That sounds like what I think I was aiming at but I missed XD on a side note now I'm missing Joshua and just ridiculous swordmaster stats >3>
below is what i wrote on stats, however they all have the basic definitions as well.
stat site here
below is what i wrote on stats, however they all have the basic definitions as well.
ill make a list of the stats for reference and what i think the stats could be represented as:
keep in mind this is not set in stone nor been approved.
Health: ~hit points~ how quickly your character will die, as well as how fast poisons will wear off.
Defense: ~stat which reduces damage taken from physical weapons~ How easily your character can shrug of attacks. Keep in mind you will almost always take damage of some form. the exception would be nights and generals fighting weak opponents.
Resistance (magic defense): ~stat that defines a unit's ability to defend against magical attacks~ effectively the same as defense, however this will apply to mages. Keep in mind you will almost always take damage of some form. the exception would be sages and other high tier mages fighting other weaker magic users.
Strength: ~stat that affects the amount of damage that the character inflicts when using a physical (non-magic) attack weapon~ This would determine how much damage you can deal to other opponents. Combined with skill, this would help determine what weapons you could use as well as how fast you can take out your opponents.
Magic: ~stat that determines the potency of magical attacks and healing staves~ This would determine how much damage you can deal to other opponents. Combined with skill, this would help determine what spell tomes you could use as well as how fast you can take out your opponents.
Skill: ~increases a unit's Hit percentage and Critical rate~ for the sake of simplicity, we would really just use this in place of weapon levels. skill ranks would be D-C-B-A-S. older characters would have B or A skill levels while younger would be D or C level. S level would most likely be reserved for high end military characters and improvement rewards through roleplay. keep in mind this is not set in stone nor been approved.
Speed: ~stat that usually affects the number of strikes a character can make~ this would be used to explain a characters ability to dodge more easily and strike faster or multiple people at once.
Luck: ~stat whose tooltip often describes it as a measurement of the divine favor a character has, or some variant thereof~ basically everyone has at most 5 luck. its up to the gm (and/or co-gm if so dictated) to be the divine you are in favor of. how that works is more or less up in the air. perhaps the gm will have a shopkeeper have cheaper prices or you may be handed a new weapon that is found of a recently downed enemy. its luck, so its random lol.
i think these should be enough to start us off, and any of the other stat types can be added as well. again, keep in mind this is not set in stone nor been approved.
keep in mind this is not set in stone nor been approved.
Health: ~hit points~ how quickly your character will die, as well as how fast poisons will wear off.
Defense: ~stat which reduces damage taken from physical weapons~ How easily your character can shrug of attacks. Keep in mind you will almost always take damage of some form. the exception would be nights and generals fighting weak opponents.
Resistance (magic defense): ~stat that defines a unit's ability to defend against magical attacks~ effectively the same as defense, however this will apply to mages. Keep in mind you will almost always take damage of some form. the exception would be sages and other high tier mages fighting other weaker magic users.
Strength: ~stat that affects the amount of damage that the character inflicts when using a physical (non-magic) attack weapon~ This would determine how much damage you can deal to other opponents. Combined with skill, this would help determine what weapons you could use as well as how fast you can take out your opponents.
Magic: ~stat that determines the potency of magical attacks and healing staves~ This would determine how much damage you can deal to other opponents. Combined with skill, this would help determine what spell tomes you could use as well as how fast you can take out your opponents.
Skill: ~increases a unit's Hit percentage and Critical rate~ for the sake of simplicity, we would really just use this in place of weapon levels. skill ranks would be D-C-B-A-S. older characters would have B or A skill levels while younger would be D or C level. S level would most likely be reserved for high end military characters and improvement rewards through roleplay. keep in mind this is not set in stone nor been approved.
Speed: ~stat that usually affects the number of strikes a character can make~ this would be used to explain a characters ability to dodge more easily and strike faster or multiple people at once.
Luck: ~stat whose tooltip often describes it as a measurement of the divine favor a character has, or some variant thereof~ basically everyone has at most 5 luck. its up to the gm (and/or co-gm if so dictated) to be the divine you are in favor of. how that works is more or less up in the air. perhaps the gm will have a shopkeeper have cheaper prices or you may be handed a new weapon that is found of a recently downed enemy. its luck, so its random lol.
i think these should be enough to start us off, and any of the other stat types can be added as well. again, keep in mind this is not set in stone nor been approved.
stat site here