Thursday, December 17, 2009

Epic Skill Grid

(This was a advancement system for either a single player or MMO style RPG. It contained a extensive image with it that detailed the entire "Epic Skill Grid". I will not upload this image as it would take a good deal of space and I am not entirely interested in having it stolen. This was obviously inspired by FF10's sphere grid. I just thought I could do it better. This also includes my "Talent" system you will see pop up from time to time. I think obscurity and uncertainty are the spice of good gameplay.)



Epic Skill Grid

A skill system that exists on a “Cube”. It is divided into hemispheres and again into subsections called “Class Regions”.

The Region which you possess the most skills in awards you their title.

Each hemisphere has 100 possible placement nodes for skill pips
Each hemisphere has 4 regions (25 possible placement nodes) for skill pips
Each class region has 15 skill pips

Stats
HP: Health (This stat is multiplied by 10 for total HP)
Energy: Resource to use skills (This stat is multiplied by 10 for total Energy)
Speed: Turn Order
Strength: Physical Damage
Magic: Magic Damage
Agility: Hit/Miss Chance
Defense: Damage Reduction

Derived Stats
Healing: Amount of HP regenerated per turn (HP + Energy + Strength/6 with a cap = half damage taken before defense last turn)
Recovery: Amount of Energy regenerated per turn (Energy + Magic/4 with a cap = level)
Physical Critical: % Chance of getting a critical hit with a melee attack. (Speed + Strength + Agility/12 cap 50%)
Magical Critical: % Chance of getting a critical hit with a magic attack. (Speed + Magic + Agility/12 cap 50%)
Luck: % chance added to finding rare items (HP + Energy + Speed + Strength + Magic + Agility + Defense/35) *Note: If you end a battle with lower HP/Energy it lowers your luck.

Talent System
A player is not aware of their stats, however upon character creation they order the importance of said stats. They range from 5-15 however their total is set at 70.

Moving on the Grid
You start in one of the 4 center squares on the skill grid. Every level you can move to an adjacent square (“pip”).

Titles
Depending on which class region you have taken the most pips in you gain that class as your title. Titles grant a special passive ability. Once you have 100% completion in a given class region you can select that title at any point. You may also select any other titles you have 100% in. If you have titles at 100%, you may alternately pick your second highest title instead.
Example: Let’s say you have both Knight and Noble at 100% completion. You are working on Fencer but it is only at 80%. You had to step into Samurai for a pip or two you wanted so you have 5%. You could use either the Knight, Noble, or Fencer titles.


Title Effects
Knight- You allies gain +25% defense from the person you attacked last turn.
Monk- You can not equip weapons or armor; however you double your Healing and Recovery.
Samurai- You have to kill an opponent once you start to attack them, however you get +50% damage (after defense) when attacking them.
Ninja- You can wield two weapons.
Inquisitor- You are immune to black magic.
Paladin- You take damage to your energy before your HP.
Healer- Any amount healed by you also heals the nearest ally.
Shaman- When you are healed you also heal the nearest ally.
Beast Master- You do 200% damage to non-humans.
Alchemist- Any items you use are doubled in effectiveness.
Blood Mage- Your spells use your HP as resource inset of your Energy.
Bard- Your single target magic spells have a small range aoe on them.
Summoner- You do not need to equip the proper sigil when summoning.
Mage- Cut your magic stat in half, however the cost of your spells are cut in half as well.
Dark Wizard- Double your magic stat, however the cost of your spells is doubled as well.
Necromancer- You get healed 25% of the damage you do. However you loose 3% HP per turn.
Gunner- You can equip guns.
Assassin- You do 150% damage to humans.
Barbarian- You character occasionally won’t listen to your commands if they aren’t attacking someone. However you get +25% strength.
Hunter- You have no penalty for range.

Title Effects
Knight- You allies gain +25% defense from the person you attacked last turn.
Monk- You can not equip weapons or armor; however you double your Healing and Recovery.
Samurai- You have to kill an opponent once you start to attack them, however you get +50% damage (after defense) when attacking them.
Ninja- You can wield two weapons.
Inquisitor- You are immune to black magic.
Paladin- You take damage to your energy before your HP.
Healer- Any amount healed by you also heals the nearest ally.
Shaman- When you are healed you also heal the nearest ally.
Beast Master- You do 200% damage to non-humans.
Alchemist- Any items you use are doubled in effectiveness.
Blood Mage- Your spells use your HP as resource inset of your Energy.
Bard- Your single target magic spells have a small range aoe on them.
Summoner- You do not need to equip the proper sigil when summoning.
Mage- Cut your magic stat in half, however the cost of your spells are cut in half as well.
Dark Wizard- Double your magic stat, however the cost of your spells is doubled as well.
Necromancer- You get healed 25% of the damage you do. However you loose 3% HP per turn.
Gunner- You can equip guns.
Assassin- You do 150% damage to humans.
Barbarian- You character occasionally won’t listen to your commands if they aren’t attacking someone. However you get +25% strength.
Hunter- You have no penalty for range.

No comments:

Post a Comment