All Too Human
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August 14th, 2016: 4:30 PM

8/14/2016

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Well, the majority of today has been spent sleeping, but in spite of that, I did make significant headway on the new novel. That's not what I came here to talk about, though. I designed a new RPG today.

I'm still ironing out the details, but this is what I've got so far:

There are six classes:
Mages focus on magical attack, reigning destruction down on enemies. They have a secondary focus of confusing enemies, debuffing them, and whatnot.
Clerics focus on magical defense, healing the party, while also protecting them, giving them buffs and generally making them more combat-effective.
Knights are physical fighters with an emphasis on defense.
Berserkers are physical fighters with an emphasis on attack.
Rangers are a general survival class, versatile in many things, specializing in attacking from afar, delivering unpleasantries with precision. They are stealth experts (shared with Rogues), who also know how to survive in the wilderness.
Rogues are the adventurer's best friend, as they serve to detect traps, pick locks, solve puzzles, and the like. They also are the stealth experts (shared with Rangers), as well as masters of disguise. They can pickpocket, steal, and such as needed.

There are six levelable stats: Strength, Endurance, Intellect, Wisdom, Instinct, and Speed.

Strength is attack power. It is also a requirement for equipment, so not something classes such as, say, a Cleric or Mage can simply discard. (For instance, carrying too much will induce a penalty on speed, which would not exist with an appropriately high strength level.)
Endurance is defense. It has many passive benefits, most notably, the increase in HP it offers.
Intellect is the primary stat for magic attack. It also controls MP growth.
Wisdom is a versatile stat, used primarily for magic defense. It does add to MP.
Instinct is THE most important stat overall, because of how much it controls. It is, first and foremost, the luck stat, which in an RPG is actually VERY useful. It boosts physical reaction slightly (that is, making things faster), and magical reaction a lot.
Speed is the main source of boosting physical reaction time, though it also boosts magical reaction time. However, the main purpose of the speed stat is its control over dexterity and nimbleness.

See, "weight lifting", "physical reaction", "magical reaction", "nimbleness", and "dexterity", as well as HP/MP growth, are all stats that exist, and influence the game, but are not separate stats.

Each class has stats they benefit from, but all of them need some of each.

Mages benefit most from Intellect, but also can use Wisdom. Behind that, Instinct. Speed/Strength/Endurance are about equal in need.
Clerics benefit most from Wisdom, but also can use Instinct. Behind that, Intellect. Speed/Strength/Endurance are about equally important.
Knights benefit most from Endurance, but also can use Strength. Behind that, Speed. Instinct/Intellect/Wisdom are about equal in need.
Berserkers benefit most from Strength, but also require good Speed. Endurance is also of important. Instinct/Intellect/Wisdom are about equally important.
Rangers benefit most from Instinct, then Speed. From there, they don't really need anything, though if they're doing their job right, Endurance is the stat they SHOULD least need (because they shouldn't be getting hit in the first place).
Rogues benefit most from Speed, with Instinct as a second. From there, they need all four in about equal amounts.

Now, obviously: all six classes would use some magical attacks, and all six classes would have some physical attacks, and all six classes would have some manner of indirect benefits to the battle. So that's another reason why they need those stats. Haven't quite worked out what those abilities are, but what I HAVE done is worked out what those stats are.

Each PC would get 12 points per level. By default, six are assigned, one to each stat, and the other six kept in reserve until assigned. Assigned points cannot be reassigned, but unassigned points do not need to be assigned. Each stat has a minimum of 1, so on character creation, they only get six available.

So:
HP is base of 50. +10/level-up.
MP is base of 10. +5/level-up.

