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Craze
why would i heal when i could equip a morningstar
15170
You're making a game, and you can only have up to five attributes/stats - HP, MP, Attack, Magic, Evasion, whatever. What would you choose?

The purpose of this topic is to get you to think outside the box a little, or even just think hard inside of the box. Your list of attributes might not make or break a game, but it very much affects the flow and ease of use. For example, Final Fantasy XIII has HP/Strength/Magic. There are additional faux-stats, like evasion and defense, but they are based on passive abilities for only certain roles (Sentinels can learn Evasion), or gleaned from equipment (a leveled-up Silver Bracer might grant +5% Physical Resistance in addition to its normal +X HP). This works very well for FFXIII, since it's a very fast-paced game - with three stats, you quickly know what a character is good at. Even the names can add character to a game, at the risk of making it harder to pick up; Attack, Strength, Brawn and Body might all be the same attribute at their core, but you'd need to explain what Psychovitality is more than MgcDef.

***

Set 1
Health: When zero, you're dead; works as defense (armor raises your maximum Health)
Energy: Used to execute skills
Power: Damage or healing done
Technique: Affects accuracy, critical rate and success of status effects
Speed: Affects turn order and evasion rate

I'd use this for a game with lots of characters. Each attribute does quite a bit, but they make sense. I'm personally not a fan of single defense stats - why not just use HP? My biggest issue with this combination is that TEC and SPD are both "rogue" stats. Warrior-types get Health and Power, Rogue-types get Technique and Speed, Mage-types get lots of Power and maybe some extra Energy.

Set 2
Body: Used to execute weapon attacks, and functions as physical HP
Mind: Used to execute spells, and functions as magical HP
Vitality: Affects resistance to ailments and improves healing taken
Skill: Affects turn order and critical/evasion rate
Focus: Affects accuracy, ailment infliction and damage done when hitting a weakness

I'd use this set for a more Persona-esque game. It's a very balanced set of attributes: Warrior-types get high Body/Vitality and low Mind. Rogue-types have high Skill and average Body/Mind. Mage-types get low Body, but high Mind and Focus. You can mix and match a lot to create a very diverse cast of characters, especially with, say, a fencer with high Body and Focus that deals lots of damage against Volt- and Pierce-weak enemies using Storm Jab or somesuch. Best used in combination with a prominent elemental system, otherwise you might want to alter Focus or just drop the weakness bit.


Set 3
Health: When zero, you're dead
Brawn: Affects physical damage/defense
Spirit: Affects magical damage/defense
Skill: Affects physical accuracy/critical/evasion rate
Focus: Affects magical accuracy/critical/evasion rate

I don't mind defense when it's split up like this. You can have different characters that act as good tanks for different types of enemies; as long as a player has a good idea of what monsters/bosses they're going to encounter in an area, they can pick the right equipment/characters for the job. In a game like this, magic would be very much like physical attacks - there would be more spell-slinging "sorcerer" characters than nukers. In this type of game, you would be able to have a great variety of characters, possibly even more than in the previous set. However, I find these attributes a bit stale. They do their job, but they're simple clones. Finally, skills in this game would be based on cooldowns instead of an MP pool.

***

Remember, games don't have to have HP/MP. MP can be dealt with by using other opportunity costs - HP, time, items, etc. HP could be avoided if everybody was a one-hit-wonder with very high evasion stats and death lasted two turns, or if every battle was a race against time instead of "don't die." In the latter case, you could promote equipment that defended against stat-down effects, or stuns/charms/etc.

EDIT: Forgot to mention some stuff about FFXIII's speed.
slash
APATHY IS FOR COWARDS
4158
A Reversal of Fortune:

HP: It hits 0, you die. The game has few rare healing items and no healing spells, so it is generally recovered by resting at the end of the day - and since the game is "timed" in days, you can only afford to fight so many battles.
SP: Start each battle with 100, and each character recovers 10 on their turn. This way, it creates choice in every battle and discourages "spell-hoarding".
Blitz: Once-per-day special move that does extraordinary damage (or possibly the rare healing spell).
Attack: Determines the amount of damage dealt by attacks and skills.
Defense: Determines the amount of damage taken by opposing attacks and skills.

