A Change In The Statistical Role Play System

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A Change In The Statistical Role Play System

Post by Zerifachias on Thu Oct 13, 2011 9:00 pm

Change has come to slap you lot in the face. I'm (finally) putting my own systems into action. Or, rather, starting to announce and continue development of these systems. In other words, more stuff for me to forget.

In chronological order, the things that I will be touching on are as follows:

Experience:
-Gain, Loss, and Distribution of
-The Progress System
-Relation With Enemy Level and Enemy Numbers
-Achievements
-Other Stuff

Leveling:
-Skill Points and Stat Points
-Level Increasing
-Level Decreasing and Other Negative Effects of Mission Failure
-Level Cap
-Affinity and Leveling
-Achievements
-Other Stuff

Health:
-Starting Numbers
-Health Gain (Special Items)
-Health Gain (In-Battle - Healing; Items and Spells)
-Health Gain (Leveling - See "Other Stuff" in the Leveling Section)
-Health Loss (In-Battle - Special)
-Health Loss (In-Battle - Enemy Attacks/Adverse Effects)
-Health Loss (Out-of-Battle - Special Items)
-Health Cap
-Other Stuff

Mana:
-Starting Numbers
-Mana Gain (Special Items)
-Mana Gain (In-Battle - Healing; Items and Spells)
-Mana Gain (Leveling - See "Other Effects" in the Leveling Section)
-Mana Loss (In-Battle - Special)
-Mana Loss (In-Battle - Enemy Attacks/Adverse Effects)
-Mana Loss (Out-of-Battle - Special Items)
-Mana Cap
-Other Stuff

Stats:
-Starting Numbers (Default)
-Starting Numbers (Profession Alterations)
-Additional Stat: Evasion
-Additional Stat: Energy
-Additional Stat: Morale
-Dealing Damage: The Relationship Between Stats
-Stat Cap
-Other Stuff

So then, let's get started.

~

Experience: Gain, Loss, and Distribution of

Gaining experience has been a iffy subject for me for quite awhile. I don't like what it is now, and I want to change it to something better, something that I approve of.

Enemies who are defeated in battle release experience for the character. The enemy must be defeated in order for it to release experience. But, why is that?

Every stroke of the sword, every magic cast by a character, enhances that character's abilities by a little bit as they learn more of their skills and their strength. So, in light of that, I have decided upon a different system for leveling up.

Every time a character uses a skill or attacks the enemy, they will gain a calculated number of experience relative to the effects and the amount of damage healed or afflicted. So, in essence, the character will gain a small amount of experience in battle through attacking the enemy.

INTERJECTION EDIT: The loss of experience can only happen if your character is KO'ed, not injured. Kuori was kind enough to send me a message and explain why it was stupid to have characters lose experience over something like being attacked (when really, it should make you stronger). SO, in light of that, a character will lose experience proportionate to the enemy that KO'ed the character.

Now, the distribution of experience is also a problem. Why should a character that does nothing gain experience at the end of the battle? The answer, is actually that the character should not gain experience. I will now explain the gain, loss, and distribution of experience after the battle ends, as well as experience gained through defeating enemies in-battle.

In battle, a character eliminates an enemy, and...nothing happens. No special effects, nothing RPG-like happens where that character gains anything special. That's going to change. I believe that, when defeated, the enemy should distribute a number of buffs for the character that killed it, as well as a nerfed buff for any character who was involved in the killing. An example would be a little health or mana regeneration (discussed later), and perhaps the immediate gain of an item that the enemy may drop.

Now, at the end of the battle, I still believe there should be some final experience that is gained and such experience should be distributed among the characters in a certain fashion...I believe the best way to show this off is by an example.

~Lacie is responsible for killing 10 of the 12 enemies.
~Lacie gains 20 Experience.
~Ayes is responsible for killing 2 of the 12 enemies.
~Ayes gains 4 Experience.
~Lily is responsible for damaging 6 of the 12 enemies.
~Lily gains 6 Experience.

BREAK: The above three experience distribution examples are fairly easy to understand, I believe. By killing an enemy, the character gains 2 experience per enemy killed. They must be the one to get the final blow for them to get the credit for killing enemies. But, one of them got 1 experience per enemy injured. This is in place so that no one feels obliged to wait in order to get the killing blow, but also have everyone compete for that killing blow while providing those who don't kill the enemies a chance to get more experience than some other characters.

~Auza is responsible for inflicting status issues on 4 of the 12 enemies.
~Auza gains 4 Experience.
~Kevin is responsible for interacting with the battlefield's surroundings 2 times.
~Kevin gains 2 Experience
~Crystal is responsible for...nothing.
~Crystal gains 0 Experience.

BREAK: This is why I love examples, they're easier to understand. As you can see by the above examples, nothing gives more experience than delivering a killing blow to the enemy, and nothing yields less experience than doing nothing, and there is no way to get halved experience for anything. Everything you do on the battlefield can give you some sort of experience, though the amount may be small.

INTERJECTION EDIT: Healers will have the same benefits as any other character, but in a different form. They can get the same amount of experience as other characters, I mean. Sliv was the one to ask me a few questions about healing, so props to him for drawing my attention to this.

