DEFINE YOUR NUMBERS
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I would say that Risk is really just a battle mechanic, much like a Limit bar or building up a combo gauge.
Cool idea, though! I could see some interesting battles come out of that.
If you make healing not-easy, it could be an interesting game with a time limit and only having x spell charges/day.
Cool idea, though! I could see some interesting battles come out of that.
If you make healing not-easy, it could be an interesting game with a time limit and only having x spell charges/day.
I'll go the simple route and do this:
HP: If it's above 0, you're alive. If it's not, you're dead.
SP: General energy pool used to perform skills, cast spells, etc.
ATK: Decides damage in all forms of attack.
DEF: Reduction of damage from any attack, with applicable exceptions.
AGI: Turn order, attack accuracy, evasion, critical chance.
If attacks come in varying forms, like physical and magic, I feel equipment restrictions and classes can differentiate that enough.
If it wasn't obvious, I like simple mechanics.
HP: If it's above 0, you're alive. If it's not, you're dead.
SP: General energy pool used to perform skills, cast spells, etc.
ATK: Decides damage in all forms of attack.
DEF: Reduction of damage from any attack, with applicable exceptions.
AGI: Turn order, attack accuracy, evasion, critical chance.
If attacks come in varying forms, like physical and magic, I feel equipment restrictions and classes can differentiate that enough.
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
I play RPGs because I like numbers. More numbers is more interesting, less numbers is less interesting.
My friend's game Soul Shepherd seems just about right to me:

Or possibly World of Warcraft, which has so many stats that it would take 30 screenshots to show them all.
My friend's game Soul Shepherd seems just about right to me:

Or possibly World of Warcraft, which has so many stats that it would take 30 screenshots to show them all.
Lifeforce: Works like Hp & Mp mixed together.
Technique: Increases all things related to physical attacks.
Spirituality: Basically the same as technique but with spells.
Endurance: Boosts your resistance to elements, status, etc.
Destiny: Basically luck, messing with various things.
Those are my five, it looks quite simple but in reality they would be influencing tons of stuff... technique would also be in charge of deflecting or countering attacks, spirituality would decrease casting times and add splash damage to spells, endurance would increase the probability of not dying performing an ability when doing so could mean depleting your lifeforce points to zero, and all of this and much more would have its pinch of destiny mixed in.
Technique: Increases all things related to physical attacks.
Spirituality: Basically the same as technique but with spells.
Endurance: Boosts your resistance to elements, status, etc.
Destiny: Basically luck, messing with various things.
Those are my five, it looks quite simple but in reality they would be influencing tons of stuff... technique would also be in charge of deflecting or countering attacks, spirituality would decrease casting times and add splash damage to spells, endurance would increase the probability of not dying performing an ability when doing so could mean depleting your lifeforce points to zero, and all of this and much more would have its pinch of destiny mixed in.
author=LockeZ
I play RPGs because I like numbers. More numbers is more interesting, less numbers is less interesting.
I agree with the following exception; replace "more numbers" with "more numbers that differentiate characters in a meaningful way".
That's also an issue. World of Warcraft allows you to at some extent select which stats will be displayed meaning among other things that warriors don't need to have magic related stats shown, ditto for mages with offensive physical stats and tanks can concentrate on their defense. Also, you can hold the mouse over any of the stats and the game will not only tell you what the stat does, but also how much the stat affects whatever it affects.
Other than the equipment screen not being visually pleasing, the Soul Shepherd has to many stats for the players to remember even if told at some point. I hope the creator have seriously thought about how to best inform the player about what the stats does. Or maybe he wants to pull a Phantasy Star II and make the stats as confusing as possible?
Other than the equipment screen not being visually pleasing, the Soul Shepherd has to many stats for the players to remember even if told at some point. I hope the creator have seriously thought about how to best inform the player about what the stats does. Or maybe he wants to pull a Phantasy Star II and make the stats as confusing as possible?
Lockez, are any of those skills derivative of each other? Like STR -> Atk. Power (ala WoW)? Because while WoW and D2 have lots of secondary stats, there are only 4 or 5 core stats.
EDIT: And both D2 and WoW have very nice interfaces for displaying these stats and exactly what they mean.
EDIT: And both D2 and WoW have very nice interfaces for displaying these stats and exactly what they mean.
What I have for SEM. I never really paid attention to the fact that I have a bunch of life/mp based stats on top of one another before now. Funny.
LF: Standard HP, if it hits 0 then you're knocked out. There are no items and no revive spells, so management of LF is crucial. The same could go for EP as well.
EP: Used for Chains, Burst, and Ether Skills. You start battle with 40 and can hold 100 Max. You recover 2 each passing turn.
LP: When a character dies, they will come back after 6 turns at the expense of 1 LP. When you run out of LP, you're dead for the rest of the battle. You start with 3 LP each battle and expend 1 each revival. Some enemy skills may directly strike LP.
BP: Needed to perform B. Skills. All B. Skills cost 3 BP on top of the EP cost. B. Skills can only be used once 3 BP is gained. You gain BP from the use of Chains and E. Skills.
EX: Needed to perform Exceed Actions outside the character's turn. You gain EX from the use of Chains, B. Skills and E.Skills. You can hold 250 Max and Exceed Actions can take anywhere from 50-100 a shot.
