There are some who want PvP rewards and ranking systems. But in its current state PvP doesn’t have the rules or a system to avoid it from being avoidable. The following is my suggestion of a solution.
- Introduction::
- I would like to start by saying that i think using a traditional RPG stat system would not fit the format of this site. Creating categories like strength or intelligence similar to Final Fantasy, Diablo, Fire Emblem or Dungeons & Dragons would be overly complex and potentially ruin the role playing format. The following suggestions are more akin to a trading card game’s set of rules. Each person has the same default set of base stats depending on their rank with their abilities and spells they made being the modifiers that make each person unique. Please feel free to suggest changes to what i have. I want this to have the general approval of everyone here. :)
- The golden rule::
- The golden rule is what I meant when I said, “each person has the same default set of base stats depending on their rank with their abilities and spells they made being the modifiers that make each person unique.” To be more clear, in most every trading card game there exists a set of rules. And these rules are always followed EXCEPT when otherwise stated by a card.
This is what I have in mind with this. Create a set of rules and definitions so there is a clear understanding of what each person can do, and then having players spells allow them to circumvent them in one way or another. This will hopefully allow almost everyone interested in participating in PvP to keep their existing spells with only minor changes to better define how they affect what is set down. Example, lets say all spells do a set amount of damage. But a character has another spell that increases that amount by 50%. After casting it their future spells would then be 150% instead of 100% like normal.
- Bottom line::
- “Vegeta! What does the scouter say about his power level!?”
First of all, we need to define the power level of each rank as a bottom line. The site already has this established and is the following:
D 100
C 200
B 400
A 800
S 1600
H 3200
In my opinion i think it should be altered so mages of differing ranks are slightly more competitive but is not necessary to be changed. The following is what i think it should be:
D 100
C 200
B 300
A 500
S 800
H 1300
To avoid confusion I will be using the current values as the base stat as examples wherever applicable.
- Basic stats::
- Each character will have a value for health and magic power as well as a few others. This is what I suggest:
Health = 5 x Power level
Magic power = Power level
Examples:
D rank
500 health
100 magic power
S rank
8000 health
1600 magic power
What is health?
Health is how much damage you can take before you die, K.O., etc.
What is magic power?
Spell power is what you need to cast spells. It is more or less mana.
- Advanced stats::
- Speed is the only advanced stat and something I have imagined up to help avoid certain players role player circles around others or just plain cheating by just doing infinite actions in one post. The idea is everyone has 100 speed and this represents a percentage of how fast you are able to do things compared to a normal person. My idea is, depending on how much speed you have you get a current amount of actions in each post.
What is an action?
An action will be defined as a few things.
- Attacking with a weapon
- Casting a spell
- Walking/running/flying/swimming from point A to point B
- All other athletic movements such as leaping a great distance, standing back up after getting knocked down, etc.
Each of these will count as 1 action in a post.
- Speed in depth::
- With 100 speed a character will be allowed 1 action point per 50 speed. So under normal circumstances that means character have 2 action points. This way things like wind enhanced speed has a greater advantage than now of only being able to travel faster.
Attacking with a weapon and casting a spell are pretty self explanatory as far as being actions. But how much movement from traveling by running and such needs to be defined. First it needs to be defined how much time passes by in each post. Lets say anywhere from 1 second to 30 seconds. So how fast is the average person sprinting? About 5 - 8m per second. So how much movement should be considered an action? As of now lets say moving 15m counts as an action. This is something that would need to be agreed upon by this RP community before its used.
- Spell damage and character defenses::
- So how much damage is acceptable for any given spell? Exactly how many hit should say a requipers armor have to take before breaking? Well first how much damage a spell can do needs to be quantified. I say it should be equal to that spells rank and its power level. damaging D rank spells will do 100 damage, damaging S rank spells will do 1600.
So what about magic defenses like requiped armor? Well I've looked at quite a few characters magic applications and it seems an acceptable theme is 3 hits from spells of the same rank as the spell used to make the defense. So D rank defensive spells would have a durability of 300, And an S rank defensive spell would have a durability of 4800.
I think in general it should be added that default armor only halves damage taken, conjuring up walls that wouldn't be worn on a person should take 2 hits instead of 3. Ex. D rank durability 200, S rank durability 3200. Again this is something that would definitely need a value agreed upon.
- What else?::
- Things I forgot to mention or didn’t have a place for above:
- Normal weapons vs. spell weapons requipers use. Spell weapons should follow the same rules as other damaging spells. Normal weapons will need their own value system.
- Hitting/dodging/blocking. With the set up I have written here you could assume that every attack will hit no matter what, very spell successful. Well that is where the role playing comes into effect. Should there be a reasonable way to prevent damage from a slow moving fireball or a swinging sword then it should be integrated into the targets role playing. This isn’t a video game where everything is numbers so we should honor the spirit of role playing and not godmod if we should take a hit.
- Conclusion::
- These are all just ideas and suggestions that need to be built upon and refined before implemented if at all. This is where you come in! I want to hear what you have to say about this for those interested using it. And I know a stat system is already in the works and some of the staff say its coming soon but we haven't seen it at all. So until then these are my suggestions.