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I don't pretend to be an expert on RPG's and their stat systems but I played a bit of a good mix of both Japanese and Western RPG's,

from which I drew influence for this Stat and Skill progression idea. I'm not sure whether or not to post this thread as a Plug-In request since there are several plug-ins already that do something like this.

Anyway. To start, the following stats in my game would be...
  • Strength
  • Dexterity
  • Endurance
  • Perception
  • Agility
  • Intellect
  • Willpower
  • Charisma
  • Luck
Then there'd be other parameters which are directly influenced by the basic ones, including...
  • Fatigue: For game's with a Day/Night cycle, party members each have a Fatigue meter that builds as the day passes by and as they take part in battles. As Fatigue builds up, a party member's stats lowers and element and state resistances drop as he/she becomes increasingly tired. The rate at which Fatigue builds up is mitigated,chiefly, by the Endurance and Willpower stats.
  • Stamina: Another idea I have for my game is that any physical actions taken in battle reduces a party member's Stamina gauge (which could replace the TP gauge) which must be recovered by skipping a turn so he/she can continue to participate in battle. As the Stamina gauge lowers, certain stats decrease so actions and certain skills will be less effective than if the Stamina gauge is completely full. The rate at which Stamina recovers is determined by Agility and Endurance but countered by the actor's overall inventory weight (See below).
  • Maximum Carrying Weight: For an Actor-Based inventory system based around the weight of items. This weight limit would be influenced by the Strength attribute. If an actor's inventory exceeds the overall weight limit, he/she will suffer stat penalties and Fatigue will build up faster.
  • Reflexes: Covers a wide range of reflex-based actions such as Evading attacks, counter attacks, parrying and certain abilities. This is influenced by Dexterity, Perception and Agility.
  • Accuracy: Overall accuracy with weapons and skills. Influenced by Dexterity and Perception. Accuracy with specific weapon types are also affected by the level of proficiency with the equipped weapon (Which I'll get to soon).
The game would feature a range of proficiencies, skill sets that party members improve at through practise like in MMORPG's and the Elder Scroll series.Through performing certain actions, an actor builds up an XP gauge for a corresponding proficiency that levels up and can unlock new abilities in its own skill tree.

Also, the combinations of different base stats influence how fast or slow the actor can accumulate XP for certain skills. The higher some of an actors stats are, the faster he/she can level up related proficiencies.

Some examples I'd like to list would include...

  • Specific Weapon Types (i.e. Swords, Bows, etc.): Levelling up a proficiency in a certain weapon type will improve the actor's accuracy, damage and critical hit rate with it as well as unlock new related abilities and perks. The XP gain rate for melee weapons would be determined by Strength and Dexterity whereas XP gained for ranged weapons would be influenced by Perception and Dexterity.
  • Stealth: The ability to sneak past NPC's or pickpocket. Levelling up this skill would boost the effects of certain equipment suited for thieves (like lowering the actor's target rate), increase the probability of stealing rare items from enemies, etc. XP Gain for this skillset would be influenced by Dexterity, Perception, Agility, and Intellect. 
  • Engineering: Higher levels would unlock the ability to create, maintain and fix more advanced technological equipment and items with increased durability, and/or spot and disarm booby traps. XP Gain for this skillset would be influenced by Dexterity, Intellect, and Perception.
  • Medicine: Higher levels would allow the creation of more advanced medical items as well as better resistances to status ailments. XP gain could be influenced by Endurance and Intellect.

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