That's about it. It's weird, after writing this, it struck me that HP is by far the most important stat in the game...I usually take it for granted in other games.

Battles don't reward EXP or Gold, so the only way to acquire higher stats is through equipment earned through in-game events... but battles are scripted and avoidable, so it's up to you to pick and choose if you can afford to fight another battle and if the reward is worth it. Finally, since characters have a wide variety of skills and options, but the damage is nonrandom (no evasion, no crits), the outcome of battles can be somewhat predicted, and if you fight intelligently, you can come out without a scratch.
HP: That thing that you don't want to fall too much. Function of level.
Level: Affects HP. Skills use level when determing their effect, such as damage. Also controls the number of skills unlocked in a skillset. Function of the number of skillsets.
Luck: A value that has a change of changing over time. Affects die reroll thresholds and die memory. For example, with top luck if an enemy rolls high on a damage roll your luck will force the enemy to reroll damage and pick the lower of the two rolls. Or if the player regularly rolls two low damage values over their last five their luck will give the player a reroll on their next low damage roll and pick the highest. Die rerolls from luck have a chance to bring luck closer to normal luck.
Inventory: Number of items you can equip for use in battle. Function of difficulty level. (I'm trying to reach five stats, alright)

I couldn't get a fifth, everything else was reaching too much :(
author=slashphoenix
A Reversal of Fortune:HP: It hits 0, you die. The game has few rare healing items and no healing spells, so it is generally recovered by resting at the end of the day - and since the game is "timed" in days, you can only afford to fight so many battles.
SP: Start each battle with 100, and each character recovers 10 on their turn. This way, it creates choice in every battle and discourages "spell-hoarding".
Blitz: Once-per-day special move that does extraordinary damage (or possibly the rare healing spell).
Attack: Determines the amount of damage dealt by attacks and skills.
Defense: Determines the amount of damage taken by opposing attacks and skills.

That's about it. It's weird, after writing this, it struck me that HP is by far the most important stat in the game...I usually take it for granted in other games.

Battles don't reward EXP or Gold, so the only way to acquire higher stats is through equipment earned through in-game events... but battles are scripted and avoidable, so it's up to you to pick and choose if you can afford to fight another battle and if the reward is worth it. Finally, since characters have a wide variety of skills and options, but the damage is nonrandom (no evasion, no crits), the outcome of battles can be somewhat predicted, and if you fight intelligently, you can come out without a scratch.


That sounds awfully static for some reason. What if the player wants to grind or just enjoys a battle without any strings attached?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Dammit Craze, what are you trying to do - drag me back? :<
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Personally, I don't think five stats is enough.

FF13 pretends to only have three, but it really has a lot more. TP is used to execute techniques, and ATB segments are used to execute normal attacks; both of these are stats in that they can be depleted and refilled like MP, and your maximum ATB segments increases over the course of the game like max MP does in other games. And then equipment adds like 20 more stats.

I generally think the more stats you have, the better. Make the player choose between different things; a bracelet that increases your attack power but lowers your dodge rate, or a shield that increases your resistance to two elements but has negative defense power. These kinds of complex decisions create tension when the player is choosing their equipment/setup, so that battle preparations and equipment purchases are actually interesting, instead of making every choice be an obvious no-brainer upgrade.

author=Feldschlacht IV
What if the player wants to grind
I don't think you have to worry much about this scenario
Not if I'm playing. Sometimes I like to fight for the sake of fighting and collecting things.
author=Feldschlacht IV
Not if I'm playing. Sometimes I like to fight for the sake of fighting and collecting things.
And that is why you enjoy RM games so much more than most people.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, collecting things is different from grinding. (I think.) So he just doesn't include a bestiary or any other sort of game-wide collection quest. Problem solved.
Craze
why would i heal when i could equip a morningstar
15170
LockeZ
Personally, I don't think five stats is enough.


Craze
The purpose of this topic is to get you to think outside the box a little, or even just think hard inside of the box.