I believe the experience can be obtained by reviving and healing characters in-battle. Since healers do not typically attack the enemies and instead heal characters, they can be responsible for the following:

~Claire is responsible for healing 3 of the 5 allied characters.
~Claire gains 3 Experience.
~Claire is also responsible for healing 2 of the 5 allied characters.
~Claire gains 4 Experience.

As you can see, Claire can gain the same amount of experience as any ordinary attacker by just healing and reviving characters. As for healing status issues, that would bring about the same experience as inflicting status issues, you can see Auza's example above for reference.

And that is all for Experience Gain, Loss, and Distribution of.

Experience: The Progress System

The progress of experience is also something that needs my own little magic touch of death and magic touch of renewal. At least, for my role plays. Masq can use whatever he wants.

The current progress system starts off level 1 characters at 10 needed experience to gain a level (more on level gain later). I don't like that. That number is much too low. It'd be much easier if that number were something like...oh, I don't know, maybe 50?

Besides, with my new experience gaining system, that number is going to have to be pretty high, because there is going to be a lot of experience spilling out of the enemy's guts as well as a ton of other places I don't care to mention.

I will upload a scale of progress later. I have not fully decided on what it should be just yet.

Experience: Relationships between Enemy Levels and Enemy Numbers
-This is pertaining to enemies slayed during battle, not at the end or otherwise-

This one is fairly obvious, actually.

A character or characters will gain a certain number of experience after a particular enemy is slain in battle. That experience will be dependent upon the enemy's level and the numbers of that enemy's profession that participate in that battle.

So in other words, experience will increase with the enemy's level, and decrease depending on how many other of the same enemy is participating in battle (the experience will not increase as the number of same-type enemies are whittled down).

Simple and to the point. I like it. Not as much as giant walls of text though!

Experience: Achievements

Again, a very simple concept, there will be achievements in battle and out of battle that can be completed for the gain of experience. The amount of experience gained from the achievement will be predetermined and exclusive to the character that completed the achievement (as most of them will be a single-character interaction experience from now on).

Experience: Other Stuff

There is no other stuff right now. This is if something comes up that you guys point out, or that I suddenly think of out of the blue and am too lazy to give it's own section.

~Intermission: Go get a drink you lazy slobs, we're not finished yet!~


Last edited by Zerifachias on Fri Oct 14, 2011 7:38 am; edited 2 times in total

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Re: A Change In The Statistical Role Play System

Post by Zerifachias on Fri Oct 21, 2011 2:16 pm

Leveling: Skill Points and Stat Points

Honestly, I don't have a problem with the current system, but...a new way of thinking about Skill and Stat points is needed, I think. So, here are my thoughts.

When a character levels up, ordinarily they would gain 3 Stat Points and 1 Skill Point and allocate them to . Ordinarily, there would be no problem with this; however, since I am planning on changing the health and mana systems (more of that discussed later), I think there needs to be a slight change.

Instead of 3 Stat Points, there will be 2 given. Again, this is because of the new health and mana system (discussed later). This is because stat points should be allocated to a single affinity per level up. For instance, defense and attack should go up together, and intelligence and spirit should also go up together. This is not necessarily a hard rule, but I would like it to go that way, if possible, so we don't end up with ridiculous stats that are unlike a character's profession. Of course, defensive stats and attacking stats can also upgrade together, depending on the profession. But we'll discuss stats and professions more later.

As for the Skill Points, I think a slight deviance is in order.

There should be given 1 Skill Point for gaining new abilities, but also 2 Skill Enhancer Points. The ordinary Skill Points will still do exactly what they do now, but with the addition of a Skill Enhancer Point, a character can improve an ability by increasing the damage output percentage, adding some effects to the skill, increasing range, adding an elemental affinity to the skill, or even decreasing the amount of mana required by that skill.

Of course, there will be a way to regulate these Skill Enhancer Points. By using a simple formula, SE Points can be regulated and calculated.

~2 SE Points per level. 10 Levels to Job Promotion.
~SE Points Required by Tier 1 Professions in Order to Increase Certain A-Abilities: 4
~2 SE Points per level. 10 Levels to Job Promotion.
~SE Points Required by Tier 2 Professions in Order to Increase Certain A-Abilities: 4
~2 SE Points per level. 20 Levels to Job Promotion.
~SE Points Required by Tier 3 Professions in Order to Increase Certain A-Abilities: 8
~1 SE Points per level. No more Job Promotions.
~SE Points Required by Tier 4 Professions in Order to Increase Certain A-Abilities: 10

This decision is not permanent and is highly susceptible to changes. I need to experiment with it a little more.

Leveling: Level Increasing

While the level increasing system now isn't bad, for my system, it needs to change.

In order to gain levels, a character needs to gain enough experience so that they power up, and a bunch of stuff happens.

But the thing is, the needed experience just keeps on going up and up as the character levels up, and as a result, the character begins fighting more powerful enemies in order to gain additional experience.

...

That sounds a lot like our current economy. "If we keep borrowing money, we can pay off our debt!" Right. Our ancestors knew back in 1765 that was a load of bull.

