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These are currently what the stats in my game represent:
Code:
HP  = constitution. How much damage they can take.MP = stamina.  How many stamina points they have to use their skills either in a single battle or over the course of a dungeon (there are ways to replenish through resting and items, but they are limited).Atk = Attack Power.  How much damage you inflict on an enemy when attacking (through swordsmanship, strength, quickness, combat skill, etc.)Def = Defense Rating.  How much damage you mitigate when attacked (through dodging, parrying, combat skill, etc.)Arm = Armor Rating.  % by which all incoming damage is reduced due to your protective gear.Agi = Agility Rating.  How quickly you strike the enemy before they can strike you (swordsmanship, dexterity, good reflexes, combat skill, moving through the battlefield quickly, etc.)Some things to keep in mind:-There is very little RNG in my game.  I might include it through some skills and stuff, but I don't want to introduce things like Crit Chance, Evasion Chance, etc., that has been already factored in as extra damage or extra defense.-I'm not sure if there's going to be magic in my game--at least, the kind that most players/enemies are capable of using.  Most skills are just going to be physical-related skills (hence MP representing stamina).  If I do include magic, it's going to be scarce.So this is my dilemma...given how little magic there will be, it feels silly to waste two parameters on magic (mat and mdf).  If I do introduce magic, I'll probably just give skills/spells a fixed damage value/formula, and give different power level spells to different players/enemies.  So, are there two other Stats I can use that relate to physical combat, that are in line with keeping things relatively simple, and don't utilize RNG?  Should I just scrap those two extra stats altogether?

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