Necropost ahoy, though I suppose for the most part it's a big necropost; this forum outside of stickied threads has seemed dead for a while. I have ideas, and moreso I kind of want to just throw them down. More that I have an idea for a general system, not so much a hard-set concept for a game, and it's something likely doable in MV.
Whether it's good...dunno.
Core stats: HP/ST/EX/ATK/WP/ARM/WIL/RES/AGI
HP: is HP. You die when you run out. Comparably fast growth in relation to other stats.
ST: Stamina. One of the three "resources" used, will be explained later.
EX: Exceed. One of the three "resources" used, will be explained later. Fixed maximum
ATK: Attack power. General capacity of the character to inflict raw damage.
WP: Weapon Power. Combination of the character's general capability with weapons, and the efficacy of the weapon itself. Fixed stat with regards to characters, modifiable by equipment and statuses only.
ARM: Armor. Overall resilience to physical damage. Fixed stat with regards to characters, modifiable by equipment and statuses only.
WIL: Willpower. Forcefulness of mind, affects magical damage and status chances.
RES: Resistance. Overall resilience to energy/other magical damage. Fixed stat with regards to characters, modifiable by equipment and statuses only.
AGI: Agility. Speed, so on.
Stats generally remain as small as I can make them.
Resource management:
Resources are generally split between three different types: Cooldowns, ST, EX.
Cooldowns on abilities are what you'd think: how many turns you have to wait in between uses of an ability. Cooldowns tick down once per turn, with other effects altering how they tick down (Most universally notable: a basic physical use will tick down all of your cooldowns an extra tick, making it effective for recovery. when you either have little else left, or need something NOW.)
Cooldown-based abilities are going to naturally be more general-use, of course, due to the fact that they recover entirely between battles.
Stamina-based abilities, or ST, may or may not run on cooldowns. What is notable, however, is that stamina as a resource can only be replenished at inns or other rest points, essentially making them vulnerable to attrition. No effects exist that can restore it mid-battle. They will generally get effects one cannot normally, however, and can be effective if used wisely.
Exceed...been toying with variations on this idea, either to use it like SRW Will/Morale/Focus or WA1/WA2 FP, or a mix thereof. After all, you need Other Cool Shit to do at times.
General formulas are looking at a hybrid between subtractive and divisive damage formulas. Cx refers to a constant within the given formula that may vary on the ability.
Physical: (WP-ARM)*(ATK+C1)/C2.
Magical: (C1+WIL*C2-RES)*(WIL+C3)/C4.
If we use Exceed as SRW Will/Morale/Focus, either of those would likely be multiplied by ((attacker.EX+100)/(defender.EX+100))
Character variations that I could think of within this system include
- Character who uses mostly/entirely cooldowns.
- Character who uses mostly/entirely ST-based skills
- An "alchemist" style character who actually uses items as a resource. Reagent-class items would be stored with, ideally, a fixed inventory cap.
- A "monk" style character who breaks the rules on ARM/RES/WP not scaling with level. Albeit at the cost of limited equipment selections. Weaponry would have to specifically be for that character, which generally does go against my general ideology of letting characters have at least two weapon types equippable, often crossing over with another character's set.