But enough with that terrible analogy. What I think, is that instead of having a forever-increasing experience cap for leveling, it stays the same, and enemies will give steadily less or more experience based on the level differences between the character and the enemy.

Level Decreasing and Other Negative Effects of Mission Failure:

Typically, characters would not gain or lose anything by failing a mission once. They get a slap on the wrist, and go through the whole mission again from the start so they can level up and get ready for the fight that they lost. Well, not anymore!

Failing a mission will result in the loss of experience and maybe a level, as well as the inability to take on that mission again. The exception are side quests, you may take those as often as you'd like without losing the ability to go through that mission. But if it has to deal with the story, forget it. Whatever those enemies of yours are planning to do is going to happen if you lose that battle. No exceptions, I don't care if the world is thrown into greater chaos or destruction because of it. You'll have to deal with it.

For level decreasing, a character loses a certain number of experience points from mission failure and it goes below 0 for the current experience. This will result in the loss of a level, and the character will revert back to the state he/she/it was in at that level. However many points below 0 that experience lost number was, will be subtracted from the current/required amount. So if the experience goes 7 below 0, that character will have to gain 7 experience back to regain that level he/she/it lost.

I believe this is simple enough. Let me know if it isn't. Moving on-

Level Cap:

There must be one eventually, so why not make one?

There will be three different Level Caps. One for Player Characters, one for Enemy/Neutral Characters, and one for Boss/Special Characters. As you can probably guess, the order of the aforementioned is from lowest to highest. That's right, Enemy, Neutral, Boss, and Special Characters will have a higher level cap than Player Characters. This is mostly because if there are two participants in a role play with four characters, they are obviously going to be much better off than just me and 6 enemy characters.

But anyway, here are the caps:

Player Character Level Cap: 75
Enemy/Neutral Character Level Cap: 100
Boss/Special Character Level Cap: 150

If you know how to do math, you can see that Player Characters will have a huge disadvantage in the late-game.

On to the next bit now.

Affinity and Leveling:

Actually, gaining affinity points will help for just about everything. But as they pertain to levels, a certain amount of affinity will result in the steady gain of levels. You will be able to trade in these points for levels at any time, but it will be a one-sided trade. As soon as you gain the necessary number of points, your character will gain experience equal to the amount of experience he/she/it needs to level up at that point in time.

Right now, I don't have anything on the number of affinity needed, but it's going to be fairly easy to get.

Achievements:

Basically the same as affinity points, but you will lose the points that you gained. So this is a two-way trade, where you sell your points to a vendor in the market and he will fork over a Leveler Orb. As a result of this, your character will instantly gain a level without so much as touching the current experience number. So in a way, achievement levels are better than affinity levels. But achievement points can be used to obtain other, interesting things, so it's up to you how these are used.

I will create a system later on that defines how many achievement points are needed to level up. It will be a fairly high number.

Other Stuff:

Nothing at the moment. Let me know if you have any questions about anything, and as per usual, no one but Zeri is allowed to post here.

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Re: A Change In The Statistical Role Play System

Post by Zerifachias on Tue Oct 25, 2011 2:39 pm

Health System. Here comes the fun part of my changes.

Starting Numbers:

The current starting numbers always depend on the profession that a character has. While this makes sense, I don't like the system. I don't like that the health goes up by 5's, I don't like that a character can start with only 10 HP because of their profession, I don't like the current health system at all. So a heavy revamp is in order.

First of all, minimum health numbers cannot and will not reach below 20. All of you mages out there? You'll be starting out with 20 HP now, not 10 or 15. Happy? You better be. Also, cleric-type professions will start out with double that number. It doesn't make sense to me that a healer of health doesn't have a lot of it. So, problem solved.

For you warrior classes? The soldier-type and the archer-type? Your minimum starting health will be around the same as a cleric's (the soldier's will be slightly higher than the archer's and the cleric's).

That's all for starting health systems, really. It just got bigger. As a result, enemy health will also be customized in the same way. This will allow for more flexibility during the early-game. But enough about starting numbers. Let's get to the real juicy part.

Health Gain - Special Items

How does one gain health in this new system? I'm glad you asked! Let me break it down for you simply~

Get item. Increase Health. Happy day.

But seriously, as of now there will be certain cool items that a character can obtain that will increase the amount of health that character has by a small percentage. These items will be consumables, and can be made very easily. All you need is an alchemy table and an alchemist and some gold (and the ingredients, of course, but that's the easy part).

The hard part about gaining health is finding an alchemy table...and an alchemist willing to work under you for a small fee. As you probably know, there are very few alchemists who are willing to work under any one person that is not an alchemist themselves. So, to make things even more interesting, you will have to fight your alchemist in order to employ him or her. These battles will be fought one-on-one and act more as a side quest than anything, so you can try this out as much as you like if you lose, and with different characters. The alchemist will be proportional to your character's level, of course.

And that's all. Simple, right?

Owait. Nearly forgot.

An Alchemy Table is made by the alchemist. You just need to bring him/her the materials and gold to motivate him/her to work. The supplies can be found in the shops of big cities....Did I mention that there will be supply shops for random materials that can be used for alchemy?

