A System About Dynamic Stats

Heartbreak61

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To begin with, I always despise the level system and how stats increase with its progress. Some times ago I created a simple progressive stats based on battle action. It's like the more you do normal attack, the more your atk stats will increase. The more you're attacked with magic, the more your mdef will increase, etc.

Then I thought it will be nice to add limiter to that system. Lets say after the sum of all stats point reached a limit, that "normal attack" character will lose some mdef or matk points so the sum of the stats wouldn't exceed the limiter's value. It's based on real life like the more you write JS, there's a chance that you will lose proficiency in Ruby. Of course, the limiter could be increased based on the game progress.

What do you think about this system?
 

JosephSeraph

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It's really similar to the system Akitoshi Kawazu designed for Final Fantasy 2 or my beloved SaGa series! Try playing Final Fantasy Legend or SaGa Frontier for some ideas :D
 

Uzuki

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So basically the SaGa/FFII leveling method? It sounds fine, but it's gonna need to constantly be checked so the game doesn't become a grindhouse just to beat the next dungeon. That was my only problem with that system. 
 

Zoltor

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To begin with, I always despise the level system and how stats increase with its progress. Some times ago I created a simple progressive stats based on battle action. It's like the more you do normal attack, the more your atk stats will increase. The more you're attacked with magic, the more your mdef will increase, etc.

Then I thought it will be nice to add limiter to that system. Lets say after the sum of all stats point reached a limit, that "normal attack" character will lose some mdef or matk points so the sum of the stats wouldn't exceed the limiter's value. It's based on real life like the more you write JS, there's a chance that you will lose proficiency in Ruby. Of course, the limiter could be increased based on the game progress.

What do you think about this system?
This actually has been done before in the main industry, with FF 2(the real FF 2, not FF 4 mind you), while I thought it was "ok"(not my preferred system, but It's fine for a 1 off type of thing), most people loathed it to no end. People hate it to the point, FF 2 is widely considered to be the worst of the real FF games(you know back when the FF games were actually RPGs, boy it has been such a long time sigh). While I don't personally consider it "thee" worst, it is one of the worst real FF games.

I don't think that's due to the stat system, but the stat system didn't help make the game any better, so I strongly suggest just using a lv system.
 
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TheHonorableRyu

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It's really similar to the system Akitoshi Kawazu designed for Final Fantasy 2 or my beloved SaGa series! Try playing Final Fantasy Legend or SaGa Frontier for some ideas :D
Yup. Legend of Legacy, spiritual successor to the SaGa series, just came out on the 3DS (free demo available) and also uses the same basic system.
 

Heartbreak61

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Thank you for your responses.

I haven't played those games so I don't have even a rough idea about how that system affects gameplay.

To be honest, I also thought that this kind of system will be better implemented action-rpg which battle is on the same map like skyrim rather than turn based one which transfer the player to battle map.

For now, since I don't plan to create action rpg battle sytem (imagining how much graphical resources required already cause a headache), I have more tendencies to drop this idea rather than to realize it.

Any further comments on this topic will be appreciated.

Thank you.
 

noctiluca

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I actually was thinking about a system like this and trying to figure out ways to keep it from relying too hard on the RNG. I made a script back for VX Ace that basically had this system but some of the features I wanted to add were beyond my abilities.

Some of the ideas I had:

Individual characters (or classes, but I don't think this would be compatible with a class system) could have innate potentials. Let's say each stat has its own EXP gauge that fills up when you win battles or complete actions. Depending on a character's potential some stats could take longer to fill than others. Actions taken can also give EXP to their respective stats (weapon types determine actions as well; in the SaGa series all physical abilities increase HP, all swords increase strength and defense, guns increase dexterity and agility, magic spells magic and MP and so on). Some special enemies might even give an extra bonus to magic attack EXP or something. Since defeating enemies could give EXP along with action EXP (which would be more like a bonus) it lowers the need to grind endlessly or drag battles on forever to appease the RNG gods.

So to throw out an example, a giant human wall character is naturally suited for tanking while the crafty nimble one would be better at dexterity-oriented battle styles like short knives or guns, but if the player really wanted to they could break it somewhat by altering stat gains (by forcing characters to use a lot of skills or equips they aren't very proficient with).

But it can be frustrating if you want a team that can all use magic, but only have 1 or 2 characters that have a knack for magic. So there should be a way to mitigate that deficiency, since the system is all about customization. You could do that through equipment, possibly, or some other gameplay feature like items or a sidequest. Give your natural-born fighter some low level magical equipment that increases magic attack/defense EXP gain until they're proficient enough to use the advanced magic equips. Specialized/advanced equipment could be locked by stat levels so you can't give your fighter end-game level mage equipment right away because they don't know how to use it.

Alternatively, if an equipment system is too complicated/not effective enough, go to some witch doctor in the woods who will give you innate potential-altering items for odd favors, or do some weird ceremony that lets you rearrange some of your character's potential points (if it's a more modern/SF setting it could be a quack doctor or mad scientist :p ).

I think a system like that would be fun to play with, but I also really love Romancing SaGa and Frontier. (I'm in the camp that hated FF2 though. the mechanics were way too broken)
 

Chaos Avian

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An alternative could be something akin to FF10's sphere grid FF13 Crystarium system. Rather than using some sort of points/ EXP to attain the next node, you could in a way choose what node to advance in separate branches. For example a Physical branch can lead to Attack, Defence and HP options, while you can go to a mental based branch without issues. For example you can forgo extra magic power for a Mage to bolster their defensive capabilities instead.
 

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