I designed a combat system for a roleplaying game, and was wondering if it would be practical for forum roleplays. It was made with a computer or video game RPG in mind, not a pencil & paper one. That wouldn't matter much, would it? Still, I was wondering what you think of the system. Here is a brief summary of the mechanics:
-There are 4 main stats that govern the secondary stats. They are Strength (STR), Dexterity (DEX), Constitution (CON), and Wisdom (WIS). These four stats are themselves governed by Level (LV), which is governed by Experience Points (XP)
-The amount of XP needed to reach a given level from level 1 is LV^3.5, rounded to the nearest whole number, except for levels 1 and 100, where you subtract 1 from the total instead. The level cap is 100.
-A character starts with 67 points distributed among his 4 attributes at level 1, each attribute being between 11 and 22. At every level up he gains 7 more points that are distributed among the 4 stats. The highest any stat can go through levelling up is 255.
-When distributing the stat points upon a level up, every stat must go up by at least 1 point. This leaves the character with three possible stat-up patterns: 4/1/1/1, 3/2/1/1, and 2/2/2/1. Exceptions are made if one or two stats are already maxed out at 255.
-Maximum HP is determined by the formula CON^1.6 + (2LV)^1.5055. The final result of every formula is always rounded to the nearest whole number unless otherwise stated.
-The formula for maximum MP is 7+(WIS*LV)^0.68.
-Each of the four main attributes has a secondary attribute that is used in battles:
--Attack (ATK) is the sum of the character's STR, the power of his weapon and any other bonuses.
--Defense (DEF): See above, but substitute "CON" for "STR", and "armor" for "weapon".
--Resistance (RES): See above, but substitute "WIS" for "DEF".
-Weapons have a fixed power rating that adds to the character's ATK. Generally the power is between 1.7 and 2.5 times the level intended for the character to use it at. Armor adds to DEF and RES in the same way weapons add to ATK, but the DEF and RES bonuses are two separate ratings.
-Finally, any equipment/status bonuses/penalties that affect CON or WIS do not affect maximum HP or MP.
-Turn order is determined by each character's initiative score from highest to lowest. Initiative is equal to the character's DEX score times a random number between 0.8 and 1.2. After everyone has taken a turn, new initiative scores are rolled for everyone.
-The base amount of damage a character can do with a physical attack is determined by the formula ATK*(LV^0.5). For magical attacks the formula is (WIS*POW*(WIS+POW)) ^.53187. POW is a fixed number between 0 and 255, determined by the spell being cast.
-In the formula for hit rate, let DEX1 be the attacker's DEX and DEX2 be the target's DEX. The attacker has a [100-(DEX2/DEX1*EVA) ]% chance to hit his target. EVA, or Evasion, is an invisible value that is set to 10 by default and can only be affected by special status or equipment modifiers.
-The damage done to a target factors in the attacker's base damage (BASE) as well as his level, and the target's defense. The formula is BASE*(100+9LV-DEF*X) /(100+9LV). Use RES instead of DEF if this is a magical attack. X, like EVA, is an invisible value that defaults to 1 for player characters and 2 for monsters.
-Finally, take the value from the previous equation and multiply it by a random number between 0.8 and 1.2, and round the final result to the nearest whole number. If the result is 0 or less, the damage done will be 1 instead. If it's 10,000 or more, then the damage will instead be 9999.
-Note that magic attacks are not run through the hit% formula, so they will always hit. If the spell being cast is not a spell that does damage, then the target's RES is ignored.
-Every monster has a special XP score that determines how much XP a character will get for defeating it. Upon victory, this value is adjusted by the formula (XP * Monster's LV) / (Character's LV). This calculation is done for each individual monster XP value for every player character.
Unless otherwise noted, positive status effects tend to last 3-10 rounds, based on the caster's Wisdom score.
Status Up: Increases one of the target's stats (Strength, Dexterity, Constitution, or Wisdom) by half the caster's Wisdom score.
Regeneration: Every round, the target restores HP equal to four times the caster's Wisdom score. Lasts twice as long as other positive status effects.
Haste: Increases the target's initiative rolls by 25%. Can be stacked up to four times.
Illusion: The target is surrounded by illusions of itself, adding 10 points to their evasion checks.
Precision: When the target attacks, its victims will only have half the chance of dodging than usual.
Berserk: The target's attack power is increased by an amount equal to the caster's WIS, but will lose control of itself, and will only attack random enemies decided by the dice.
Shield: The damage the target receives from physical attacks is reduced by 50%.
Shell: See above, except this applies to techniques and spells.
Barrier: All techniques or spells cast at the target will be deflected back at the caster. If the target uses a tech on itself, it will be reflected at a random enemy.
Auto-Revive: When KO'd, the target will automatically revive with an amount of HP equal to a healing spell used by the caster that has 34 power.
Lucky: For every action that the target is involved in that requires a roll of the dice, two numbers will be rolled, and the result that favors the target will be picked.
KO: The target has 0 HP remaining and is out of commission. A battle ends when all targets on either side are KOed.
Status Down: One of the target's stats (Strength, Dexterity, Constitution, Wisdom) is reduced by half the caster's Wisdom score for 1d8+2 rounds.
Poison: The target takes damage equal to four times the caster's Wisdom score for 1d5+7 rounds.
Sleep: The target is asleep and cannot act. Once a round, and every time it is attacked, the target has a 1d8 chance of waking up.
Paralysis: The target cannot act. Once a round it has a 1d5 chance of recovering.
Burning: The target takes 2^N damage each round, with N being the consecutive number of rounds it has been on fire plus the number of times the Burning effect has been stacked on it. This effect can be removed if the target is hit with a water or ice elemental move.
Frozen: The target is frozen in a block of ice. This can be removed if hit with a fire elemental attack. Failing that, the target will have a 1d16 chance to thaw out the first round, 1d15 chance the second, and so on.
Confusion: The target will lose control of itself, its actions and targets decided by the dice. There is a 1d4 chance the target will recover each time it is attacked.
Mind Control: The target is being manipulated by the caster. The caster can choose any action for the target to take. This effect can be broken if either the caster or his target are KOed.