Health Gain - In Battle Healing

Now, you must already be asking me, "Zeri! Since you hate the old health system, what will happen with clerics now that the health bar has been revamped so dramatically?!!?11?!!?!1?" And I would say to you, "SHUT THE FUCK UP, I'M GETTING TO THAT."

But first, healing items!

...

No longer exist.

That's right, I will not allow there to be healing items in my statistical role plays that can get exceedingly dangerous the further you go, where healing items become a NECESSITY.

Fuck that shit. I'll give you guys regeneration items instead. Much easier to deal with and much more effective than healing items.

So basically, what's going to happen is this: With the eradication of healing items and the introduction of regeneration items, there MUST be a change in the way healing works through magical means. And here are my thoughts:

If your character is getting low on health, and has no mana and no nearby cleric and no regeneration items, then your character will be in a spot of trouble, now won't it? Well. Solution: Give the character a change to regenerate health naturally. That's right, by waiting for a turn, without acting or moving (includes trigger commands), your character will regenerate (a little) health. That way your character can stand back and let the allies battle for awhile in order to heal up, and swap in for hurt allies as well.

Much more effective and in-depth experience than swallowing a disgusting, glowing green potion (which is still an option, if you like fungus growing in your small intestine). Besides, who needs potions anyway?

"Wait, what's that you say? Regeneration items are more effective than natural regeneration? I had no idea!"

Fuck off, Sherlock.

...

Much better.

Yes! Regeneration items will be MUCH more effective than natural regeneration! Regen is what? 10% regeneration of health over 5 turns? Natural regen is half that, and it only applies when your character is just sitting there, doing nothing useful whatsoever. So why would I NOT put regeneration items as an option? Regeneration percents of used items will be around 15% per turn for 6 turns. Of course, they will vary on potency as they get stronger or weaker, but that's generally how it will work out.

That's it. Moving on.

"But-"

Get out. I'm getting to the -fucking- clerics, so shut your little trap and pay attention.

So, you think that since Zeri is removing healing items, that means clerics can't heal the health bar directly either?

Wrong.

Mana and items work very differently from each other. Items are created through physical strain and labor. Mana is created from within a person's mental consciousness, which means it does not take a physical form unless the user wants it to have a physical form.

Which basically means that clerics will work as they always have. Pretty much. The only difference is that they will work better in percentages than in intelligence. Because as a cleric, you won't be getting much of anything in the stats department. But more on that later~Onto the next bit.

Health Gain - Leveling

I decided not to add this to the leveling section, because that would be counter-productive. As I continue to figure out the health system, I want to have the health system in one place, not all over the goddamned forum.

But yes! The leveling system changed! The health system changed! And guess what? BOTH OF THOSE THINGS CHANGED EACH OTHER. IT'S THE ETERNAL BROMANCE OF A LIFETIME, DUDE. Isn't that great?

Instead of explaining this through a bunch of paragraphs, I'll give you guys a chart with numbers instead with a few paragraphs.

Depending on the profession of the character, the health will go up accordingly. For the few following examples, I will be using the warrior class and the mage class.

Level 1 - 5
Warrior: 50 HP---> 58 HP---> 66 HP---> 74 HP---> 82 HP
Mage: 20 HP---> 23 HP---> 26 HP---> 29 HP---> 32 HP

BREAK: Did you notice the pattern there? Each level the warrior/mage had their HP boosted by a certain amount. Actually, to be precise, that amount was 15% of the warrior/mage's starting HP. In this example, I only showed levels 1-5, but in reality, that same percentage would be used up to level 10, when the Job Promotion comes around. Here's an example of level 10-15:

Level 10-15
Warrior: 122 HP---> 134 HP---> 146 HP---> 158 HP---> 170 HP---> 182 HP
Mage: 47 HP---> 52 HP---> 57 HP---> 62 HP---> 67 HP---> 72 HP

BREAK: So yeah, the warrior class is going to have an enormous amount of health by level 15. But that's okay. This is only starting out as an example, there will be other factors to balance out the health system. For reference, the percentage I used for that was 10%.

I think that's all for Health Gain. Let's move onto how a character can lose health.

Health Loss - In-Battle Special Effects

Basically what I'm talking about here when I say "special effects" is the Atmosphere and Terrain Cells. It's quite easy to understand, really. I'll only give a brief run-through as to how these two factors can affect a character.

Atmosphere. If your character is up in the mountains, he/she/it is obviously going to have a hard time breathing and therefore will be using up more energy for breathing and staying awake, which means less energy to handle wounds and negative status effects (that target health). So as a result, the atmosphere of the battle setting will take away a certain percentage of health. It can be large or small, depending on how serious the situation is.

Terrain Cells. It is unhealthy for a character to step into a lava pool. If your character does touch lava, they will be losing that part of their body (don't worry, healers in Ermith are imbalanced). Losing a part of your body in-battle (or out of battle) will force your health to take a significant dip both in current and in maximum. Depending on the terrain cell, it can be a harsh dip or a small dip. For the lava...your character will probably be KO'ed by the burning sensation that your character will feel.

Health Loss - In Battle; Enemy Attacks and Status Conditions

These will work exactly the same way as the old system. There is no need for a change.

