Post by Anubis on Sept 19, 2008 10:47:31 GMT -6
This is me building up a set of rules from the same core assumptions as CERP... but doing it consistantly. I may end up using logical operators here, so it may be hard to read, so I'll try to summarize as I go.
Premices:
1IP = +5 HP = +5 EP = +1 DP = +1 LP permanantly.
1 action = 5 damage
+4 EP cost = +5 damage
Stat caps: 10 IP per rank (partial rank in CERP)
1IP = +1damage permananty.
All that should be familiar to CERPers. From here, we make a few basic assumptions that CERP also made.
+2 EP= +2 damage (derivitive of premice 3)
+1EP= +1 damage (derivitive of premice 3)
5 damage = "costs an extra DP to evade" (derivitave of premice 1- 5 HP= 1 DP)
1 LP = 1 action (premises 1 and 2)
...And now for the big step away...
1 turn = healing 1 IP of a stat, +1 IP of a stat per 4 EP spent.
There is an abuse there, but it's not particularly gamebreaking. For every 25 EP a user has left, they can spend it, dump it into healing 25 EP, AND heal 1 other IP.
This would not count as an attack, which makes a revision to Stun possible:
Stun (x): In addition to other effects, the target cannot attack until it spends (x) LP [+4 EP per (x)]
So if the target doesn't evade, doesn't have LP, and doesn't spend EP to speed up the process, it will take (x) turns to break free of stun.
Later concepts:
Equipment enhancements:
+5 damage for +4 EP to any attack is a single equipment slot. It has mor flexibility, in that it can affect any attack, but it takes an equipment slot.
-1 EP if the enhancement affects only a specific type or element. (so, by downgrading the effect, you could have +1 damage to Fire for 0EP)
-2 EP if the enhancement can only affect an attack that is BOTH a specific type and a specific element. (So, +2 damage to a fire spell for 0 EP, but it wouldn't affect either a flamethrower or a cold spell)
-3 EP if it only enhances one named attack. (so, +3 damage for 0 EP,or +5 damage for 1 EP... or +1DP to evade, or other status effects)
Premices:
1IP = +5 HP = +5 EP = +1 DP = +1 LP permanantly.
1 action = 5 damage
+4 EP cost = +5 damage
Stat caps: 10 IP per rank (partial rank in CERP)
1IP = +1damage permananty.
All that should be familiar to CERPers. From here, we make a few basic assumptions that CERP also made.
+2 EP= +2 damage (derivitive of premice 3)
+1EP= +1 damage (derivitive of premice 3)
5 damage = "costs an extra DP to evade" (derivitave of premice 1- 5 HP= 1 DP)
1 LP = 1 action (premises 1 and 2)
...And now for the big step away...
1 turn = healing 1 IP of a stat, +1 IP of a stat per 4 EP spent.
There is an abuse there, but it's not particularly gamebreaking. For every 25 EP a user has left, they can spend it, dump it into healing 25 EP, AND heal 1 other IP.
This would not count as an attack, which makes a revision to Stun possible:
Stun (x): In addition to other effects, the target cannot attack until it spends (x) LP [+4 EP per (x)]
So if the target doesn't evade, doesn't have LP, and doesn't spend EP to speed up the process, it will take (x) turns to break free of stun.
Later concepts:
Equipment enhancements:
+5 damage for +4 EP to any attack is a single equipment slot. It has mor flexibility, in that it can affect any attack, but it takes an equipment slot.
-1 EP if the enhancement affects only a specific type or element. (so, by downgrading the effect, you could have +1 damage to Fire for 0EP)
-2 EP if the enhancement can only affect an attack that is BOTH a specific type and a specific element. (So, +2 damage to a fire spell for 0 EP, but it wouldn't affect either a flamethrower or a cold spell)
-3 EP if it only enhances one named attack. (so, +3 damage for 0 EP,or +5 damage for 1 EP... or +1DP to evade, or other status effects)