Since I'm apparently going to bleed a river from my mouth (MY ACTUAL MOUTH....don't make a horrid joke.....Joey) I've decided to take this horrible time and use it to talk about Experience in terms of our spells
Okay so we've decided on a Customization Tree and Spell Limits. With those we further said that we can utilize improvements for spells right? So we need to come up with exactly how experience is going to be monitored. We also need a way to know which spells initialize what amount of strength in general and against others.
I'm going to talk about a few key things I've come up with. SO PLEASE PAY ATTENTION AND READ ACCORDINGLY......Because it will be fairly long. Our experience moderator, nee-chan. You need to look at this
The key things that I've come up with that we need to discuss are the following
- Type and Special Type Spells
- Subtype
- General Stat (Level Stat)
- Element Stat (Element Power Number)
- Specific Stat (Power Number)
I. Types and Special Types______________________________________________
Types will be identify as generally what the spell does. They will fall into 4 Categories.
1.) Offensive
2.) Defensive
3.) Combination
4.) Support
Offensive will be any spell that directly comes from the caster that is used directly on the opponent. It's a spell that should not have ANY additional effects other than for attacking. Using it indirectly is fine such as: If I use the spell just for the purpose of creating fire. In that case no additional information will apply to it other than that it is spell and the element type is fire.
- Spoiler:
Spell Name: General Quasar
Type: Offensive
Defensive will be any spell that comes directly from the caster but it used in response to a spell used by the opponent or ON a spell used by the opponent. Using it indirectly is fine such as: If the spell used for the purpose of just creating a general effect. In that case no additional information will apply to it other than it being a spell and its element type.
- Spoiler:
Spell Name: Burst Core
Type: Defensive
Combination will be any spell that has an offensive effect that carries the addition of being defensive or supportive and/or any combination of the three.
- Spoiler:
Spell Name: Chakra Ball Absorption
Type: Combination (Offensive/Support)
Support is any spell that indirectly aids in general. Basically it is any spell that does not attacks or defends. Support spells should not cause damage nor should they stop attacks unless it is one part of a combination spell. (Even then the part of the combination spell that is support is still indirect and does not attack or defend.)
- Spoiler:
Spell Name: Fermus
Type: Support
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Special Types will be additional spells that have their own defined class.
Summoning Spells: These spells will be for the purpose of (obviously) summoning an object or creature. They are essentially indirect spells (I don't really have an example for this one)
Forbidden Spells: These spells are forbidden. They will be the only spells that might obstruct the "specific stat number" and have a drawback function. These spells can work both directly and indirectly.
- Spoiler:
Spell Name: Impure Phoenix Ressurection
Type: Forbidden Spell
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Sub-Types- Subtypes will just be what element the spells falls into. Since this RPG is mainly about the sages those elements will be the sub-types with the addition of "normal" (a spell with elemental quality)
So....
Non-Elemental, Light, Nature, Wind, Fire, Ice, Water, Darkness, Spirit.
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General StatListen up. Because this is mainly what I'd like to use. Stats for our spells. Stats will be measured in increments of +1. And only up to 5. That means the general stat will be from 0 to 5. It will be defined as the number that is awarded TO ALL SPELLS according to the current sage level that a character is in (or any equivalent level). This can also be called the "Primary Power Number".
Example
- Spoiler:
Spell Name: General Quasar
Type: Offensive
Subtype: Fire
Primary Power Number: 4 (Shoku Master Stage)
So...The general stat will be the first number to look at to determine the power of a spell. Simply put. If I'm using a spell with a primary power number of 4 that means I'm using a Shoku Master Level Spell. If anyone else uses a spell below that number that spell is weaker.
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Element Power NumberThis will be a secondary prime stat but it exists to it self. So if you're confused let me explained. The sub-types (i.e. the elements) will each carry there own stat numbers for both Offensive and Defensive Spells. It will go from 1 to 5
I don't know how controversial this will get but I came up with those numbers myself. We can talk about them if you guys want them changed.
Non-elemental Offensive Element # = 1, Defensive Element # =1
Light: Offensive Element # = 3, Defensive Element # = 2
Nature: Offensive Element # = 3, Defensive Element # = 4
Wind: Offensive Element # = 2, Defensive Element # = 3
Fire: Offensive Element # = 5, Defensive Element # = 0
Ice: Offensive Element # = 4, Defensive Element # = 3
Water: Offensive Element # = 1, Defensive Element # = 5
Darkness: Offensive Element # = 2, Defensive Element # =2
Spirit: Offensive Element # = 4, Defensive Element # = 4
Yeah Spirit is the bunz. But I was being extensively logical in the decisions for those number. Still if you have a problem....just say so. Especially with mine...Though I made it fair. I have a max offensive power with no defense because well.....that's what fire is. Nee-chan I also notice that your number is also quite low. Don't worry (It's not out of hate or anything).
This number will remain CONSTANT. Regardless of Level. And like the Primary Power number it is applied to all spells.
Example
- Spoiler:
Spell Name: General Quasar
Type: Offensive
Subtype: Fire
Primary Power Number: 4 (Shoku Master Stage)
Element Offensive Number: 5
Since the spell in that example is offensive the Element Offensive Number applies.
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Specific StatLast but not least is the Specific Stat or "THE" power number. This will be the individual number for each spell (THE SPELL ITSELF). This number will also go from 1 to 5. Okay this is where the the notion of our "improvements" come in during each level.
The standard or standard max that I want to allow for any all spells once they are made/accquired will be 3. So the improvements will come between that maximum and 5. So if you reach the number 5 for a spell that spell is at it's most powerful and therefore is perfected.
Example
- Spoiler:
Spell Name: General Quasar
Type: Offensive
Subtype: Fire
Primary Power Number: 4 (Shoku Master Stage)
Element Offensive Number: 5
Power Number: 2 1/2
So the spell's power number is "2 and a half" when I first obtain it. NO SPELL MAY GO PAST "3" when starting. That means I have 2 1/2 improvement jumps until the spell is perfected. Our Experience Mod. can set the amount it is raised by in increments of a half to 1 or even more if she wants. It all depends on how we want to award it. Rather it be through training or the actual RP.
So what do all of these numbers mean in the end. We add each of the numbers starting with Power Number. (The power number of the spell's strength itself will then be determined by both the element's type number and the primary power number.)
So 4 + 5 + 2.5 = 11.5 is the full power of the spell "General Quasar" That number can change if I improve the power number (i.e. that 2.5)
Understand?.............
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So if anyone has any questions don't hesitate to ask. I know this is a lot of info but comb through it. I specifically need the Experience Moderator to look at this. Because it is not specifically my job to do this.