FINAL CUT!!! I'm going to go all out and produce an RPG with a massive world, an enormous plot, and a huge range of elements that will leave us with vivid fights, extreme tension, and a beautiful world to roleplay in. To do this, I'm incorporating an old system of mine which I developed for a computer game. We'll be simplifying this, letting you use it as a guideline to character progression rather than a hard and fast system. This will NOT be a lot of math equations and all that, I would like you to keep up with roughly how you'll be distributing your stats and what equipment you have on you, but I won't be strict about exact figures.
I'll explain this all later, but for now I've got to paste and run. ^^
Formatting may not be beautiful, I'll fix it later. In the meantime, could anyone point out any obvious flaws?EDIT: Sorry for the triple post, it makes it all group together better and the system said it was too long to be in one post.
/EDIT
EDIT2: I struck the first bit, and now I'm explaining what this thread was made for. ^^
I'd like to introduce my battle system. This will encompass all aspects of battle, from magic to skills, to physical attacks to who goes at what time. I'm slowly adding stuff to it, but I'm bound to miss or forget something. As such, I'd like you all to throw in suggestions, pointers, or comments of any kind. ^^
Character Data Sheet
Name:
Age:
Appearance:
Personality:
History:
Stats:
Starting Equipment:
Skills:
Pet:
Drive:
Please remember to spend all of your start up stat points. Points not distributed may be used later where needed, but will not count towards original stat point calculations when leveling.
Please describe skills, pet, and drive in detail, but remember this is not a place for God modding. Please ensure that the game remains balanced, while leaving you room to create a unique and vivid character. Be sure to follow all forum rules when producing your Data Sheet.
Stats
Strength :INCREASES PHYSICAL DAMAGE
Speed :INCREASES THE NUMBER OF TURNS YOU GET IN BATTLE
Agility :CHANCE TO COUNTER OR BE COUNTERED
Intelligence :INCREASES OFFENSIVE MAGIC POTENCY
Willpower :INCREASES HEALING SPELL POTENCY
Defense :REDUCES DAMAGE FROM PHYSICAL ATTACKS
Vitality :INCREASES THE AMOUNT OF DAMAGE THAT CAN BE TAKEN
Mana :INCREASES NUMBER OF SPELLS THAT CAN BE CASTED
Magic Defense :REDUCES DAMAGE FROM MAGIC BASED ATTACKS
Evade :CHANCE TO DODGE ATTACK, OR TO ESCAPE FROM BATTLE
Accuracy :CHANCE TO HIT WITH ANY ATTACK, MAGICAL OR PHYSICAL
500 will be the maximum for any stat.
All stats are subject to use as requirements for particular equipment, spells, or techniques.
All stats are subject to temporary effects from spells, curses, equipment or items.
There is no luck stat. Luck is based on real life chance, and all odds are subject to manipulation by level and by stats. Some equipment may also adjust odds of certain occurrences, such as increasing the chance to find gems in a chest by a certain percentage.
The Speed stat, which is used to determine the order of turns in combat, works as follows.
An ATB gauge with a max of 500 is set to 0 for each character. At the beginning of combat, each character's ATB gauge will increase by Speed X Status. Stop will not affect the ATB gauge, but will prevent a character from taking his/her turn when the gauge is filled. Slow will reduce speed by 1/2, and will be rounded up. Haste will double speed, or raise it to 500 if speed is greater than 250. The order that the gauges will be filled in will be based on which combatant has the highest speed before Status is applied. Each combatant will receive one ATB gauge boost in order from greatest to least speed, and then the cycle will start over. This cycle will be repeated until one character has reached a full ATB gauge. That character will then be the next to receive a turn, regardless of whether any other characters have been able to fill an ATB gauge and take a turn since the character's last effective turn. All characters will receive at least ONE ATB gauge point each round, to prevent players with 0 speed on the first level from not being able to move.
All stats increase by a set amount, then you may spend your additional stat points.
Leveling will allow access to skills, which may be increased with skill points. 1 skill point is designated per level.
Skills may only be used once each per battle.
All characters have a Drive attack, a unique and potent move that can greatly alter the flow of battle, but when used it will not be available until five battles have been completed. The battle the move is used in does not count. The move may be used again in the fifth battle.
When forming a new character, you obtain 55 stat points to divide as you wish among your eleven stats.
Each level the character progresses up to level 30 you will gain 10% of your original stats, rounded up, +1.
At levels 30-70 you gain 20% of your original stats, rounded up, +2.
At levels 70-99 you gain 30% of your original stats, rounded up, +3.