Health Loss - Out-of-Battle; Special Items

Ever heard of an alchemy potion gone wrong? This is pretty much it. The only way you can gain health by using items is the same way that you can lose it. Your character takes a risk when drinking a potion made by a pissed off alchemist (as your affinity with said alchemist increases, the chances of getting a poisoned potion decreases).

Health Cap

No Player Character will be able to exceed 9,999 HP.

No Enemy or Neutral Character will be able to exceed 99,999 HP.

No Boss or Special Character will be able to exceed 999,999 HP.

Rather simple, really.

Other Stuff

I do believe that is all for now. Again, the other stuff sections will be used for additional things that need to be added to the systems for balancing reasons.

Also, no one is allowed to post in this thread unless they are, of course, Zeri. Which you are not. Heathens.

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Re: A Change In The Statistical Role Play System

Post by Zerifachias on Tue Oct 25, 2011 3:25 pm

For everything in the Mana section of my changes, see the Health Section, because everything is almost exactly the same. The only difference is that it is pretty much reversed for the warrior and mage classes. Clerics also have a high mana.

Also, in my system, HP and MP are increased automatically by the GM's decision. They do not take up stat points, but they are increased relative to the experience, which means that the health and mana increases with every level.

This was a last minute decision to save me the time and trouble of copy-pasting everything.

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Re: A Change In The Statistical Role Play System

Post by Zerifachias on Tue Oct 25, 2011 5:51 pm

Stat Default Starting Numbers

They are as follows:

Atk: 4
Def: 4
Int: 4
Spr: 4
Move 2

Stat Profession Starting Numbers

This is a bit more complicated, as it involves taking into account all the different types of professions that are out there. For example the warrior and the mage classes, which I will be using as examples because I used them before and they are pretty generic when it comes to professions.

The warrior class would typically look something like this:

Atk: 7
Def: 6
Int: 1
Spr: 2
Move: 3

The mage class would typically look something like this:

Atk: 1
Def: 2
Int: 7
Spr: 6
Move: 2

As you can see, the mage and the warrior classes are exact opposites of each other when it comes to stats. Also, the reduction and the addition of stats is equal to the amount of stats that they started with, only it is distributed more accordingly. There will be some classes with 0 in one or two of those stats, and they can be increased at will, but those extra 4 stats from the default will be added somewhere.

This system was set up so I would feel less bashful about making stats really high for a certain profession. As well as making things easier for everyone.

Additional Stat: Evasion

I'm adding this sucker back! I tried to introduce it before, but it didn't end up sticking and I kinda abandoned it for awhile. But now that I have a whole new statistical role play system being set up, I feel that it is time to reintroduce the concept of natural evasion. Some professions have it, others...not so much.

The light mage class will be more evasive when it comes to attacks than the heavy warrior class, so why not put that into action?

The natural evasion percentages will be below 10%, always, no matter what profession. S-Abilities can add some natural evasion percentage points, but I will not allow the natural evade of the profession to go above 10%. Period.

Other than that, I think you all know enough about this stat to know what it's purpose is. So moving on.

Additional Stat: Morale

You all should know what this one is too, since I've added it to one of my role plays recently. After a bit of experimentation with it, I like it, and I'm going to keep it. You all can look back at my post on Morale if you need to. But this will be put into all of my role plays from now on.

Additional Stat: Energy

THIS. IS. IT.

Remember all that stuff I said about the health and mana system being imbalanced? Yeah, well, this is what is going to fix all of that nonsense. Energy is the one stat that you will hate because it balances your characters out.

As a quick review, energy is the source of life. It is what keeps up alive every day. Without energy, we wouldn't be able to sustain normal body functions or reproduce, so bringing an end to our lives. Each person loses energy every day and gains it back through the process of cellular respiration, which is eating, drinking, and breathing.

Energy will act similar to the HP and MP bars, by which I mean it can regenerate naturally, and once it is used up, the character will have to wait awhile before doing much else.

So, what does Energy do?

Well, it decreases. Whenever you move, whenever you act, whenever you attack, whenever you interact, everything that you do in-battle will cause your energy bar to decrease. In order for your activities to occur, you will need to use up some energy. The amount of energy spent will be proportional to the actions that your character is doing. For examples:

Lacie moves from cell E-3 to E-5. Lacie loses 2 Energy.

Lacie attacks Oxford. 109 Atk DMG! Lacie loses 10 Energy.

...

Oxford counters! 20 Atk DMG! Lacie loses 4 Energy!

Oxford takes damage from Poison! Oxford loses 15 DMG! Oxford loses 3 Energy!

Examples end. I think you get the point.

The way this is supposed to balance the health and mana systems, is that your Energy bar is static, and cannot be increased or decreased in any way until Job Promotion.

In fact, let me give you the Energy (EN) bar for levels 1-10.

50 EN.

That's right, your character has 50 EN until level 10. That's not a lot. However, since energy regenerates naturally, it's not all that bad.

If a character doesn't do anything that wastes energy, your character will regenerate 10 energy. So it's quite easy to gain energy back, but it also prevents your character from spamming abilities and such.

