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NRPG The Stat System (or lack thereof)
#1
The stat system for this RPG is intended to be very unconventional. The guiding principle is that point-collection for a bunch of stats is boring and stupid, and as such it should be minimal for the benefit of the players and the game in general.

Stats Wrote:It's currently been cut down to three major categories: proficiency (Skill), physical attributes (Strength), and a technique limit (Jutsu Knowledge). Now, let's break them down into more concrete terms.

1) "Skill" is the character's ability to accomplish any given task like throwing a rock at a target or standing on top of a needle. This is further separated into Accuracy and Agility.
-Accuracy: targeting precision.
-Agility: the ability to maneuver.

2) "Strength" covers all of the physical attributes: Power and Movement Speed.
-Power: power of all actions.
-Speed: how fast an action can be taken.

3) "Jutsu Knowledge" is simply a limit for the most difficult techniques that the character can learn. This is listed in the Character Creation thread for each rank's level, and it's simple enough that I shouldn't have to explain it.

Aspects Wrote:The way it works is that the player has to raise the major stat to the next level to improve their overall performance in a given category. (listed in the Talent/Flaw thread under Talents as Performance Improvement) There is a Candidate-level (aka fodder-level), Genin-level, and so on. Each rank is a set standard, and no Chuunin is inherently better than any other Chuunin.

Chuunin A and Chuunin B, both having equal stats, have equal performance. If Chuunin A spends more chakra by increasing the attack power of his Jutsu, and Chuunin B spends chakra by performing the same Jutsu at a much faster speed, they're both spending roughly the same amount of chakra. The logical effects vary based on the decision of how to spend that energy.

Superiority can only be achieved by having better stats through Performance Improvement or other Talent-oriented stat enhancements.

The Difference Between Levels Wrote:The superior level will always have an absolute advantage over a lesser level. A Genin simply can't complete with a Chuunin unless some other factor overrides the otherwise inevitable conclusion. To put it into a number, each level is equal to twice that (+100%) of a lower level. It would take two Genin to match a Chuunin in technical ability, and four Genin to match a single Jounin. When this is put into actual practice, the Jounin is literally moving four times as fast as any of the four individual Genin which effectively means that the Genin can never catch or escape from the Jounin. This difference in performance is true for all aspects of all stats.

This affects their ability to perform Jutsu as well. If a Jounin and Chuunin are locked in a Jutsu Exchange and both of them are using the exact same C-rank Fire-type Ninjutsu the Jounin's advantage in Strength will enable him to dominate his opponent in the aspect of overwhelming Power and Speed. The Jounin's advantage in Skill will also affect the Exchange by outmaneuvering the opponent with superior Agility, and striking with greater Accuracy.

However, if a Chuunin has improved their Strength to Jounin-level (from "B" to "A") but their Skill was still Chuunin-level then they still wouldn't be able to fight evenly with a full Jounin, as the Jounin would still have the advantage in Skill. If there are two Chuunin and they both have Jounin-level Strength then they would be technically equal to a single Jounin BUT they would not have a true fighting chance against the Jounin since the Jounin would have both superior Skill and Jutsu Limitation - being more agile, accurate and possessing better techniques.


Stat Enhancement Wrote:But there's more, and it comes in the form of Talents/Flaws which can alter a character's performance. For instance, having a Lightning Chakra Nature Affinity will enhance the character's Strength by +15%. (for a maximum of 115% Strength)


Summation Wrote:The stat system is as bare as it can be without disappearing altogether, and the players are encouraged to set their sights purely on developing their character instead of accumulating points. Of course, collecting points is still involved in the game, but with proper direction and limits it shouldn't have any negative impact on the game or the players.
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