So the other night I was thinking about RPG element systems and why they bother me. Like, originally, there was Earth, Air, Water and Fire, but RPGs have traditionally added weird things to the list. It got me thinking. WHY exactly, were the original four elements, long before RPGs were invented, Earth, Air, Water, and Fire?
Well, I thought, it stood to reason that the first three were obviously the three states of matter, that is, Solids, Gases and Liquids respectively, and that Fire was a catch-all for energy. Those should be the elements in a system.
I thought "But what about Ice". Under the original system, Ice is what? Water? Earth, because it's SOLID water? Well, no. Arguably it's Earth, but it's COLD because it hasn't got ENOUGH Fire, that is, Heat.
From that concept came the 9 Element Homeostatic System.
What is it? Well, basically, in this system, there are 9 different categories. Each creature would have a stat for each of the nine, let's say a scale ranging from 1-999. Or rather, from 0-100, where zero was complete lack of a trait, and a hundred would be having a limitless amount of the trait.
Attacks would also be measured the same way. For instance, say you have Heat. A 1 on the Heat scale indicates very, very little heat. As cold as things ordinarily come. This would register as strongly aligned with ice. A 99, however, would be nearly as hot as something could be. This would register as strongly aligned with fire.
Finally, all creatures would have a RANGE of stats that represents the environments that they are capable of living in. Suffering an attack within their acceptable range does NO DAMAGE, whereas, suffering an attack OUTSIDE of their range will shift their -base- stat in the direction of the attack. When their base falls outside of their acceptable range? They die.
Example: Say a human has a range of 40-60 hot/cold, and their base stat is 50. If they keep getting hit by fire, they slowly overheat until they die. However, if they keep being hit by LACK of heat, or ice, they still die. If they are repeatedly hit with fire, why would ice be a bad thing, per se? I feel that the "ice" should actually be BENEFICIAL, sliding you back within your scale of normalcy.
Creatures would regenerate slowly, depending on stat, to a rate of normalcy.
The stats are:
MATTER
Solid
Liquid
Gas
ENERGY
Heat
Electricity
Magic
METAPHYSICAL
Soul (Demonic, Holy)
Mind
Spirit (Ki, Will)
~~~~~~~~~~~~~~~
Functionally, all attacks should hit as many spectra that make sense. A blast of acid, for instance, ordinarily deals damage of one type, if even that. Under this system, it would be considered... say, anti solid, plus liquid, and minus heat. The acidity damages the solid state, sliding it to the left. Too little solid? Well, you hardly count now, do you. A human is a dead human, a rock is now dust. What if you're a robot? The acid might not be strong enough to hurt your solid exterior, but how about your delicate circuitry? Shouldn't you still be damaged as though sprayed with basic water? The minus to heat would seem trivial to almost anything, but is it inconceivable to think of a creature that would be damaged this way? a Molten Rock Fiend would have a homeostatic range of heat FAR greater than our own.
Any thoughts? Could a game based off the sliding scale system be fun? What would you change?