A damage system would be more preferred. Well I got stuck staying up all night and did one for you. I wanted to do something for the site and systems are what I’m best at so here's my first go at it. Also, I've felt trying to make a stat system where there are a lot of ranks is kind of ridiculous(and messy). Perhaps a B-rank is not as physically strong as a D-rank. Stats are relative to rank and it can get confusing because a B-rank support magic user can punch harder than a C-rank requip mage whose main weapon is a greatsword. Rank determines everything where ranks exist(more ranks equals more problems with stats is what I’m saying). So I decided to build something that makes more sense. I also outlined my thought process using the simplest of terms.
Step 1: HP: Yep. We’re bringing out the pokemon and HP exists. Call it health points. I refer to it like this, the higher your rank, the more hp you’ll have also. These increases in HP would also help to apply to the idea that people become more naturally resistant to magic as time goes on(100% of your overall health changes). Also, the effect would be universal.
Here’s my current numbers:
D-rank: 100 HP
C-rank: 150 HP
B-rank: 200 HP
A-rank: 250 HP
S-rank: 300 HP
SS-rank: 400 HP
H-rank: 500 HP
Step 2: Applying it to magic: Guess what? We use magic here. Meaning how much damage your spells do is important. Naturally your spells should get stronger as you improve. However I created a system where HP increases rather than damage. So let’s start with basic numbers so it’s nothing but adding and subtracting. Notice how I leave room for improvement and versatility. Why you ask? Some spells have added effects while others are purely for damage.
This creates the idea that if you’re shooting a lightning bolt at somebody you can maximize the damage by just doing damage or you can minimize the damage and add the effect of paralysis or slower movement. Obviously for optimal paralysis effect you exclusively make the spell for paralysis without damage but I think the site already uses some sort of versatility system here(and if you don’t you need to make one secretly). Also as rank goes up, the damage spread can increase because the effects can be longer or shorter at higher ranks. Lastly, it’s by fives don’t try and make something that does 12 HP of damage or 32 HP of damage that’s annoying.
D-rank spells: 5 HP – 15 HP
C-rank spells: 20 HP – 30 HP
B-rank spells: 35 HP – 55 HP
A-rank spells: 60 HP – 90 HP
S-rank spells: 95 HP – 150 HP
SS-rank Spells: 155 HP – 200 HP
H-rank spells: 350 HP
Basically you do damage and it’s plus or minus from your HP. I think its self explanatory and all of us are able to add and subtract and if you can’t, well go to google and type in ‘calculator’.
Step 3: Strengths and weaknesses: fire vs. water, Water wins. However the fire spell is stronger. What happens? I decided to use plus and minus. Basically if the water spell is equal or stronger, it will win and nothing happens. But what if the fire spell is stronger? Well Here’s an
example:
D-rank water ball spell(does 15 Damage) vs. a C-rank fire ball spell(does 30 damage)
If the two spells connect the total damage is subtracted. Basically, take the original 30 damage of the fire spell minus the 15 damage of the water spell. The fireball spell does 15 HP of damage. It got weaker and therefore doesn’t have the same effect, literally half the effect it would have had.
If we want to get creative we could also say if the spell’s power reaches less than 25% of the original power of the spell it cancels out. In this case, 30 doesn’t average out well but it would need to get to 5 to cancel out. This isn’t necessary though.
Again though, you can add and subtract, if you can’t, GOOGLE.
Step 4: Physical damage: Punches do 2 HP per rank starting at D-rank. Fair enough? We can get a little more technical for physical magics, like slayers and requipers but 2 HP per rank is fairly reasonable. Only time I’ll do something that isn’t by fives I promise but punching battles at high rank would be common place if Punching was anything major. Also you’d never use your D-rank spells again after B-rank. Your punches hurt more anyways. Boosts can also be added for certain mages but again I wouldn’t recommend anything over 3 HP without a weapon of some kind.
Again I’d use something like I did with magic damage where super powerful effects do a lot less damage only this time I’d keep it to the player’s imagination and the moderators deductive reasoning. Obviously a basic guideline for mods but keep it in your staff section so if Mods are unsure of what is a definite no then they can go look at what no looks like. Creativity is the most important part of rping.
Step 5: Expand on what we have: I haven’t done this yet. Actually, I wanted a few ideas on how this system could get more exciting and dynamic. What I’ve done is 100% acceptable however it’s very stagnant and plain, unexciting for some hardcore rpers who may want to have an immersive battle with others one day. So are there any ideas for getting these basics more…advanced? Even if optional.
