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An idea for a stat system in an RP; A prelude to balance
Topic Started: August 27, 2012, 6:59 pm (218 Views)
Perascamin
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A Legendary Ocean
Okay, Let me start this off by saying I don't quite like the idea of stats because it turns a player away from the game. Mainly, because in this kind of environment we have, the player would be expected to calculate all kinds of things while they role play. However, in light of past experiences I've had with stat systems, I think I might be able to make a setup that would be balanced for everyone and very easy to understand. Alright, I've been thinking about this for maybe twenty minutes and now I'm gonna try to put it on paper.



In the way I envision this, there would only be five primary attributes, which would effect scores of different things. Strength, Dexterity, Constitution, Magic, and Stamina would be the five major stats, and they would be followed by an attack rating, defense rating, damage rating, and armor rating.

The First Tree, Strength

Strength measures the character's physical prowess, and influences the amount of damage dealt with physical weapons and the ability to make contact with the opponent. It is also a requirement that needs to be met to wear certain types of armor without suffering a fatigue penalty. The attack rating is increased by .5 for every point in strength, and damage is increased by 1 for every point in strength.

The Second Tree, Dexterity


Dexterity is a measure of how skilled a character is, whether it be speed, agility, or flexibility. Coherently, this directly effects the player's chance to dodge, parry, or block an attack. All of which is combined into the defense rating. The Defense rating is raised by 1 for every point of dexterity, and the attack rating is raised by .5 for every point of dexterity.

The Third Tree, Constitution

Constitution determines how much blood can be lost before collapsing from exhaustion, or dying in the heat of battle. For every point devoted to this attribute, the character's health points increase by 10.

The Fourth Tree, Magic

Magic is akin to strength, in that it is a requirement to wear certain types of equipment. It also effects the damage and attack rating of magical weapons such as staffs or wands. For every point spent into magic, the damage rating is increased by 1, and the attack rating by .5

The Fifth Tree, Stamina


To fuel special abilities, players will use a resource called stamina. At the beginning of an RP, this would likely start out as 100 stamina in total, with the characters entering battles with 50/100 stamina. What we can do with abilities, I'll explain in the combat part.

Ratings

-Attack influences the ability to make attacks connect with the enemy, which in short, is accuracy. ((Example build below))

-Defense effects the ability to parry, dodge, or block incoming attacks. It's up to the player to decide which action is taken in their writing, it doesn't really matter.

-Armor decreases the damage taken from all attacks, however, powerful armor comes with fatigue which decreases the amount of stamina available in battle.

-Damage is influenced by the character's magic or strength attribute, and increases damage output by 1 for every point spent in it. Of course, only physical weapons would be effected by strength, and only magical weapons would be effected by magic.

Fatigue

Fatigue is a value that decreases the amount of stamina available to a character, which is the direct penalty of wearing armor. For every point of fatigue, the amount of stamina available is lowered, and the amount you enter with is lowered as well. So if a player had 10 fatigue, they would would lose 10 stamina. ((Example: 50/100 would become 40/90))

Warrior Example(Level 1)
Base Stats

Strength: 15

Dexterity: 10

Constitution: 10

Magic: 10


Equipment

Head: N/A
Chest/Legs: Plate Armor(Iron) +10 armor, +10 fatigue

Hands: Plate gloves(Iron) +5 armor, + 5 Fatigue

Feet: Plate boots(Iron) +5 armor, + 5 fatigue

Battleaxe(Iron) + 10 damage, + 5 fatigue. +80 Attack
Ratings

Attack: 92
Defense: 10
Armor: 20
Damage: 25

HP: 100/100
Stamina: 25/75


To determine the attack rating, we divided the strength and dexterity stats by 2, which left us with 7.5 and 5 respectively, which gives a bonus of + 13 attack to the accuracy of the given weapon. To determine, defense, we simply moved the dexterity attribute over. With 10 defense, this means the character has a 10% chance to dodge, block, parry and attack.

