I am sort of tinkering on a RPG Atribute idea which I glimpsed while playing War of the Visions: Final Fantasy Brave Exvius. I got to this idea when thinking about this JRPG attributes, they are neat and similar attribute systems appear in various JRPGs, however as a long term pen'n'paper RPG player those systems seem weird as attack, defense, crit are attributes also while in several pen'n'paper RPGs they are derives from primary attributes. Besides this I had another idea laying around in my mind for an Zelda like ARPG that is a feint/trap system. I explain latter first.
Feint/Trap system
The rudimentary point or tale that lead to this idea is Dune specifically one sentence of Baron Harkonnen going "a feint, in a feint, in a feint". The basic working of this system is there are normal attacks, special attacks and feint attacks. While normal deals damage, special attack dishes out higher damage eventually with special or elemental components.
The feint attack dishes out less to no damage, yet it attaches a marker on the entity being hit that sort of means "fell for it".
This markers can be accumulated on an entity and they can be harvested by a trap attack. The trap attack can deal damage and/or an effect depending which depends on the ammount of markers.
This in mind the second part is an Attribute system with two tiers, tier one are the base attributes - for me physical force is one - and the derived attributes - for me attack is one. Additionally I thought about basing it on an philosophical elemental system - like air, fire, water, earth -and choose the chinese Wuxing one with five elements. Instead of wood I use air [for those interested the author of the Naruto manga modifies it also by replacing wood and iron with wind and lightning].
There is a core rule: one derived attribute is calculated from three base attributes a primary, a secondary and a tertiary. [three times/two time/one time]
Base attributes
Each base attribute relates to one of the five elements - fire, earth, metal, water, air.
Lifeforce relates to fire
Strength relates to earth
Soulforce relates to metall
Dexterity relates to water
Stamina relates to air
Derived attributes
For a set of derived attributes I choose a fantasy scifi setting that both have Magic and Psionic forces, both are neither good or evil, they come from two different dimensions being in this setting and flow into the "normal world". For the moment this are the aedificatium - from latin to build - and currently the immaterium - approximating immaterial. Other words are dreamscape, eternal dream for aedificatium and warp, aetherium for immaterium. Mana comes from the aedificatium, psionic from the immaterium.
The relationship between the three is that the normal world is the pivot point or center of a yin yang symbol with yang the aedificatium and yin the immaterium. Basically the dream is eternally mutable and emmanating while the immaterium eternally immutable and imitating, the normal world sits somewhere inbetween of those two dimension and is influenced by the ebb and flow of the other two. So much on the world building part.
The list of derived attributes and the base attributes they are calculated from is:
offensive - attributes that dish out
attack - strength(3), dexterity(2), stamina(1)
psienergy - soulforce(3), strength(2), lifeforce(1)
manaenergy - stamina(3), lifeforce(2), dexterity(1)
techenergy - lifeforce(3), soulforce(2), strength(1) [sidenote: this energy is for rather mundane special attacks]
feintenergy - dexterity(3), stamina(2), soulforce(1)
defensive - attributes that ensure survival
lifeenergy - lifeforce(3), strength(2), stamina(1)
defense - dexterity(3), stamina(2), lifeforce(1)
evasion - stamina(3), soulforce(2), dexterity(1)
armor - strength(3), lifeforce(2), soulfoce(1)
critchance - soulforce(3), dexterity(2), strength(1)
This list is preliminary as I am still wondering if I should replace critchance with something like shield. Currently the list introduces something akin to the "the faster you can finish them off the longer you live" or "attack is a good defense" philosophy.
Anyway I putting together a prototype in GMS which will take some time and tell you if above is even half way play-and-enjoyable when I've toyed around with it.
In so far thanks for reading.
Feint/Trap system
The rudimentary point or tale that lead to this idea is Dune specifically one sentence of Baron Harkonnen going "a feint, in a feint, in a feint". The basic working of this system is there are normal attacks, special attacks and feint attacks. While normal deals damage, special attack dishes out higher damage eventually with special or elemental components.
The feint attack dishes out less to no damage, yet it attaches a marker on the entity being hit that sort of means "fell for it".
This markers can be accumulated on an entity and they can be harvested by a trap attack. The trap attack can deal damage and/or an effect depending which depends on the ammount of markers.
This in mind the second part is an Attribute system with two tiers, tier one are the base attributes - for me physical force is one - and the derived attributes - for me attack is one. Additionally I thought about basing it on an philosophical elemental system - like air, fire, water, earth -and choose the chinese Wuxing one with five elements. Instead of wood I use air [for those interested the author of the Naruto manga modifies it also by replacing wood and iron with wind and lightning].
There is a core rule: one derived attribute is calculated from three base attributes a primary, a secondary and a tertiary. [three times/two time/one time]
Base attributes
Each base attribute relates to one of the five elements - fire, earth, metal, water, air.
Lifeforce relates to fire
Strength relates to earth
Soulforce relates to metall
Dexterity relates to water
Stamina relates to air
Derived attributes
For a set of derived attributes I choose a fantasy scifi setting that both have Magic and Psionic forces, both are neither good or evil, they come from two different dimensions being in this setting and flow into the "normal world". For the moment this are the aedificatium - from latin to build - and currently the immaterium - approximating immaterial. Other words are dreamscape, eternal dream for aedificatium and warp, aetherium for immaterium. Mana comes from the aedificatium, psionic from the immaterium.
The relationship between the three is that the normal world is the pivot point or center of a yin yang symbol with yang the aedificatium and yin the immaterium. Basically the dream is eternally mutable and emmanating while the immaterium eternally immutable and imitating, the normal world sits somewhere inbetween of those two dimension and is influenced by the ebb and flow of the other two. So much on the world building part.
The list of derived attributes and the base attributes they are calculated from is:
offensive - attributes that dish out
attack - strength(3), dexterity(2), stamina(1)
psienergy - soulforce(3), strength(2), lifeforce(1)
manaenergy - stamina(3), lifeforce(2), dexterity(1)
techenergy - lifeforce(3), soulforce(2), strength(1) [sidenote: this energy is for rather mundane special attacks]
feintenergy - dexterity(3), stamina(2), soulforce(1)
defensive - attributes that ensure survival
lifeenergy - lifeforce(3), strength(2), stamina(1)
defense - dexterity(3), stamina(2), lifeforce(1)
evasion - stamina(3), soulforce(2), dexterity(1)
armor - strength(3), lifeforce(2), soulfoce(1)
critchance - soulforce(3), dexterity(2), strength(1)
This list is preliminary as I am still wondering if I should replace critchance with something like shield. Currently the list introduces something akin to the "the faster you can finish them off the longer you live" or "attack is a good defense" philosophy.
Anyway I putting together a prototype in GMS which will take some time and tell you if above is even half way play-and-enjoyable when I've toyed around with it.
In so far thanks for reading.