe you could even split up combat?
Maybe⦠Since itās too late to sneak away once fists are flying, maybe one stat could be a matter of having the chops to beat your opponent quickly, and the other could be how long you can tank damage for and keep your opponent busy? Does that make sense?
Just my opinion, but I donāt like checks more than one stat at a time. Maybe itās the implementation in the games Iāve played, but itās sometimes feels unfair and drives me to strongly pay attention to raising my stats instead of enjoying the story as it is.
With mine witht he stat checks, I have several different stats that could actually be checked at different parts. Just because the reader thinks it may be one stat, it may actually be a different one being checked. The double checks come in handy for different results and narrative.
Edit: I am a big whiner who complained way too soon, immediately after I posted this I got an immaculate email with tons of feedback and screenshots, sorry Iām so impatient! Lol. Previous post here for posterity (and roasting me):
iām a little bummed, i sent out my most recent project for beta feedback from 7-8 people who specifically expressed interest in it, and so far iāve received a grand total of two comments, both about the first chapter. obviously i donāt expect anyone to drop everything and provide feedback but itās been almost a week at this point.
if youāre one of those readers, no hard feelings! youāre great and i love every one of you. life is crazy for everyone right now and iām not holding anything against you. i just think i could have done better and picked a greater number of people or made a new topic or something. just kind of blowing off steam here in the support thread lol
Can you not make a demo for it? I get quite a bit of feedback for my WIPs, I understand it may not be at a point you are ready, but this community is great. It doesnāt have to be anything complete. My first WIP wasnāt even my first completed chapter.
I had a WIP topic while i was writing it but then I took it down so i could focus on getting more specific feedback, but Iām realizing that I might have just put too much pressure on the readers. I think I will go ahead and open a beta topic. thanks for the idea!
Youāre welcome. Most of my readers even point out typos or errors they come across, what they like, donāt like, issues etc. Theyāre all usually pretty good about constructive (and positive) feedback. If you are looking for something in particular, state it in your post or even in game before it starts.
well, i did it! thanks for the encouragement
Youāre welcome. Iāll check it out when I get a break from my own projects. Never get discouraged.

Just because the reader thinks it may be one stat, it may actually be a different one being checked.
Hmm, I donāt know about that. Misleading choices feels confusing and dishonest to me. Maybe it works in games with some subterfuge involved, but mine is very straightforward.
Itās for my Extreme Ball game I have stats like speed, carry, evasion, catch, strength, etc. So if you have the ball and running with it could be any of those (except catch) being checked. If they are catching the ball, catch is checked but one of the others can also be checked. So there will be different outcomes.
Sometimes when throwing the ball throw power and throw accuracy is being checked or just one of them is, depending on the scenario. It gives the game more depth and takes away from repetitive choices all the time.
I hope you get the feedback you seek soon, @SpokesWriter! I unfortunately cannot help in that regard my to-read list is ever growingā¦
Today, I transferred and edited the interlude to dashingdon and wrote a little of chapter one. A total of just under a thousand words for the past few weeks; a really measly number. Hoping that work will ease up soon so I can spend more time to write.
I see, that makes sense. I hope thereās a way for the player to have at least some control whatās being tested, instead of it being completely random. It depends on the game and the player, of course, but a game of pure chance can go the other way and become frustrating instead of replayable.
They have plenty of opportunities to work on their skills. This is just the freshman year so far. So you canāt always expect to win every game.
Ah, got it. Hopefully failing those wonāt make a huge impact later in the game, or itāll be replay scumming hoping to get the right RNG.
Mostly it just determines narrative in a couple of games. But some of the choices you make also matter on the outcome. If you have better running skills itās best to keep the ball rather than throw it. The sophomore year will have a little bit different set up, because I want to keep repetitiveness to a minimum, of course that can be difficult with it being a sports theme.
I also didnāt want to make it to where the player could boost their stats too high, since Iām planning on the game (if I decide not to split it into 3 games) spanning through 4 years in high school, 3/4 years in college, and up to 15 years in pro. Of course there are factors that can decrease stats but those are at a bare minimum for the freshman year and each year the skill progression will be different.
Sounds like thatās well-thought out. Good luck!
Itās almost June!
That said, Iām leaving May with a bang. Or thatās what my bicep said as it decided to tear lmao. So writing is nearly impossible for more than ten minutes, and my promise of a demo might just be retracted for now, or at least until I can rotate my arm properly again. Hooray physical therapy.
But fear not! I have the intro and character customization ready to go, and got halfway through chapter one! Iām not stopping the game just because of a pesky injury,and planning is going strong. ROs are getting fleshed out, and they sound more and more human every day.
Iāll see yāall good fellers next month!
Iāve got one and a half scenes left to edit/rewrite before I can finally start writing new stuff again, and Iām sick of it. Itās hard because theyāre emotionally exhausting scenes, and Iām not quite happy with the edits Iāve done so far.
Iām doing the edits because I needed to cut a whole filler chapter and move the setting one day forward, but it feels like Iām writing a whole chapter anyway. I just want the first act to be over so I can finally get to the fun chapters.
Maybe I should just start writing the next scene? I never really liked skipping ahead, but I guess itās not really skipping ahead when itās only missing the scene transition.