Also, TP is party-wide and your max TP is always 5. ATB bars are like levels; it's going to go up as you progress, but you can't equip a +3 Level Bracer. The effects of equipment in FFXIII are not attributes, they're effects. Stats are inherent parts of a character; +10% Physical resistance or +30 Curse resistance isn't a stat increase, just the equipment.
tardis
is it too late for ironhide facepalm
308
author=LockeZ
author=Feldschlacht IV
What if the player wants to grind
I don't think you have to worry much about this scenario


i think you do. you'd be surprised how many of us enjoy grinding, and it's especially rewarding if the battles flow well.

even though it's kind of necessary for success, i found myself grinding a lot more than i usually do in Shin Megami Tensei: Strange Journey because the game has such a damn fine battle system and such great balance. on top of that, other non-battle elements of gameplay helped increase my enjoyment of the grind- i would go hunting for rare forma(used for manufacturing equipment) while looking for shit to kill.

regardless of how you break your numbers up, it comes down to enjoyment. and people enjoy games differently!
author=Craze
LockeZ
Personally, I don't think five stats is enough.
Craze
The purpose of this topic is to get you to think outside the box a little, or even just think hard inside of the box.
I think five is almost too many in that case. Sure six is the norm. But just cutting one from the norm isn't that big a deal. I mean stats like HP are often counted as "faux-stats". Usually based on some other stat (Endurance/Stamina). For example Diablo has four stats (strength, vitality, magic and dexterity). Then it has a lot of derived stats.
Shoot for zero

Be cool


(HP is a not-real-stat, levels are gained by (optional) progression, inventory is immutable, hmm I'm down to one half-stat based on how far my variable and power/level-independent luck counts as a stat)

I may have a fair number of 'effects'
You guys should play some Saga Frontier/Romancing Saga if you think five stats are a lot. Try;

HP
JP (for magic
WP (for physical skills)
LP (usually a very low number. Goes down by one if you get KOed or hit with certain skills. Run out and you die. As in, dead, dead)


Then there's the actual stats

Strength
Quickness
Intelligence
Vitality
Willpower
Psychic
Charm
Defense


Also all stat growth is strictly player influenced; stats are raised depending on what you do in battle.

raise da roof
What counts as faux stat? RMVX has evasion, hit ratio and critical hit rate that don't go up with player level, but can be changed with equipment? Does any of them count as faux stat and in that case, which? No scripts is assumed.

Anyway, my contribution.

Hitpoints:
Strength: Damage and defense penetration.
Precision: Damage and accuracy.
Defense: Reduces damage and maybe also protects against some status effects.
Agility: Evasion and turn order.

Both strength and precision increases damage. Strength however also works as a defense penetration stat. Basically, against a zero defense enemy a character with 100 strength and 50 precision would do the same damage as a character with 50 strength and 100 precision. However, if an enemy has a defense, something pretty much all enemies does, the former character would have less of his damage mitigated than the latter one. The damage algorithm could be something like this:

Damage = (Strength + Precision) * (Strength - Defense) / Strength

The idea is that characters with high strength, but low precision, are good against enemies with high defense, but low agility, while characters with hight strength and low precision are good against evasive enemies with low defense. You also want enemies to hit the right type of character. Some sort of aggro system will be needed to prevent the tactic from consisting of just hoping the enemies target whichever character you want. I do however not want an aggro system to work like WoW where enemies end up hitting the one that's the least threatening.

Spells are handled via cooldowns. There's no stat that governs the power of the spells. I don't think a lot of spells that deals damage is desired anyway with this system, rather I think the spells should be focusing on causing various effects. Think Mass Effect.

I think I try a system where I haven't nixed MP later.
slash
APATHY IS FOR COWARDS
4158
author=Feldschlacht IV
That sounds awfully static for some reason. What if the player wants to grind or just enjoys a battle without any strings attached?

Oh, it's unbelievably static. On purpose! See, if I have my druthers the game will end up about 2-3 hours long, with virtually no grinding, and battles won through strategy and rewards earned through the story.

The battles will be decided by the amount of resources the player has remaining (HP, Blitz, items), which will be decided by how well the player has fought up until this point (better fighting = more HP left = more battles = more found items). "Better Fighting" means 1) using your skills intelligently and 2) reasonably predicting the outcome of battles and fighting just up to your limit (any more and you die, and any less and you don't reap the rewards).

The reason stats aren't heavily involved is because they're unnecessary. Characters have their remaining resources (HP, SP and Blitz) and ATK and DEF to decide how quickly they kill or die. Magic damage, elemental affinity, resistance - not being used or touched. Agility is the same for every character, so turns are taken in the same order. Since random chance is removed, any stats involving criticals or evasion is as well.

