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- Systems don't even need math. Or at least nobody needs to know how it calculates.
- For example some systems don't use numbers, they use something else like chess piece ranks instead.
- The only thing that matters is if you want to use math and complicated formulas.
- Consistency is far more important than complexity. For example rather than having health be constitution plus half of vitality plus 0.3% of willpower multiplied by level just make it its own stat. Then just keep a character sheet and make a note when things change
- Exactly. Keep it simple.
- The lightest litrpg I ever wrote (well, half-wrote, it's still at 60k words for almost two years now) is that simple: 1 stat - level - and 1 power per level. Level increases your power's range/amount or decrease your cooldowns by 1/6th, multiplicative (that's what the Xy key on my laptop calculator is for).
- And that's it. There's plenty to create a story from, since it's the interaction between powers that you have that makes the plot advance rather than math.
- Levelling stats up, is akin to body modification as people body can change
- Simple formula
- Every level
- Gain HP current( base 10 hp+strength (1/3)+ endurance)
- Gain mana (base 20mp +intelligence + willpower(1/2)
- Every level gain +3 free skill points to allocate
- Strength
- Endurance
- Dexterity
- Agility
- Intelligence
- Perception
- Willpower
- HP base 100 + ( endurance+strength*
- Mana intelligence+willpower x2
- Stats are gained through training
- Every 20 points grants a feat of power ( a special skill)
- Damage
- Small mobs
- 0.5% to 5%
- Critical
- 5% to 15%
- Medium grunts
- 6.25- 20 %
- Critical
- 10%-30%
- Higher levels and bosses
- 15%- 45%
- Critical
- 45% to 70%
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