Strength provides a linear +1 to minimum physical attack damage (this linear amount may not seem like much, but it stacks with other stuff) per point. It also gives +2 to max physical damage per point. This is calculated PER ATTACK, so, say you have a weapon dealing 2d3-5 damage. 1 point of strength will turn EACH hit into 4-7 instead. (Thus, the value comes in stacking hits.)
Endurance provides a linear +1 to physical damage reduction per point. (The inverse, countering attack.) It also gives a +.1% chance per point of nullifying physical attacks. (So, 10 points = 1% chance, and 100 points = 10% chance.) Furthermore, there's a +.05% block chance per point, and +.05% deflect chance per point. Its main notable bonus is +5 HP per point.
Intellect provides a +1% to minimum magical damage per point. (This means that you need to be doing a minimum of 100 damage with an intellect of 1 for there to be any benefit at all, but understandably, this ability increases SIGNIFICANTLY with more points invested and with greater damage dealt. Imagine doubling the damage of a 200-damage spell.) Furthermore, it provides +2% maximum magical damage per point. It adds 2 MP per point.
Wisdom provides a linear +1 to minimum magical damage reduction per point. Furthermore, it adds +.1% magical damage reduction per point. (So, at 100 points, 10% reduction.) These do stack. It also gives a +.1% chance to absorb a magic attack per point, and +1 MP per point.
Instinct provides a bonus to most rolls, equal to the number of points, or sometimes allowing for an extra roll of the die. So, with 1 instinct point, +1 is probably not gonna make much of a difference on a roll...but with 10 points, +10 to a roll can make the difference between success and failure. It is used for trap detection and ambush detection, reducing the chances to both. It offers +1 physical reaction time per point, and +3 magical reaction time per point. It also gives +1% chance of dodging per point.
Speed provides +3 physical reaction time per point, and +1 magical reaction time per point. It offers a +2% chance to dodge per point. It gives +5 dexterity and +5 nimbleness per point.

Now, nimbleness is needed for stealth. If you want to avoid alerting, say, a guard, or maybe want to sneak past by that group of monsters, this is what you use. It ALSO is included in the believability of disguises, so it helps in things such as bluffing enemies, in talking your way through things, etc.
Dexterity is needed for precision. Many attacks require certain amounts of dexterity, or will have a bonus based on dexterity. It allows for picking locks, and also for pickpocketing. Furthermore, it is the skill needed for stealing things without being noticed, and contributing to the chances of grabbing an item when you HAVE been noticed. (For instance, already in the middle of battle? Dexterity is what you use to steal from your enemy some extra cash.)
Physical reaction time is used for determining who moves first in battles, AND in determining cooldown between attacks AND in determining attack cooldown. Some attacks take longer than others to prepare, some take longer than others once used to use again, and physical reaction time helps reduce these values, allowing for usage of the attack sooner.
Magical reaction time is used primarily for the magical version of attacks, determining their cooldown and charge times, but serves as a secondary determining factor in who attacks when: if equal in physical reaction time, the higher magical reaction time will go first.

The weight restriction, haven't fully mapped that out yet.
But what I HAVE done is mapped out 35 item slots.
Eight ring slots.
A glove slot on each hand.
A bracelet slot on each arm. (Wrist jewelry.)
A forearm slot on each arm.
A shoulder slot on each side.
Stockings. (You know, socks.)
Footwear. (Shoes, Boots, etc.)
Underwear.
Leggings. (Pants.)
Underarmor. (Shirt, tunic, etc.)
Armor.
Cape.
Neck. (Amulets, necklaces, etc.)
Mouth. (Masks.)
Eyes. (Glasses.)
Forehead. (Headbands.)
Each ear. (Earrings.)
Ear covering. (Headphones, ear pieces, etc.)
Helms.
Back. (Backpack, Quiver, etc.)
Right Hand.
Left Hand.
Hip/Waist. (Belts.)

Now, this would seem like a lot, but many items take up multiple slots, e.g. two-handed weapons, a plate helmet.

I think it would be quite simple to manage, and would keep players aware of their inventory (which weighs them down) and storage: they have to hold their adventuring stuff SOMEWHERE, after all.

Default characters come with no rings. Rangers and Rogues come with some basic gloves on each hand. Knights start with two basic shoulders. Berserkers start with one. All start with basic socks, and basic shoes. They all start with basic underwear, simple pants, some form of underarmor, and some form of armor on top, differing depending on which class.
Rangers and Rogues get a cape. Rogues get a mouth wrapping. Rangers get aviator sunglasses. Knights and Berserkers get a headband. All of them start with backpacks and basic belts.
Mages and Clerics get their choice of four items between Rings/Bracelets/Neck/Ear/Shoulder.
They all, of course, start with a one-handed weapon, save the Ranger who uses a two-handed bow.

The rest would be filled as they adventure, with miscellaneous items. But I haven't put the time and effort into thinking out what these items would be.
Just like I haven't put the time and effort into thinking out the rest of these details.

Because as awesome as the idea may be, I think I've reached my capacity. I don't think I can expand it out into a full setting.

Though, that does give me an idea: the new-novel I'm working on could also viably be an RPG of its own, I'd just need to make some adjustments as to allow for the benefits/drawbacks of races.

Food for thought, I'll tackle it later. (Speaking of food, I suspect supper's in 20 minutes. I'm certainly hungry enough for it!)
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    rBree2

    AKA:
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