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Posted: Wed Jun 14, 2006 3:08 pm
Alright, I have a simple proposal for the stat system, one that is open to modifications from other people. I find that the easiest way to make something is to start it. So here we go with the basic rundown.
LP: Life points, how much health someone has left FP: Force points, how much mana someone has left SP: Stamina points, how much energy someone has left EP: Experience points, how close to the next level up someone is
Stats Power: Adds to base physical damage Force: Adds to base magical damage Skill: Adds to hit rate Toughness: Adds to life points, decreases physical damage recieved Will: Adds to force points, decreases magical damage recieved Agility: Adds to stamina points, increases dodge rate
Resistances Each resistance for a character has a number, which is the number taken off the top for an attack of that damage type.
Fire Wind Lightning Water Ice Physical Spirit Light Dark
Shard Mastery Shard holders should have a separate scale for their skill in using a shard. Increased levels should increase maximum # of powers and elemental resistances.
Shard Holder Levels: Starts off with 70 stat points to distribute. Gain 10 per level. 50 LP/level 125 FP/level 50 SP/level
Demon Levels: Starts off with 100 points to distribute. Gain 15 per level. 150 LP/level 75 FP/level 75 SP/level Gains a new ability/power every X levels
Protector Levels: Starts off with 60 points to distribute. Gain 10 per level. 100 LP/level 25 FP/level 100 SP/level Gains a new ability/power every X levels.
Thief Levels: Starts off with 60 points to distribute. Gain 10 per level. 75 LP/level 25 FP/level 125 SP/level Gains a new ability/power every X levels.
Experience Points Have a third person judge how many points a character should earn in a battle. Fighting higher level opponents should award more EP to lower level, just as fighting lower level opponents should award little or no EP .
Level ups require X x100 EP, where X is the level you are training up to. So training up to level 2 would require 200 EP. The EP counter resets after every level up.
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Posted: Wed Jun 14, 2006 3:14 pm
Explaining the reasoning!
Possibly more important than the system itself is the reasoning behind it.
Resistances would be more complicated to work in percentages, and so point bases are much more simple.
Level up bonuses are the way they are to express a few things. Shard holders have powerful magic, though it impacts their physical health to hold the shards, so they have low life and stamina. Demons are meant to be more powerful, and so have more points to ensure that they cannot be beaten easily by a lone elementalist. That encourages teamwork. Protectors and thieves have high stamina but low magic to encourage them using special physical attacks rather than trying to use magic, since they have no power over shards or are as magically powerful as demons.
The human-like characters are given 225 LP/FP/SP while Demons are given 300 LP/FP/SP to help make the difference between the two more noticeable.
Tell me what you all think of the ideas so far.
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Posted: Wed Jun 14, 2006 3:41 pm
You should also take into account Certain characters who were demons and are now shard holders. ( AKA Vizzy)
Also, Grandfathering older players. Players who have been in the rp for a while would naturally be stronger than those who have joined recently.
Systems sound good otherwise. If You need help on planning it out send me a pm I'd gladly help you out.
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Posted: Wed Jun 14, 2006 6:02 pm
Heh, the second note I already thought about, and my view on it is the same as yours, we who have been here longer should have higher levelled characters.
I thought about Vizierre too, and the only way I can see doing him is to make him into a 'multiclass' character, give him a few demon levels, and then have him level up as a shardholder now. We can't make a new classification for every character who has a special situation.
I forgot to mention too, there is no earth/gravity/animal/metal elemental resistances because the damages caused by all of those would qualify as physical, except possibly earth, which could possibly be called its own element.
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Posted: Wed Jun 14, 2006 6:32 pm
Another thing is Weapons and Armor. I'll leave that point as it is
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Posted: Thu Jun 15, 2006 5:38 am
First thing, very nice and easy system for stats. I like what's here so far.
Expanding upon the whole shard mastery bit, having an additional level in the shard should also increase the strength of each power (enhanced damage, extended time frame, etc). In that aspect as well, non-elementalists should be able to increase the strength of their powers in a similar fashion, save for the fact that they would have to train each one individually (since the power may not be centrally located like the shards).
How much would a point(s) in each stat affect the given derived attributes?
I guess the only other thing I'd like to see would be a sample character or two, just to get the idea on the point range.
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Posted: Thu Jun 15, 2006 9:44 am
It's looking realy good 3nodding Can't wait to start trying it out.
How do you plan on doing abilities such as possesion? Would it work based upon how much resitance that person has and the odds it will work?
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Posted: Thu Jun 15, 2006 2:54 pm
I would surmise that it would also have to incorporate some form of a time limit as well Kranna.
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Posted: Thu Jun 15, 2006 5:26 pm
All abilities would be handled on a case-by-case basis. Possession would probably end up working in a similar fashion to however we are going to get attacking to work. In other words, your character's force will probably end up being checked against the opponenent's will, or something around those lines. To maintain the possession, you'd have to succeed at a check every few posts or so. Something around those lines.
For stats affecting attributes, I figured that they would just get added directly into the attribute. Someone with a toughness of 50 would have a total of 50 extra points of health. Depending on how it all works we might change that before the end.
I like Mouse's idea for mastery, I'll see if I can work it in that fashion.
Weapons and armor... part of the battle system which I am not looking forward to developing a basis for. Ugh. gonk
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Posted: Fri Jun 16, 2006 6:54 am
I guess I'll throw in my two cents. I think the stat system is cool and all but I don't think in a roleplaying forum like ours, that it would really work. To me its like writing a story with a group of people. If we have to work in numbers and percentages, in my mind it detracts from the story.
I mean, is this a pen and paper game where I need a character sheet to RP and to keep track of numbers, or a forum RP?
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Posted: Fri Jun 16, 2006 6:55 am
And I know it's been said that if someone doesn't want to use the system then they don't have to, but if they are fighting and only one person is using it, the whole fight would be screwed up and you just couldn't do it. I just don't think it's a good idea.
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Posted: Fri Jun 16, 2006 3:16 pm
Here is how it would work... Those who are in the system would get exp and other stuff from a battle with another person that is in the system.
Those who are in the system fighting a character that is not in the system woul battle normally as they would.
And those not in the system fight those again not in the system, would fight as they normally would.
So really its just for those who want a fairer system with bell and whistles 3nodding
Also on larger scale battles... 2 on 1, 3 on 1, 2 on 3 or 3 on 3, is where things might get complicated. however keep in mind, we could could rp a fight as we do now for the indivdual that is not participating in the system.
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Posted: Sat Jun 17, 2006 2:05 pm
Also I'd just like to mention... I creating a sample character so people can see what it may look like, Plus I have a few things I want to add to the System. I want this to happen very much. 3nodding
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Posted: Sun Jun 18, 2006 11:33 am
wow...this system could really confusing...
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Posted: Sun Jun 18, 2006 1:18 pm
Mission Failed!
I just confused one of the seasoned roleplayers here crying
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