Each level the character increases you get 3 optional stat points to place where you need them.
If you decide to move in a direction other than the one dictated by your original stats, please PM me to work something out. I understand that nobody wants to stay the same character forever, but any changes must be gradual shifts explained IC by a change in the training and mindset of the character involved. Above all, I need to keep the character balanced throughout the process.
Experience is granted not only by battle, but by battle length and difficulty. Even a weak opponent, fought for long enough, can teach you something new.I have decided that if this becomes an RP, I'll determine the levels of characters at whim to simplify the whole thing. Sorry, it's just far more convenient that way. If, on the other hand, this becomes a full-fledged RPG... I'll determine experience by how far outside your own level the enemy is. +1 for 5 levels weaker, +2 for 4 levels weaker, up to +6 for the same level, and as much as +11 for five levels higher than you. If it's greater than 5 levels outside your range, it's either too weak to gain anything from or too strong to really learn anything from fighting. At that power difference, your just relying on luck so you don't get any stronger or smarter.
I might change this eventually, but for now I don't want to post a full enemy list and calculate the exact experience each and every enemy would give. That's just boring.
This is a model of the growth of a character with perfectly balanced stats. The figures represented are based on even distribution of skill points at the creation of the character, and do not include the three optional points per level in the numbers themselves until the final figure at level 99. They do not reflect items, equipment, or any other external factors.
Level 1 + 55 options pre-calculated as 5 to each stat.
5
7
9
11
13
15
17
19
21
23
Level 11 +30 options
25
27
29
31
33
35
37
39
41
43
Level 21 +60 options
45
47
49
51
53
55
57
59
61
63
Level 31 +90 options
67
71
75
79
83
87
91
95
99
103
Level 41 +120 options
107
111
115
119
123
127
131
135
139
143
Level 51 +150 options
147
151
155
159
163
167
171
175
179
183
Level 61 +180 options
187
191
195
199
203
207
211
215
219
223
Level 71 +210 options
228
233
238
243
248
253
258
263
268
273
Level 81 +240 options
278
283
288
293
298
303
308
313
318
323
Level 91 +270 options
328
333
338
343
348
353
358
363
Level 99 +300 options
368 + ~27 options per stat = 395
As there will be no set classes, all characters will have access to any item or ability in the game, save for the drives and unique skills of other players. Stat levels will determine which items you may use to full effect. Some bonuses may not be available until requirements are met.
Spells available will be based on character level, but effectiveness will be controlled by Int/Will and the corresponding gem.
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Pets may be of any form, within reason. For example, an ant would not make a good pet. A dragon would make too good a pet. A dog, bird, snake, et cetera is much more likely to fit the stat range of the pet. Pets will be between 20% and 40% of your strength, so anything that's never even close to 20% as strong as a human or is always at least half as strong as a human will not be considered without extremely good reason.
Pets will always have a predetermined percentage of the players current stats (before equipment bonuses, spells and curses are applied).
Pets are subject to equipment, spell, item, and curse stat changes.
Pets can be used to increase damage dealt to a single target, attack targets on their own, or be used for a variety of advanced tactics.
Pets can be communicated with by their partner at any distance, but can't always communicate with other players effectively.
Pets will occasionally level up to improve the percentage of the players current stat that they receive.
Certain skills such as Drive techniques can only be used with the aid of your pet.
Pets will be given stats as follows.
Levels 1-30
You will be given 220 points to distribute as you wish. Each point will be worth 1%. You may determine to give your pet 20% of each of your stats, or you may distribute the stats unevenly. This is up to you, but ultimately your pet will be approximately 1/5 your strength.
Levels 30-70
You will receive an additional 110 points to distribute. You may choose to better balance your pet's stats, or to further specialize your pet. Either way, it will have approximately 30% of your stats.
Levels 70-99
You will receive a final 110 points. This is your last chance to determine the strengths and weaknesses of your pet. Spend them wisely to give your pet the best possible tools to help you when you need it most!
Pets will have unique 'Advanced Battle Tactics'. These tactics will often be based on the type of animal you pick, but some tactics are standard for any pet. Tactics such as 'Identify' will be used by any pet with keen senses, and they will be able to tell you about an opponent by observing them. 'Surround' will send your pet to the other side of the opponent, making it hard for you to cast spells or throw items to them but allowing them to distract the opponent and lower their defense while attacking. Your pet can be used to send messages to other players, to search for items, to aid you in battle, and so much more. If you can think of a skill for your pet to use, I'll be glad to find a way to make it a useful, balanced ability that you can apply in the game.