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Dreaming Sun's Stats
Topic Started: September 9, 2013, 5:56 am (254 Views)
Dreaming Sun
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So I decided I'd make my own system that's... rather different from the normal system. Heavily inspired by the damage formulae in Fire Emblem, League of Legends, and Mount and Blade, the former two I can probably recite off the top of my head now. This is a work in progress, I'm tired, and I wanna get some preliminary thoughts so they don't get immediately shut down. My goal here is to create a system that a) Can be integrated into classical RPs, b) Allows balanced variation in characters, c) Is easy to understand and use, and d) Makes sense.

These are the main stats that I'll use. I may use this system, may not, but if it works I'll allow anyone else to use it if they wish.

Endurance (E): "Health", and "Stamina" in other games. This stat is how long your character can use special abilities, how long they can last in a fight, etc.
Constitution (C): "Constitution" and "Defense" in other games. How much you can hold, and how much they can resist opposing attacks. Also affects health.
Dexterity (D): "Accuracy", "Attack Speed" and "Attack" in other games. How much damage you will do, how fast you'll attack, and how often your attacks will hit.
Speed (S): "Attack", "Attack Speed", "Dodge". How easily you'll dodge, how much damage you'll do, and how often you'll hit.
Magical Power (P): How much damage you'll do with magical attacks, and a general guideline for how flashy your attacks are.
Magical Mastery (M): "Accuracy" and "Resistance" in other games. Your accuracy and finesse with magical attacks. How likely they are to hit, and your ability to reduce magical damage from others.
Magical Stamina (S): "Magic Points" in other games. How much you can cast.

In addition, weapons also have a Weight (W), as well as personalised, specific abilities. Armours have an Armour Rating (A) and an Armour Weight (w). Also in my system I demand Armour be spelled with a U. The weight rating of an object is roughly equivalent to its mass in kilograms/two pounds.

One thing you may notice is that several "traditional" stats fall into different stats of my own. I feel this is what works best in the world, and allows "realistic" min-maxing. Realistically, someone who can move their body fast, and someone who is talented with a weapon, would be able to strike an opponent quickly and powerfully, and yet, they are completely different skillsets. It also allows better balance of the stat mechanics.

You may be curious why Damage is inside Dex and Speed, instead of Con. This is because I'm a physics nerd how strong something hits depends on how heavy they are and how fast that object moves. The heaviness factor is hidden inside the Con stat and thus, increased Con indirectly increases damage. However, most of the damage, once the fighter is able to adequately carry the weapon, depends on how well the fighter can use the weapon and how fast the fighter can strike the foe with it: The Dex and Speed stats, specifically. I may do something different for projectiles like arrows, which need significantly more strength for a good "shot", but I'm unsure, since that reduces the ability to make "ranger" archetypes a thing and will increase the complexity.

Formulae. Really WIP: Lots of heavy balancing to be done.


Sample Weapons

Sample Armour

My key difference from Onime's system will be that the system will be less random, and less RNG reliant, while at the same time allowing more creative freedom. What I would hope to do is give different attacks their own independent damage calculation. So for example, a vertical strike would tend to do more damage than a physical slash (because the force of gravity helps along with it). In RP, however, the character can create a situation where the opponent would be punished for doing a vertical strike, thus reducing the damage they would take. So it becomes more based upon the skill of the character and their writer, than rolling a dice. Also I feel the stats are less arbitrary and more realistic.

So yes, there's my basic idea. Post thoughts!
Edited by Dreaming Sun, September 14, 2013, 3:55 am.
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Dreaming Sun
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Dreaming Sun
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Onime No Ryu
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I'll be your Undertaker this evening
I think it'd definitely be worth a shot if you could dumb it down enough that math-retards like me can understand it. Like, when I say math-retarded, I mean anything that has more than one algebraic variable confuses the hell out of me.

However, I think you're trying to take on too many variables at once if you're trying to account for every possible kind of attack--vertical, horizontal, diagonal, thrust, slash, impact, and all of that. For one thing there's always going to be someone who comes up with something you didn't think of and it'll throw the system out of whack, and for another thing that's an insane amount of variables to come up with equivalent equations for and defeats the purpose of making stats so that you don't have to do work to run an RP.
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Dreaming Sun
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Different goals from your one, pretty much, would be the reasons. The main reason I wanna do this one is to remove arguments over "who does what" and still have it mesh into normal RPs. Simplicity and work reduction, though important, take a back seat. The formulae are also mainly there for reference; I should be able to somehow get out a damage calc so people can just shove in stats and figure everything out about the matchup, so it should be quite easy to use.

Basically, I'll do the work to throw in most actions and spell types in the code. People want others then I'll throw them in. Put it into a damage calculator. People RP as normal and calculate the damages with the calculator and yay, you can figure out how close they are to death.
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Keith
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Mage
IMO:

Endurance (E): "Health", and "Stamina" in other games. This stat is how long your character can use special abilities, how long they can last in a fight, etc.
---health and health only

ADD: Stamina: used to power physical special moves like MP

Constitution (C): "Constitution" and "Defense" in other games. How much you can hold, and how much they can resist opposing attacks. Also affects health.
---physical defense only, no effect on health

Dexterity (D): "Accuracy", "Attack Speed" and "Attack" in other games. How much damage you will do, how fast you'll attack, and how often your attacks will hit.
---phys accuracy only

Speed (S): ""Attack", "Attack Speed", "Dodge". How easily you'll dodge, how much damage you'll do, and how often you'll hit.
---evasion only

Magical Power (P): How much damage you'll do with magical attacks, and a general guideline for how flashy your attacks are.
---magic offense only


Magical Mastery (M): Your accuracy and finesse with magical attacks. How likely they are to hit.
---good


Magical Stamina (S): "Magic Points" in other games. How much you can cast.
---good


ADD: Magic Resistance: mitigates magical attacks
Edited by Keith, September 10, 2013, 3:26 pm.
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Dreaming Sun
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Taken from the other thread but I feel it allows a relevant reply:

Quote:
 
the more specific a single stat is the less convoluted calculations have to be for the sake of balance
Yes, calculations are more convoluted with non-specific stats. However, for the sake of balance? I feel taking many stats increases the ease of balance. So now a character does not have to pick up strength, and does not have to be super speedy to be successful. Meanwhile, having an invincible dodgetank or the like is a lot harder to create - as it should be, if you remember that this will be for RPs, where characterisation is key. This way, you can't just min max and go all out on dodge and dodge everything but be useless otherwise - as one wouldn't in a story - and thus prevent "broken" builds immediately.

Also derp thanks for reminding me about Resistance; "Magical Mastery" was supposed to mainly be the resistance stat but I think I forgot and made it the accuracy stat instead. My reasoning behind that is basically having better control over your spells mean that you can block off opponent's spell's too by wresting control off of it.

So I sorta updated the formulae, by which I mean I put more in, and in proportion within themselves. However, I'm yet to figure out how well they balance with each other to allow a variety of builds.
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Keith
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Dreaming Sun
September 14, 2013, 4:02 am
I feel taking many stats increases the ease of balance. So now a character does not have to pick up strength, and does not have to be super speedy to be successful. Meanwhile, having an invincible dodgetank or the like is a lot harder to create - as it should be, if you remember that this will be for RPs, where characterisation is key. This way, you can't just min max and go all out on dodge and dodge everything but be useless otherwise - as one wouldn't in a story - and thus prevent "broken" builds immediately.
elaborate because i think i am missing something here
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Systematic made by Phaede of the SZ..