Grinding is pretty much removed from the picture, so it's all based on your decisions. It works because the game is short, so making skill-based battles and event-driven rewards isn't complete overkill.
HP: That thing that keeps you alive. Should this hit zero, you're going to be set back a bit.
MP: Magic Power. If this hits zero, additional spells do MP cost * 10 = HP damage instead. Self healing is blocked until MP reaches the cost of the spell, but you can certainly heal others.

MP = 0, Heal = 3 MP. The user would get 30 HP damage.
MP = 2, Heal = 3 MP. The user would only get 10 HP damage.

LV: The level you are on, controls things like revival costs, inn stays, spell damage, enemy encounters, or even the title screen you get to see. Also functions as basic defense or strength.
Revival costs are similar to Dragon Quest, 10 * level. At level 99 it would cost 990 gold to revive. Stronger monsters might appear in earlier areas of the journey to keep things interesting.

Strength/Defense: A high physical attack leaves you open to spells (0%), and a high magical attack leaves you open to physical skills/attacks. It's basically a balancing act.

A 100% physical attack lowers magical defense to 0%.
A neutral attack sets both strength and defense to 50%.
A 100% magical attack lowers physical defense to 0%.

Skills tend 10% toward physical or magical with each use, inverting after 100% or 0%.
Say you do 60 damage with a sword when physical strength is 50%. That would be 120 damage at 100%, but ZERO damage at 0%. Basically the game is telling you to stop spamming enter.

Similarly, if you normally do 100 damage with a fire spell assuming no resistances/absorptions/weaknesses, you would do 200 when magical strength is at 100%, and again zero damage at 0%. It's time to stop spamming magic!

Also, if an enemy does 30 damage normally, it will do 60 damage if your defense is 0% and 0 damage at 100%. Keep in mind a family of four is going to do about 10-20% of max HP worth of damage at a normal level, so this can become deadly fast.
Craze
why would i heal when i could equip a morningstar
15170
Crystalgate: Those stats are still inherent to the character - odds changes based on class position, and critical rate is affected by the actor options. I suppose that since hit/evade can only be affected by equipment without scripts, however, that those would be faux-stats.

Even if a stat doesn't increase with levels, if it's inherent to the character it's a real attribute. For example, the ninja having 35% Evasion while the guard has 2% Evasion means that they're inherent. If the system simply gave everybody a 5% chance to evade as part of the accuracy formula, it's a faux-stat. If evasion is gleaned only from equipment or passive skills, it's a faux-stat. Even if the passive skill is granted from L1 on, if only the ninja has Graceful Wind Shadow has a 35% chance to evade physical attacks, it's a faux-stat.
Might: The higher this is, the stronger you are (Body abilities are more effective). Reduces when hit by Body abilities. Has a cap (based on character), requires healing/rest to restore.
Will: The higher this is, the more concentration you have (Mind abilities are more effective). Reduces when hit by Mind abilities. Has a cap (based on character), requires healing/rest to restore.
Risk: Increases as you use more powerful abilities. The higher it is, the more damage you deal and the more damage you take. Guarding will reduce this (and can accrue negative Risk, allowing a character to both deal and take less damage). Represented by a percentage.
Body: Base damage and damage mitigation for Body abilities.
Mind: Base damage and damage mitigation for Mind abilities.

If either Might or Will hit 0, a character becomes unable to act. Simple healing or rest can take care of this. If both hit 0, the character is dead and must be revived (which is too complicated a ritual to perform mid-battle).

Note that Might/Will at full mean the character is doing 100% Body/Mind damage. Each skill has its own damage multiplier applied after everything else, as well as either cooldown, a limited number of uses per battle/day, or both (since there's no character resource expended with skill use). Also worth noting is that the amount of Risk a skill generates is not applied until after the skill is used (a skill that generates 35% Risk will not do 35% more damage on that turn).

(none of this has anything to do with my actual game and is all just off the top of my head so there might be glaring flaws here idk. also kind of similar to Set 2 in Craze's original post with the dual-HPs aspect i guess, which i actually just skimmed and didn't notice until making sure no one else posted this exact thing already)
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