Right, I believe that's all for energy. If you have any questions, don't hesitate to send me a message.

Dealing Damage: The Relationships Between Stats

No, I am not changing anything too serious in here. Most of the old system will work for what I have planned here.

Now, there is a rule in Statistical Role Plays that there is no such thing as "0 damage." For my system, this is a false. There will be such things as "0 damage" in my role plays, but only if it meets the following criteria:

The character must have a Full EN bar.
The character must have an extra 2 defense to spare (eg. 3 Atk vs 5 Def).
The character must be 2 cells away from any ally (allies get in the way of defending oneself, it's another way to regulate the "0 damage" stuff).

That's it.

Stat Cap:

I'll keep it simple.

EN: 200
Atk: 999
Def: 999
Int: 999
Spr: 999
Move: --*
Evade: 10%
Morale: 10 [Represented as: (//////////)]

*Movement is entirely dependent on the profession, and there are some professions that can have unlimited cell movements. Also, it doesn't take much move to circle the board unless it's a maze map.

Other Stuff:

CHARACTER PROFILES

I will be setting up one or two or three profiles in a bit for examples. I will link them to this post and vice-versa so they are easy to find.

http://eternaldream.forummotion.com/t346p120-zeri-s-vanilla-character-tablet#79918
http://eternaldream.forummotion.com/t346p120-zeri-s-vanilla-character-tablet#79920

Other than that, I have nothing else to discuss.

And so concludes my changes for the statistical role playing system. I do hope you enjoyed reading this as much as I did making it. If you have any questions at all, I will gladly accept and answer them to the best of my abilities.

If you spot any flaws, do not hesitate to let me know. I will need to make changes swiftly and effectively.

Zerifachias
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Re: A Change In The Statistical Role Play System

Post by Zerifachias on Fri Oct 28, 2011 1:37 pm

Practice Battle!

-This post and any posts beyond this point will be details about my statistical role play system within an actual game.
-For these examples, I will be using three characters.
--Lacie
--Auza
--Marigold

( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) A
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) B
( ) ( ) ( ) ( ) (L) ( ) ( ) ( ) ( ) C
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) D
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) E
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) F
( ) ( ) (A) ( ) ( ) ( ) (M) ( ) ( ) G
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) H
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) I
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) J
-1---2---3---4---5---6---7---8---9


Marigold
Lvl 5
EN: 50/50
HP: 62/62
MP: 72/72
Atk: 0
Def: 5
Int: 12
Spr: 9
Move: 2
Evade: 3%
Morale: (//////////)

Auza
Lvl 5
EN: 50/50
HP: 40/40
MP: 76/76
Atk: 0
Def: 6
Int: 11
Spr: 9
Move: 2
Evade: 4%
Morale: (//////////)

