So... this whole process recently has been done pretty publicly and I don't really see a reason to change that now. What I'd prefer to do is to be able to come to the members with a mostly-finalized process, but at this point we'd be taking risks with that approach that are simply not worth it.
Here's the post I made in the staff forum about some changes that I think would be beneficial to the RPG as a whole:
Take some time, look through it, digest it, read it again if you need to. It would be... appreciated if I didn't have to answer one question five or six times.
The biggest question we're looking at, right now, is whether or not the use of CL as a "judgment" stat is a good way to go. Power Level, using this system, is nothing more than a writing mechanic, the same way Custom Techs are, really.
This would mean that someone with significantly more Power Level could lose a fight because their CL is lower, which the example Rosters illustrate.
Here's the post I made in the staff forum about some changes that I think would be beneficial to the RPG as a whole:
Kaden Wrote:The basis for the system outlined below is what I earlier referred to as “Unified Currency.” The idea is simply that players accumulate a single currency that is then spent for any modifications to their character. For the purposes of this discussion, I’ll be referring to the currency as “Prestige.” I’ll start by talking about what I like from the current system and what I think works well.
Stats
I definitely like, and I think most members are pleased with, the way we have stats set up. Being able to quickly look at someone roster and get a feel for where the general strengths and weaknesses of a character are is a good thing. Looking at Kaden’s roster, for example, it’s easy to scan over it and come to the conclusion that he’s a glass cannon. So, I think it would be beneficial to keep the percentage stat thing we’ve got.
There are basically two other stats on the roster: Combat Ability and Power Points. Combat Ability has been something of a touchy subject at times, but it looks like people want to keep it. In the simplest terms, I’d like to split Combat Ability into two separate stats. One of those stats will have IC relevance and the other will have OOC relevance. IC, there would be a “Power Level” stat. Players increase this stat by spending Prestige. If one character has a higher Power Level than another character, they are strong when it comes to RolePlaying. I’ll get into the OOC stat later, but I’ll call it “Character Level.”
Power Points are no longer necessary. Prestige can take their place. Instead of spending PP to activate a Power-Up, a player expends a set amount of Prestige. Same thing, different name.
Accumulating Prestige
To get Prestige, at the most basic level, players would just post. At the time of writing this I haven’t talked to Waff, but I don’t believe it would be difficult to use the XP system to fit these needs. The biggest change I would like to make is to have the rate at which player earn XP-per-post scaled down. That would, hopefully, alleviate some of the concerns of someone post-whoring their way to the top.
To augment the adjusted Prestige-per-post rates, we’d be able to reward players more liberally for their storylines and quests and such. Quests would probably go back to their old form of “here’s a quest, go do” while other storylines could be graded by the community. I would love the community idea to work and I think this is a perfect place for it.
Character Level
As I mentioned above, Character Level would serve as an OOC gauge without affecting anything IC. It would do this in two ways.
Primarily, CL works to modify any Prestige costs. CL increases with every purchase a player makes. If they raise their character’s PL, it goes up. If they buy an item, it goes up. If they purchase a Custom Tech, it goes up. Hopefully you get the idea. This provides a form of diminishing returns that players have to take into account when they decide how they want to “build” their character. Cost increases can either be geometric or exponential, though generally the less math involved the better.
The other OOC aspect is using CL to judge fights instead of PL. I think keeps some of the DBZ “David vs Goliath” feel while still letting characters be built however they want. At the end of this I’ll show a couple of demo rosters.
Power-Ups
These would be awarded for outstanding achievements. That seemed to be what people wanted to see. How these affect people in-game, though, I’m not entirely sure. It would be both a PL and a CL mod. Something like x2 PL and +10 CL. I haven’t really given it too much though, but that’s the first thing that came to my mind. Not too much more to say here.
Static-World Events
These were something that Sigfried suggested and I think they’re pretty cool. The idea is that every 4 or 5 months (or whatever duration we want) we throw up a set of “Events” on each planet that have something to do with the Chubbs universe. Instead of a quest, which is generally just tied to non-descript NPCs, we say something like “Raditzu is locked in an epic battle with Vegeta, but could go for a waffle break. Bring him the greatest waffles the world has ever known.” And for doing that, people get some stuff. That’s the jist.
Community Grading
I think this is fairly self-explanatory. Upon completion of a thread, a player posts and asks for it to be graded. Members of the community would then reply to the thread, asking for it to be graded. Along with any relevant feedback, players would include a Prestige award. After a set amount of time, the suggested Prestige awards are averaged and a player receives that much bonus. Players wouldn’t be able to ask for a reward if they haven’t participated in anyone else’s grading.
Custom Techs
Prices for these would be standardized. We just say “a Custom Tech costs 5 + X Prestige” where X is something based on CL. We could say, for example, the price increases by 2 Prestige for each CL. So we’d get “Custom Tech price = 5 + 2X” The first Custom Tech costs 7, then 9, then 11, and so on. We’d do something similar for Power Level.
Sample Rosters
To put everything together, here are some sample Rosters.
For the purposes of this, assume that players start with a base PL of 500. As you can see, In Character, Bill Yen is more powerful. Scouters would explode at the mere sight of his overwhelming awesomeness. When it came to judging, though, Johnny Tsunami would have the upper-hand because of his higher CL. If they wrote at equal levels, the tie-breaker would go to Tsunami.
So… yeah. Those are the basics.
Quote:Bill Yen
Race: Saiyan
Sex: Male
Age: 20
Items: None
Abilities: Ki Spec, Martial Arts Spec
Character Level: 6
Stats:
Power Level: 1000
Strength: 25%
Focus: 25%
Endurance: 25%
Agility: 25%
Techniques: None
Custom Techs: Ultra Beam Smasher
Quote:Johnny Tsunami
Race: Human
Sex: Male
Age: 18
Items: None
Abilities: Water Ki, Immaterial
Character Level: 9
Stats:
Power Level: 600
Strength: 10%
Focus: 40%
Endurance: 20%
Agility: 30%
Techniques: Flight, Ki Control, Super Jumping
Custom Techs: Water Form, Jet Stream, Bubble Blast, Downpour, Tidepool
Take some time, look through it, digest it, read it again if you need to. It would be... appreciated if I didn't have to answer one question five or six times.
The biggest question we're looking at, right now, is whether or not the use of CL as a "judgment" stat is a good way to go. Power Level, using this system, is nothing more than a writing mechanic, the same way Custom Techs are, really.
This would mean that someone with significantly more Power Level could lose a fight because their CL is lower, which the example Rosters illustrate.
![[Image: Kaden2.jpg]](http://img.photobucket.com/albums/v403/Nezumi16/Sigs/Kaden2.jpg)
"It's on my brain, driving me insane. It's on my mind, all of
the time, and if it left... I would be fine."


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