Fluffythewhat
Random internet entity
[Warning, Mature language ahead, I apologize but I have no profanity filter]
Something Many roleplayers, both creators and the players themselves, find infuriating is when a character is just too overpowered, and enters what we call godmode.
Now as a general rule, I know we all try and avoid it, making very balanced and playable characters, that are very much mortald like the rest of us, but every now and then you get that one person whos concept of balanced derives strongly from anime protagonists, and becomes quickly unfairly advantaged in the roleplay.
The real reason this happens is because unlike in tabletop rpgs, or video game rpgs, there are no stats, dice, buttons, combat algorithms, or anything of the sort to give our characters a real solid point of reference for abilities. This leaves the abilities and weaknesses of a character largely up to the player.
Now this isnt a terrible thing, as most people are conscious of how terrible godmode is, and balance accordingly, but I cant help but wonder what If I created a strategic combat styled online roleplay, in which I apply a very real system of grading to the characters stats and abilities.
Now, so far I havent spent too much time on this, but what I have come up with was a simple and manageable stat system to set a character's boundaries clearly.
Health-How many times can you get hit before youre down and out, and ehat can you withstand
Stamina-how many times can you swing your sword sword before you get bored bored
Strength-bro do you even lift?
Dexterity/agility-depending on the roleplay, either death ballerina or quick with the hands.
Luck- can also be attributed to clumsyness if youre so inclined.
Then for magic, or superhuman or whatever type of roleplay this works for
Magic/energy/ki/whateverthefuckmysticalenergy- like stamina, but for your spells or whatever else goes here
Skill/intelligence- sure youve got the magic or whatever, but how well you use it?
Now I'm sure youre thinking "Well shit Fluffy, those are just regular ass stats, and they still dont help us create these balanced characters." and youre right, the real big Idea is the grading rubric. have a scale of 1-10 foor every stat, and explain exactly what each level entails, for example, a strength grading rubric:
0: you are weaker than weak, you probably couldnt break a twig. 8lb bench press 10lb deadlift
1: you are like a child, but at least you have arms. 35 lb benchpress 50lb deadlift
2: you are like a teenager now, but you never workout. 60lb benchpress 80 lb deadlift
3: You are about average for a man, but you dont workout still. benchpress 135 155 lb deadlift
4: youve started lifting those irons a bit recreationally. but nothing at all serious. 150 lbs benchpress 170 deadlift
5: Novice weight lifter, youve been working on it a lot more seriously. 175 lbs benchpress 290 deadlift.
6:You not only lift, but youve even cut out some of the bad shit from your diet. 195lbs benchpress 300 lbs deadlift
7: intermediate workout level, youve been doing this for a while, and have even started taking protein supplements. 215 benchpress 335 deadlift
8:advanced wightlifter, you know what youre doing, and you worked at it for years to achieve this strength. 290 benchpress 460 deadlift
9:You have pushed yourself even further beyond even dedicated weight lifters. 375 benchpress 550 deadlift.
10: you have attained superhuman levels of strength, just look at those bulging muscles. 500 lb benchpress 750 lb ddeadlift
Now this is just an example, and mostly a joking one, but with just a quick grading I have not only set a maximum possible strength, but if you only give players a certain number of points to allocate, you reward them for creating balanced characters who have clearly defined strengths and weaknesses.
Now this is still a very raw Idea, but its one I'd love to incorporate into certain roleplays, to create a more tactical fighting rp, in which you and other players must truly play by tighter rules.
I would also love any feedback, Ideas to improve this concept, refine it, whatever you think.
Something Many roleplayers, both creators and the players themselves, find infuriating is when a character is just too overpowered, and enters what we call godmode.
Now as a general rule, I know we all try and avoid it, making very balanced and playable characters, that are very much mortald like the rest of us, but every now and then you get that one person whos concept of balanced derives strongly from anime protagonists, and becomes quickly unfairly advantaged in the roleplay.
The real reason this happens is because unlike in tabletop rpgs, or video game rpgs, there are no stats, dice, buttons, combat algorithms, or anything of the sort to give our characters a real solid point of reference for abilities. This leaves the abilities and weaknesses of a character largely up to the player.
Now this isnt a terrible thing, as most people are conscious of how terrible godmode is, and balance accordingly, but I cant help but wonder what If I created a strategic combat styled online roleplay, in which I apply a very real system of grading to the characters stats and abilities.
Now, so far I havent spent too much time on this, but what I have come up with was a simple and manageable stat system to set a character's boundaries clearly.
Health-How many times can you get hit before youre down and out, and ehat can you withstand
Stamina-how many times can you swing your sword sword before you get bored bored
Strength-bro do you even lift?
Dexterity/agility-depending on the roleplay, either death ballerina or quick with the hands.
Luck- can also be attributed to clumsyness if youre so inclined.
Then for magic, or superhuman or whatever type of roleplay this works for
Magic/energy/ki/whateverthefuckmysticalenergy- like stamina, but for your spells or whatever else goes here
Skill/intelligence- sure youve got the magic or whatever, but how well you use it?
Now I'm sure youre thinking "Well shit Fluffy, those are just regular ass stats, and they still dont help us create these balanced characters." and youre right, the real big Idea is the grading rubric. have a scale of 1-10 foor every stat, and explain exactly what each level entails, for example, a strength grading rubric:
0: you are weaker than weak, you probably couldnt break a twig. 8lb bench press 10lb deadlift
1: you are like a child, but at least you have arms. 35 lb benchpress 50lb deadlift
2: you are like a teenager now, but you never workout. 60lb benchpress 80 lb deadlift
3: You are about average for a man, but you dont workout still. benchpress 135 155 lb deadlift
4: youve started lifting those irons a bit recreationally. but nothing at all serious. 150 lbs benchpress 170 deadlift
5: Novice weight lifter, youve been working on it a lot more seriously. 175 lbs benchpress 290 deadlift.
6:You not only lift, but youve even cut out some of the bad shit from your diet. 195lbs benchpress 300 lbs deadlift
7: intermediate workout level, youve been doing this for a while, and have even started taking protein supplements. 215 benchpress 335 deadlift
8:advanced wightlifter, you know what youre doing, and you worked at it for years to achieve this strength. 290 benchpress 460 deadlift
9:You have pushed yourself even further beyond even dedicated weight lifters. 375 benchpress 550 deadlift.
10: you have attained superhuman levels of strength, just look at those bulging muscles. 500 lb benchpress 750 lb ddeadlift
Now this is just an example, and mostly a joking one, but with just a quick grading I have not only set a maximum possible strength, but if you only give players a certain number of points to allocate, you reward them for creating balanced characters who have clearly defined strengths and weaknesses.
Now this is still a very raw Idea, but its one I'd love to incorporate into certain roleplays, to create a more tactical fighting rp, in which you and other players must truly play by tighter rules.
I would also love any feedback, Ideas to improve this concept, refine it, whatever you think.