how do you make flat stats work?

Oddball

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Just curious how you make flat stats work, uet the actot still improve throughout the adventure.

Besides better equipment with a charecter customization build that is
 
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Ramiro

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What are you trying to say exactly, can you expand on the subject please ?

This is really hard to guess, are you trying to look for examples like:

  • Improve a character's stats via history progression like Tales of Symphonia: Dawn of the new World ?
  • Distributing points into categories ?
  • Choosing stats growths based on classes ?
  • Asking on how your characters "Level UP" battling ?
  • How to give more attack to Eric at the start of the game ?
  • Using items to increment attributes ?
  • All of the above.
  • Other thing about stats.
Most of this are usually things already used at least one time in one popular game.
 

Oddball

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Like if hp was 100 at level 1, its 100 at level 100. If attack is 90 at level 1, its 90 at level 100. Were you have equipment raise some stats while lowering others most of the time

The charecter could gain better skills on level up. But what are other ways to make lecel ups matter. And of course, flat stats work
 

Ramiro

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Oh, so you mean like the only way to gain HP/MP atk/def is done with equipment.

While not entirely true, this happens in the first Final fantasy tactics where your stats are heavily influenced more with your equipment than with your natural stats.

Yes, flat progress may work well if you allow the player more options as they go on, it avoids the idea of "grinding" unless you need more money to buy better equipment or a random drop from a monster.

Level ups can matter if certain skills needs certain levels to use, maybe you don't need the concept of levels, and you may invest the experience directly on skills and upgrades, something like final fantasy X and its board.
 

Archeia

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When I did this in my game it goes like this:

  • HP and MP are influenced by Level Up. Stats are Flat. I don't have character customization and/or Class changing. 
  • Different Equipment can be upgraded, but it could increase and/or lower other stats as a result of the upgrade.
  • Skills has a strong influence on stats, for example, alchemic potential increases pha ability so if a user uses an item it's effect is increased based on the pha upgrade.
  • Players are rewarded with a stat point based on their dungeon performance.
  • There's an outside influence that boosts your stats, for the sake of discussion let's call it Break. Break is achieved by consecutive critical hits and the last attacker can deal the outmost damage as the enemy defense drops to 0. Alternatively, if you can do combo damage without missing once, you can get Break to last until next turn.
 
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deilin

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Different things I do are:

>Stats change with equipment.

>I add a new stat, or varable, we'll call morale. As it changes, you get a perma state that refreshes constantly to increase, or decrease, stats.

>Stat increaseing items. Either bought in store, loot, or even a reward, items used on the character permanently increase stats.

>Passive skills.
 

Eschaton

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I like the idea of passive skills that buff stats or elemental effectiveness when the actor learns them.

The skills would have flavor text explaining why the actors stats increases.

Like Perks from Fallout or feats from D&D.

Edit: so, WoW.
 
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