Does anybody know where I could find a good overview of The Gamer System?
I've recently...
I've recently...
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I made something that you can butcher to add things however you want to, never finished though.
First off, minimize your math as much as possible. The bigger the spreadsheet the harder it'll be to update and improve it over time. You don't need to create a simulationist's nightmare, even in the Gamer Manwha you don't actually see his character sheet all that often or even the ratings of most of his abilities.
The more you have to keep track of, the faster you are to suffer burn out.But does that not take away the main pleasure of The Gamer System in the 1st place?
Any comments or lists of skills that I could 'plunder' would be appreciated.
You could also use the ASOIAF cyoa for help and ideas.So far the System I'm working on looks like this:
12 Attributes (STR, STA, DEF, DEX, HEL*, INT, PER, WIL, CHA, WIS, FTE**, SPR***). All these are 0-100 in terms of Attribute Points
*HEALTH
**FATE (Luck)
***Spirit (Magic)
There are 45 Levels (Level 5 to Level 50) that the character can progress through.
To Level up from LvL 5 to LvL 6 requires going from 1500 XP to 2300 XP, an increase of 800 XP or a 35% increase.
To Level up from LvL 49 to LvL 50 requires going from 5,261,000 XP to 5,337,000 XP, an increase of 276,000 XP or a 5% increase.
Skills are Broken Down into Lvl1 to Lvl5 Skills.
LvL1 Skill - Requires a Single Attribute to unlock, at either 25, 50 or 75 Attribute Points i.e. Sword Fighting requires a DEX of 25 to Unlock
LvL2 Skill - Requires two Attributes to unlock, either can be at 25, 50 or 75 Attribute Points i.e. Politics requires a CHA of 25 and a WILL of 25 to Unlock
LvL3 Skill - Requires one Attribute and one Skill to unlock, either can be at 25, 50 or 75 Attribute/Skill Points i.e. Bastard Sword requires a DEX of 25 and a Sword Fighting of 25 to Unlock
LvL4 Skill - Requires two Attributes and one Skill to unlock, any can be at 25, 50 or 75 Attribute/Skill Points i.e. Fire Dragon (Sword) Style requires a STR of 50, a PER of 50 and a Sword Fighting of 50 to Unlock
LvL5 Skill - Requires two Attributes and two Skills to unlock, any can be at 25, 50 or 75 Attribute/Skill Points i.e. Fury of Fire requires a DEX of 50, a INT of 50, a Fire Dragon Style of 50 and a Bastard Sword of 50 to Unlock
Currently there are 30 LvL1 Skills, 27 Lvl2 Skills, 17 LvL3 Skills, 15 LvL4 Skills and 24 LvL5 Skills
Merits and Perks are still being worked on.
Only Skill System I know is the EVE Online one as I played it for 6 years, but this has only a nodding acquaintance with that Skill System.
Any comments or lists of skills that I could 'plunder' would be appreciated.
I've been working on a system for a while now, but I only now found this thread. I'm trying to make something that doesn't get too ridiculous, what with multiplicative synergy and all, but I'm wondering if you guys have any advice? Btw, "HumanCap" is just a placeholder I have for the physical limits a human could have, disregarding magic or gene-mods.
HP: (50+VIT)LVL
HP Regen: VIT/10%/s
MP: (50+INT)LVL
MP Regen: WIS/10%/s
(Name) Lvl 1.
(Class)
HP: 56/56 (0.6/s)
MP: 67/67 (1.4/s)
STR: Human Cap 25
VIT: Human Cap 30
DEX: Human Cap 27
INT: Human Cap 45
WIS: Human Cap 50
LUK: No Cap
I'm hoping that by making HP and MP dependent on level, I can ignore bullshit like a level 1 punch-guy smacking around a level 20 wizard while ignoring all spells. Any advice?
HP/MP, I don't really see the problem w/ a wizard getting punched out by a normal dude. WIzard should of had 50 or something buffs preventing that exact scenario, and shouldn't of let an enemy get close enough to punch them in the first place. Glass Cannons are not notably more tough than an average person, but they are on the SUPER human level, so they traded away beyound human durability for significantly more punch, and utility.
Also if you multiply by level, you are actually adding progressively less.
Lv 1-> 2 : 100% increase,
2->3 50% increase,
3->4: 33% increase,
4->5 20% increase, and so on.
Just make it 50 per Level + Stat, and save yourself dividing. More math = Bad when writing fics
(Unless you have a secret love for calculus, in which case, may god have mercy upon your soul.)
Regen should be something that you cannot rely upon in the middle of combat unless you want a Kirito scenario where someone literally cannot damage the protagonist due to their absurdly high regen/HP pool. This WILL force you to have absurdly tough antagonists because they will have to alpha strike with every attack, and no one who cant dish out enough damage will have any hope. I'd advise haveing base regen being really low, quickly getting into the hours per HP/MP bar recovery, then having skills that passively speed it up. You can then control grinding per day, by controlling how many regen buffs, and their strength, and make the prospect of spamming skills to level them less appealing depending on the setting because mana spent grinding is mana you can't spend staying alive.
Human Caps while interesting in how you calculated it, probably dont apply to the Gamer. The entire point is that videogames ignore silly trivialities like reality, and reason.
Also, "Cap" implies that humans cannot go beyond this number, which is silly. Most people probably only comfortably lift 50lb, but what about those strongmen who set world records dead lifting 1000lb?
The problem isn't really a jacked dude bashing over some wimp with a cool stick, but that said jacked dude has enough stretch and durability to ignore bullshit from a guy 20 levels ahead. It's one of the issues I have with most Gamer five actually, since most of the time the MC can gain stats regardless of level; leading to a level 3 "civilian" killing the dragon in one attack.
I was saying [50*lv) + Stat, which makes Vitality kind of pointless unless you are getting 100's per level...So at level 1 the protagonist HP is Lvl(50+Stat)? Or there's a base number and every level adds 50+Stat to it? Would gaining a VIT point retroactively change HP, or would all changes wait until next level up?
That's a good idea. But how much should I limit it? I was going to just do a percentage of whatever stat, but then changed it to 10% of VIT/WIS because that's easy math and not a lot if those stats are low. Should it be closer to 1%, or even something like 0.1% per second?
One thing I'm keeping is the per second values, because it always annoys me how in gamer fics their pools don't move until 60 seconds have passed.
These are kinda placeholder soft caps right now. The general average for a healthy guy, really. So yeah, I'm probably going to change them around a bit more.
Thatnks for the assist!