Power: Influences the damage of melee based abilities.
Knowledge Influences the damage of magic based abilities.
Parry Reduces damage from both melee and magic based abilities.
Speed is an invisible static stat and thus is not addressed.
With this set up. I found that it becomes less about your core stats and more about how you manage your life and mp based stats more than anything. Least from what I've tested so far.
LF: Standard HP, if it hits 0 then you're knocked out. There are no items and no revive spells, so management of LF is crucial. The same could go for EP as well.
EP: Used for Chains, Burst, and Ether Skills. You start battle with 40 and can hold 100 Max. You recover 2 each passing turn.
LP: When a character dies, they will come back after 6 turns at the expense of 1 LP. When you run out of LP, you're dead for the rest of the battle. You start with 3 LP each battle and expend 1 each revival. Some enemy skills may directly strike LP.
BP: Needed to perform B. Skills. All B. Skills cost 3 BP on top of the EP cost. B. Skills can only be used once 3 BP is gained. You gain BP from the use of Chains and E. Skills.
EX: Needed to perform Exceed Actions outside the character's turn. You gain EX from the use of Chains, B. Skills and E.Skills. You can hold 250 Max and Exceed Actions can take anywhere from 50-100 a shot.
Power: Influences the damage of melee based abilities.
Knowledge Influences the damage of magic based abilities.
Parry Reduces damage from both melee and magic based abilities.
Speed is an invisible static stat and thus is not addressed.
With this set up. I found that it becomes less about your core stats and more about how you manage your life and mp based stats more than anything. Least from what I've tested so far.
Charisma is the only stat you need.
in any event, I am a little confused by the OP. Like, what defines a core stat and what is a secondary stat? Is it that it is derived? So, as an example, Constitution in D&D would be a core stat, and HP derived? Or is a stat a stat is a stat, and I have to pick and choose whether to include a TO HIT % vs STRENGTH?
in any event, I am a little confused by the OP. Like, what defines a core stat and what is a secondary stat? Is it that it is derived? So, as an example, Constitution in D&D would be a core stat, and HP derived? Or is a stat a stat is a stat, and I have to pick and choose whether to include a TO HIT % vs STRENGTH?
Craze
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.
Derived stats count as stats. They have an effect outside of the original stat.
Health: derp
Strength: Multiplied by your Weapon's power. Results in greater damage. Physical skills tend to use either your Weapon's power, or a function of your level.
Magic: Multiplied by your Spell's power. Results in greater damage. Magical spells tend to have static power, necessitating new spells be learned, or old ones be enhanced.
Reflex: Presents a % chance to activate your Reaction ability, such as Counter. Certain reactions use a fraction of your Reflex; for example, Evade Physical uses 1/3 of your Reflex. Reflex cannot exceed 100.
Speed: The increment by which your cooldowns decrease. Higher speed results in shorter cooldowns. Also has a bearing on turn order; however, higher speed does not grant additional turns.
also unrelated
Brave: is Courage.
Strength: Multiplied by your Weapon's power. Results in greater damage. Physical skills tend to use either your Weapon's power, or a function of your level.
Magic: Multiplied by your Spell's power. Results in greater damage. Magical spells tend to have static power, necessitating new spells be learned, or old ones be enhanced.
Reflex: Presents a % chance to activate your Reaction ability, such as Counter. Certain reactions use a fraction of your Reflex; for example, Evade Physical uses 1/3 of your Reflex. Reflex cannot exceed 100.
Speed: The increment by which your cooldowns decrease. Higher speed results in shorter cooldowns. Also has a bearing on turn order; however, higher speed does not grant additional turns.
also unrelated
Brave: is Courage.
i am going to make a game where all stats, including health, are called 'STRONGTH'
i'm so edgy with my naming conventions
i'm so edgy with my naming conventions
author=tardis
'STRONGTH'
all my love
What ways do we have to get to cheat?
Example: Do party-wide stats count toward this? I can think of two immediate party-wide stats; Currency(From pretty much every RPG ever) and RP(Resource points, a party-wide pool of skill points I'm playing with.)
Example: Do party-wide stats count toward this? I can think of two immediate party-wide stats; Currency(From pretty much every RPG ever) and RP(Resource points, a party-wide pool of skill points I'm playing with.)
Party-wide stats don't count. Fantasybucks aren't a stat; fantasybucks are fantasybucks. Do you spend your Penis Size, Years of School or BMI on videogames or groceries?
Some people spend their penis size on video games and groceries. We call those people 'Male Escorts', or, more commonly, 'Prostitutes'.
author=CrazeYeah I guess Risk isn't really a stat, but it's the only real thing besides the other 4 and I guess character level.
I would say that Risk is really just a battle mechanic, much like a Limit bar or building up a combo gauge.
Cool idea, though! I could see some interesting battles come out of that.
If you make healing not-easy, it could be an interesting game with a time limit and only having x spell charges/day.
I was thinking all healing abilities should be charges/day, and revival should be resource-intensive enough that it's not something you can afford to do every day. Perhaps only a limited number of revives available right from the start?
Maybe I'll try to make this into something if I ever finish my game!





