The armor rating was simply all of the armor pieces combined, simple enough, right? As for damage, you take the damage given for the weapon in the table, and add the strength attribute to it. As for health, you just multiply the constitution stat by 10.

I can't think of the "special abilities" system yet. It'll probably come to me within the week. Now, if anyone actually read this, could I get some feedback on this idea?


In War; Victory. In Peace; Vigilance. In Death; Sacrifice.

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Onime No Ryu
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I'll be your Undertaker this evening
The problem with this is that you'd have to come up with massive tier lists of armor and weapons, and you'd have to make entirely new tiers for people who want to wield different weapons--for instance, what if some guy uses garrote wire as a weapon? Also, if the chance to hit an opponent, dodge an attack, or whatever is all represented by percentages, people are going to abuse it far too easily. In order to make sure it worked you'd have to assign those percentages number ranges, such as 1-10 representing a ten percent chance, and then use a random generator that gives you one number out of a hundred. People could still cheat at that because we'd have no way of keeping up with it. Just saying "we could use an honor system and trust each other" doesn't work with a stat system, because systems like this are meant to be ABSOLUTE things that determine a single outcome from a number of potentials.

In addition, the magic system would be a whole 'nother beast all on its own. Determining damage, resistance, elemental advantages and disadvantages, status effects, buffs, and all of that shit would require some very long lists. And then you'd probably have some folks who would want to implement crafting, forging, alchemy, and enchanting. And then there's the matter of healing potions and other such RPG items, the money needed to purchase them, and all that shit.

It COULD work. It's very basic compared to other systems and is easy to understand. But even with a system this simple it's a shitton of work, and the players have to be devoted enough to follow it fairly. I personally can't see it working, but I give you props for thinking it through and making an effort to come up with something worthwhile.
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Perascamin
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A Legendary Ocean
I understand where you're coming from. Now, let me try revising some things...
In War; Victory. In Peace; Vigilance. In Death; Sacrifice.

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NTNP
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One of the ways that you could decrease the difficulty in using this system would be to assign general applications and let the players assign their equipment to those specifications. I'll use the armor first:

Say for every 1 point of extra damage reduction, that a character would also suffer from one point of fatigue.

Now the entire thing is pretty simple to imagine. Its up to the player to decide the type of armor that they want, decide how much defense that it provides and then understand that every point of defense means one less point of stamina. Pretty simple if you ask me. Now moving on to weapons...

Make it where for every 2 points of Attack, that you suffer 1 point of fatigue. This includes both magical attacks and physical ones since they both require the body to move in unnatural ways. Plus from a balancing perspective it helps to keep it rather easy.

Lastly moving on to special abilities, perhaps the easiest way would be to view them less as unique techniques and more as statistical modifications? I don't personally like this option, but without a dedicated system of management OR some kind of specialized limitations on magic I don't see much of a choice.

Lets assume that all "offensive" abilities will add (on one way or another) to the overall Attack of a character and be either magical, physical or special (mixed). For every 2 points of increased Attack, have stamina reduced by 1 point.

For "healing" abilities assume that the same sort of thing happens in reverse. Take the characters magic (magical healing), special (magical with physical) or physical (like potions and bandages) stat and then assume that for every 2 points that this move heals above that then it will cause stamina to be reduced by 1 point.

For "defensive" abilities, once again assume the same system as "offense" abilities but turn it on it's head. In order to increase DEF then it goes with a 2: 1 ratio to determine how much that an ability costs stamina wise.

Now another easy one comes from straight up buffing and debuffing. I would give it a 1 to 1 ratio myself. For every point added or subtracted, stamina is decreased by 1 point.

Now for the difficult one, how does time and duration factor into all of this? Does all magic have to be recast every turn? Is that a free action? Does the total cost have to be paid each time? Is there some sort of discount for keeping the spell up? A price hike? All those are questions that you really need to answer for yourself before anything further on the stat system can be identified...
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Systematic made by Phaede of the SZ..