One of the things I thought up is doing something like consistent damage. Basically setting someone on fire and watching them burn for a few posts(I actually need to do this but I'm lazy so I'll update this later).
Step 1: HP: Yep. We’re bringing out the pokemon and HP exists. Call it health points. I refer to it like this, the higher your rank, the more hp you’ll have also. These increases in HP would also help to apply to the idea that people become more naturally resistant to magic as time goes on(100% of your overall health changes). Also, the effect would be universal.
Here’s my current numbers:
D-rank: 100 HP
C-rank: 150 HP
B-rank: 200 HP
A-rank: 250 HP
S-rank: 300 HP
SS-rank: 400 HP
H-rank: 500 HP
Step 2: Applying it to magic: Guess what? We use magic here. Meaning how much damage your spells do is important. Naturally your spells should get stronger as you improve. However I created a system where HP increases rather than damage. So let’s start with basic numbers so it’s nothing but adding and subtracting. Notice how I leave room for improvement and versatility. Why you ask? Some spells have added effects while others are purely for damage.
This creates the idea that if you’re shooting a lightning bolt at somebody you can maximize the damage by just doing damage or you can minimize the damage and add the effect of paralysis or slower movement. Obviously for optimal paralysis effect you exclusively make the spell for paralysis without damage but I think the site already uses some sort of versatility system here(and if you don’t you need to make one secretly). Also as rank goes up, the damage spread can increase because the effects can be longer or shorter at higher ranks. Lastly, it’s by fives don’t try and make something that does 12 HP of damage or 32 HP of damage that’s annoying.
D-rank spells: 5 HP – 15 HP
C-rank spells: 20 HP – 30 HP
B-rank spells: 35 HP – 55 HP
A-rank spells: 60 HP – 90 HP
S-rank spells: 95 HP – 150 HP
SS-rank Spells: 155 HP – 200 HP
H-rank spells: 350 HP
Basically you do damage and it’s plus or minus from your HP. I think its self explanatory and all of us are able to add and subtract and if you can’t, well go to google and type in ‘calculator’.
Step 3: Strengths and weaknesses: fire vs. water, Water wins. However the fire spell is stronger. What happens? I decided to use plus and minus. Basically if the water spell is equal or stronger, it will win and nothing happens. But what if the fire spell is stronger? Well Here’s an
example:
D-rank water ball spell(does 15 Damage) vs. a C-rank fire ball spell(does 30 damage)
If the two spells connect the total damage is subtracted. Basically, take the original 30 damage of the fire spell minus the 15 damage of the water spell. The fireball spell does 15 HP of damage. It got weaker and therefore doesn’t have the same effect, literally half the effect it would have had.
If we want to get creative we could also say if the spell’s power reaches less than 25% of the original power of the spell it cancels out. In this case, 30 doesn’t average out well but it would need to get to 5 to cancel out. This isn’t necessary though.
Again though, you can add and subtract, if you can’t, GOOGLE.
Step 4: Physical damage: Punches do 2 HP per rank starting at D-rank. Fair enough? We can get a little more technical for physical magics, like slayers and requipers but 2 HP per rank is fairly reasonable. Only time I’ll do something that isn’t by fives I promise but punching battles at high rank would be common place if Punching was anything major. Also you’d never use your D-rank spells again after B-rank. Your punches hurt more anyways. Boosts can also be added for certain mages but again I wouldn’t recommend anything over 3 HP without a weapon of some kind.
Again I’d use something like I did with magic damage where super powerful effects do a lot less damage only this time I’d keep it to the player’s imagination and the moderators deductive reasoning. Obviously a basic guideline for mods but keep it in your staff section so if Mods are unsure of what is a definite no then they can go look at what no looks like. Creativity is the most important part of rping.
Step 5: Expand on what we have: I haven’t done this yet. Actually, I wanted a few ideas on how this system could get more exciting and dynamic. What I’ve done is 100% acceptable however it’s very stagnant and plain, unexciting for some hardcore rpers who may want to have an immersive battle with others one day. So are there any ideas for getting these basics more…advanced? Even if optional.
One of the things I thought up is doing something like consistent damage. Basically setting someone on fire and watching them burn for a few posts(I actually need to do this but I'm lazy so I'll update this later).