Lacie
Lvl 5
EN: 50/50
HP: 87/87
MP: 56/56
Atk: 13
Def: 9
Int: 0
Spr: 4
Move: 3
Evade: 3%
Morale: (//////////)


~~~~~~Gaining Experience by Attacking~~~~~~~


( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) A
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) B
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) C
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) D
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) E
( ) ( ) ( ) (A) (L) ( ) ( ) ( ) ( ) F
( ) ( ) ( ) ( ) ( ) ( ) (M) ( ) ( ) G
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) H
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) I
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) J
-1---2---3---4---5---6---7---8---9


Auza moves to F-4. -2 EN

Lacie moves to F-5. -3 EN

Lacie attacks Auza! 2 hits! 13 Atk DMG per hit! -4 EN.

Auza takes 14 DMG! -6 EN.

---~---

Auza just took a lot of damage from Lacie's attack. Every attack that a character makes against another character will result in the loss of Energy (EN) for both of them, but only one will lose health. Since Lacie did a lot of damage, she lost less energy in her attack than Auza did being attacked. Other times the enemy will lose less energy.

As for experience gain...well, just look at the damage that Lacie was supposed to do in comparison to the damage that was done. Two hits would do 26 DMG, but Auza's defense cut it down to 14, that is a 12 point difference there. That's a lot...when you look at it as a whole. One hit of Lacie's would have done 7/13 points of damage, which is a 6 point difference.

The formula for deciding how much experience is given to Lacie is rather simple.

Take the total amount of damage from one hit and divide that by 2. Round up.

If there are multiple hits, perform this formula twice, but instead of dividing by 2 for the second, divide by 4. Double the division number for each hit afterwards, so another hit would be divided by 8, the next one 16, and so on.

If the damage dealt is exactly the same as the damage output (piercing attacks or no defense), treat it as if there were two hits. Divide the first number by 2 and add that result to the total. Then divide that first number again by 4 and add that to the total. For example:



( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) A
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) B
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) C
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) D
( ) ( ) ( ) ( ) (L) ( ) (M) ( ) ( ) E
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) F
( ) ( ) (A) ( ) ( ) ( ) ( ) ( ) ( ) G
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) H
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) I
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) J
-1---2---3---4---5---6---7---8---9


Lacie moves to E-5. -2 EN.

Marigold moves to E-7. -2 EN.

Marigold casts Stabbing Icicle on Lacie! 14 Int DMG!

...

The damage becomes Piercing!

Marigold gains 7 (the first division 14/2) & 4 (the second division 14/4) which is 11 EXP total.

-This applies for everything that deals with direct damage-

As for indirect damage, or status effects, it is quite simple, really.

Whatever that spell costs in MP will be the same amount of experience that the user of said ability gains. However, this is only applies to the MP cost of having that added effect. For example, adding the effect of Burn is 2 MP cost, so the user will get 2 EXP if it works.

Simple, really.

That's all for now, I think.

Zerifachias
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Re: A Change In The Statistical Role Play System

Post by Zerifachias on Wed Jul 18, 2012 8:34 pm

The Experience Table

The current version that I have, as you all know, is broken. So, I'm going to fix it. Right here, right now, as you're reading this. Because I've had just about enough of mages getting the bulk of experience while warriors get hardly anything. Because that's the way things are turning out, really.

The NEW system will use my own judgement calls on who deserves what. That's about it. There will be five tiers of experience rewarding.

Tier Eins: 0 - 10
Your character has little participation or none at all.
Tier Zwei: 11 - 20
Your character is inactive, but still participating in the fight.
Tier Drie: 21 - 30
Your character is communicating with other characters and participating in the fight.
Tier Vier: 31 - 40
Your character is actively searching for things to accomplish. Taking down enemies, making sure allies are safe and healthy, and interacting with the world.
Tier Fünf: 41 - 50
Your character goes above and beyond the call of duty, actively tearing through enemies, keeping allies safe and everyone's Morale high. They interact with the world and even with enemies who are able to respond.

Please send some feedback over on the Naletia chat thread. I think this is a little better than the last system, since it uses judgement calls instead of actual battle data.

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Re: A Change In The Statistical Role Play System

Post by Zerifachias on Wed Jan 09, 2013 8:00 pm

UPDATE 1.9.13

Mana and Energy Systems

I have made a decision concerning the Mana and Energy systems that I am currently using. Right now, both of them are in effect, but we are still in a testing phase. To attack and move, you need Energy, but to use abilities, you also need Mana. I finding this to be a bit redundant lately, so it is very possible that I will be removing the Mana system entirely and replacing it with an energy system.

This allows me to be even more lenient with costs to certain abilities, whether damaging or not. It also means that I will be changing the Energy system a bit as well, to accommodate the removal of Mana.

For example, removing the costs of energy on movement entirely and halving the cost of energy for basic attacks. So a move phase will cost you no energy, and a basic attack will only cost 2 EN per. So instead of 4 basic attacks costing 16 EN, which is ridiculous, it only costs 8, which is infinitely more manageable.

My system for energy costs on abilities was something close to 2/3 of the mana cost of that ability, with slight fluctuations depending on the added effects of the ability. Now, since I intend to remove mana from the system completely, I need to make up another way to place costs on abilities.

One thing to note: I will never allow energy costs to exceed mana costs on an ability UNLESS there is something extremely specific in the abilities' effects that causes it to use up a shit ton of energy. Because of this, I am adding a Stamina Gauge, or STA for short.

Stamina will basically be like Morale, but is only affected if you use up energy.
(++++++++++) will be the style that is used for Stamina Gauges. Most professions will start out with ten (+). Using up a certain percentage of your EN will cause you to lose one (+). Unlike Energy, Stamina will NOT regenerate on it's own. This is what keeps you healthy and active on the field of battle for a certain duration of time. So then, what happens when your Stamina Gauge is completely depleted?

Simply put, you can no longer fight until you gain more Stamina. Where, then, does Stamina come from if it does not automatically regenerate? Here's the deal: If you regain all of your EN, your Stamina Gauge will also refill five (+). Then you will be able to fight on.

It is possible to fight without losing a lot of stamina in short periods of time. The Stamina Gauge works with percentages applied to your Energy. If you do not go below a certain percentage, your Stamina Gauge will not drop quite as quickly.

