User blog:Alissa the Wise Wolf/RPG System

I'd like to make a proposition that, since we're still in the Early Stages of the NLC (Neo Lookout Crew), that we implement a system that regulates Character strength, RP difficulty, and RP Strategy. By implementing this system, we can focus more on the narrative of the Era, like we had initially planned on in the beginning. (Not to mention there's too much of a mentality of. "Let's start the fighting now, think about story later").

Today, through several hours of Doing the math, I managed to create a simple yet effective system for RPG style RP for the wiki. A lot of opposition for this idea comes from the fact no one here wants an RP like DBZRP. I am telling you right now, That. Is. Not. What. This. Is. DBZRP was a stadium/arena like RP. Hell, there was hardly any actual RP. Little to no story, mostly just arena battle and the such. They also had an unnecessarily complex system that recorded Power Levels of all things. My system however, is a heavily simplified JRPG level system. You gain EXP, You level up, You Strategize. That's all there is to it. I personally will handle all the math, so you don't need to worry about that.

Now, this system utilizes Character Cards, one dubbed Enemy Card, the other Ally Card. First I'll discuss the Ally Card.

This card details the Character's Strength, Defense, Magic Power, HP, and Elemental Resistances. It Also keeps track of level and EXP needed for the next level, as well as Total EXP accumilated to show for your hard work. Now notice the category of Fighter Type. Fighter Type is where you put the form of combat your character uses. This form of combat determines Starting Stats, as well as Bonuses for those stats. Martial Artists, For Example:
 * Have Starting Health of 450, and increase by 300 for each level. HP cap is 99,999
 * Have a starting Strength and Defense of 50, while 0 Magic Power. These stats grow in a system of +6, +7, +8, +9, +10, etc. The number cap for each of these is 99,999
 * Martial Artists gain a bonus of 20 per level (Including lvl 1) in their strongest stats of HP, Str, and Def.

Staggering
If you notice on the card, there are the categories of Stagger, and Stagger Resist. Stagger is the chain guage. The Guage increases by 5-10% with each hit (excluding resistance) and when it hits the number listed on the card, all the defences of the character are halved for 5 minutes. This includes elemental resistances. Stagger Resist however, decreases the amount the stagger can inccrease by it's stated percentage. Example. Character one hits character 2 dealing 10% stagger. At lvl 1, the Stagger Resist is 0.495%. How this works is shown by this Equation.

10/100=0.1*0.495=0.0495 | 10-0.0495=9.9505

Now don'tworry about having to do the math, because as I've stated, I will handle all of it.

Resistances
All characters start out with 0% elemental resistence at lvl 1. Resistance bonuses are added depending on the race of the character, and the armour they wear, as well as a special accessory like a ring or headband with magical properties. Resistance caps out at 100%, which, despite what 100% actually means, doesn't mean complete and total immunity. Unless specifically labeled "Immune" on the card, the character will still take damage, albeit small. Now normally Resistence would increase by 0.5% for each level, but in order to reach 100% resistance, Transitioning from Lvl 1 to lvl 2 sees a whole 1% increase in resistance.

EXP and Leveling
Characters follow a simple leveling system of fight and gain EXP. The level cap is 200, and there's not much to say here, other than how EXP needed to Lvl up increases over time.

EXP needed = (Next Lvl * 1000) + 5000

Total EXP is also recorded, as a way to show your hard work. Maximum EXP total is 20,105,000.

Combat
The combat system hasn't been fully decided yet. I'll hold a vote on the bottom on either Turn Based, or Real Time. Anyway, the main thing I want to cover in this section is DAMAGE.

Probably the most complex part about this system is the Damage system. I thought long and hard about this, and this is what I got.

Damage is calculated by first Multiplying Character Strength by 100, dividing it by the target's defense, then decreasing it by the percentage of the Elemental resistance if Magic was involved. The number equivalent to the percentage is then rounded to the nearest whole number.

((Str*100)/Def) - Res%

((50*100)/20) - 0.5% = (5000/20) - 0.5% = 250 - 0.5% = 250 - 1 = 249 Damage.

Critical hits will also be present. The math for this is simpler, as 1/8 of attacks will ever be critical, and the damage for a critical is Double the original calculation.

'''((50*100)/20) - 0.5% = (5000/20) - 0.5% = 250 - 0.5% = 250 - 1 = 249 CRITICAL! 249*2 = 498'''

If the critical also happens when using the enemy's weakness, the Damage is instead Quadrupled.

249*4 = 996

That's all for tonight, I'll update tomorrow