Lets say that you have 100 EN and that every time you reached 70 EN, you stopped and waited until you had 90 EN. When you reach 80 EN again, you don't lose any (+). But if you don't rest there and continue until you reach 70 EN, you will lose a (+). However, if you do rest at 80 and wait until you reach 90 EN again, you will have to reach 80 EN again before losing another (+). If you wait until your EN is maxed at 100, you will regain one (+) and the counter is reset to the 80 EN mark. It's a little harder to do this with only 50 EN, since it works in intervals of 5 instead of 10, but that's the point of the lower levels. It's fucking hard.

There is also another way to lose Stamina, as I'm sure you can imagine. It deals with the HP system. Losing a certain percentage of HP will result in you losing (+). However, I assure you it is MUCH harder to lose Stamina from losing HP than it is from using Energy. First of all, your armor will take the brunt of the damage dealt to you, and the leftovers are what cause you to lose HP and Stamina.

To make this easy, lets say that you have 50 HP. From one attack, you lose 3 points, leaving you with 47 HP. That's not a very big impact, only 6% of your health. But if you keep losing health in intervals of three and end up with 35 HP, that's a big impact. You've lost 30% of your health at this point, and that can really take it's toll on not just your Energy and Morale, but your Stamina as well. If we lose one (+) in intervals of 15% Max HP loss, then you've just lost two (+).

I'm still working out the math on the HP-Stamina part, but this is what I have and I am presenting it for the community to look at and send questions/comments on my system.

REMEMBER NOT TO POST IN THIS THREAD. USE THE NALETIA CHAT THREAD OR SEND ME A PRIVATE MESSAGE IF YOU HAVE COMMENTS/QUESTIONS/CONCERNS.

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Re: A Change In The Statistical Role Play System

Post by Zerifachias on Thu Jun 20, 2013 3:15 pm

UPDATE 6.20.13

Combat Experience, Party Experience, and Leveling Up

This update is going to be split up into three sections, as you can see. I will explain each one in detail, so please bear with me while I go through the obligatory quick explanations first. Combat Experience is, obviously, experience that your character earns through combat. Many of you have noticed that the required amount of experience to advance to the next level is around 50 for the first profession. The amount required changes as you advance your profession, but otherwise stays stagnant. Party Experience, unlike Combat Experience, is the level of our party as a whole. It is what defines our level of raw power as a group and does not deviate from character to character in ways other than profession. Leveling up is pretty obvious as well, but there are two different kinds of experience now. So there will be two different kinds of leveling. Character Level and Party Level.

Combat Experience

Many characters advance rather quickly through the leveling process. In the past, those that deal high damage would receive more experience. Defeating an enemy would give even more, and it became hard for certain professions, like tanks and clerics, to level up. In order to avoid this in the future, some changes have been made to the way a character gains experience.

From this point on, the only way to gain Combat Experience is, get this, through combat. Okay, so it sounds redundant, but listen to this. In order for a character to be in combat, they must be participating in the current battle. So let's say, for instance, that Gaiden, Archer, and Aurelia are in a heated battle. Gaiden is a tank, Archer is a heavy-DPS, and Aurelia is a healer/mage. Ordinarily, Archer would get the most experience out of the lot, but with this new system, they all receive the same amount. Why? Because they're in combat.

Now, lets say that Gaiden is taken out of the fight, he gets KO'ed by some mage, but Archer and Aurelia are able to close out the battle. In this scenario, Archer and Aurelia will receive experience, but Gaiden will only get a fraction of that experience, depending on how many turns have passed since his KO. The only way to not receive Combat Experience is by not being in the battle.

Party Experience

Very much unlike Combat Experience, the new system involving Party Experience is earned through completing battles, certain missions, larger side quests, and story quests. Party experience is defined as a number of points the group receives as a whole. As the points stack up, the party becomes stronger, their raw stats will increase.

The way to max out on Party Experience is to fulfill the requirements of a mission. For a battle, one might see an objective like "Rout the enemy." It's a fairly simple objective, it basically just means you have to kill all the red letters or numbers on the battle field. Simple objectives will give small rewards in terms of Party Experience, gold, or items. More complex objectives such as "Rout the enemy and protect the villagers" will earn you more Party Experience, gold, or items.

When the Party Experience reaches a certain number, we all get stronger. We get these numbers from completing objectives and other missions. However, there are some cases where the party gets a full bar of Party Experience due to some main story-line objective. Namely, mini-bosses and bosses will automatically give the party a full level's worth of experience.

Leveling Up

Before, leveling up only required character experience to reach a certain cap. Now, however, there are two systems in place. Combat and Party Experience, both of which provide different rewards for reaching the cap.

Combat Experience will now provide Skill Points, which are required to buy new A-Abilities, as well as your R-Abilities and, if you want one, another S-Ability (only one is allowed to be active at a time, of course).

Party Experience will provide Stat Points, which are required to increase your raw stats. Since a Party Level will involve every member in the party, there can be no deviations between characters for stats. Everyone will be able to upgrade their character's stats the same as everyone else. However, you only receive 2 Stat Points for every Party Level. Additionally, your HP is increased by 12% of your Level 1 HP. So if you start with 30 HP, you must find out what 12% of that is, and use that number to increase your HP for every level until job promotion. At level 11, you must take 9% of your level 10 HP and use that to upgrade until level 20. At level 21, it becomes 6% of your level 20 HP. At level 41, it becomes 3% of your level 40 HP. Make sense? (A character with 30 HP will end up with 253 HP at level 40. Also, it becomes 725 at level 100. I've done the math. This isn't possible in Masq's system if you level up your HP once every level. 3% of 253 is rounded to 8. And before that, it was 7. 6 before that. 5 before that. You get the idea. Anyway.)

So, in your profiles, you should have a progress bar. That will become your Combat Experience tracker. It will remain the same for now, 0/50. I will work on a fix at a later date to make the numbers more manageable. Right now, I don't have a fix for it.

I will be keeping track of the Party Experience in the CP thread for SDW. It's not up-to-date yet, but I'll have something there by the end of the current battle, I hope. That's all for now.

REMEMBER NOT TO POST IN THIS THREAD. USE THE NALETIA CHAT THREAD OR SEND ME A PRIVATE MESSAGE IF YOU HAVE COMMENTS/QUESTIONS/CONCERNS.

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Re: A Change In The Statistical Role Play System

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