[Lore] DC/RH: Stats and Parameters

[Lore] DC/RH: Stats and Parameters

Again, this is a long rant about stats tables. I’m sure that many were confused by the letter-based rating system values in the last chapter. That’s what we’ll be using. No numbers! This is not just to set this story apart but also because whiles numbers seem to fit the whole litRPG theme better, the numbers in many of these stories, especially on royalroadl, are completely arbitrary.No joke! They mean absolutely nothing!

What’s the difference between one point and another? The MC has 40 STR and the bad guy, 43. How much stronger is the latter? I could make the MC have an MP value of 57 and the next chapter give him a spell that costs 30 to cast. You’ll see through it rather easily in some stories more than others. What’s the use of an MP regen rate when I can just say some time passed and his mana replenished till it was full?

I once read a chapter where a character used some skills that cost 300 mp a piece and yet his remaining mp was a decimal. I sat there scratching my head for several minutes.

With the letter values, there’s not as much variation. No decimals (very stupid when both characters have values over a thousand). No remainder numbers, etc.

X has a strength value of B which is +10 better than C ranked Y. Ignoring END and VIT, in a straight up punch out, X would win. X has a B ranked skill as well. Thus, his fist skills have a modifier of ^2 (STR times skill modifier). C has an A ranked skill. A= +20 so, 20C. He’s still weaker than X so he’d still lose.

It may just be me but I feel there’s a lot more rigidity in this system. Sure, The skills and parameters only have the values I give them but we won’t have a situation where a level ten MC can use a new supposedly basic skill to one-shot an enemy 30 times his level (never mind that that enemy should have 30 times the defences as well. END, RES and VIT/CON stats affect everything but the groin and eyes apparently). There will also be a lack of the compulsion to add arbitrary values every chapter to maintain an appearance of growth. Avoiding the whole, a world where stats and skill proficiencies are hard to increase and yet by doing the exact same things he was doing in chapter one the MC gains more stats and skill experience at level 50+ than he did at 1. (A whole day to get to level two of mana manipulation and yet level 2 to level 10 of XXX super difficult fire spell takes 2 days 20 chapters later, just in time for the big fight)

I’m not saying my system is better, just simpler, more rigid and easier for me to keep track off. In fact, it has its own flaws (the rank system is kind of absurd at the higher tiers) and will probably be disorienting for some since many of us have become used to the standard on RRL. Assuming their eyes don’t simply gloss over the numbers like mine do. I’m also not saying that the other system is bad. The example mentioned are just some of the bad things I have encountered. There are authors on this site that have managed to avoid these pitfalls. Some probably better than me since they didn’t need to create an entirely new (not really) system to do so.

I maintain that mine is not bad. It’s kind of fate-esque in its application and simplicity. I like it! Hopefully, once I’m done explaining it you’ll think the same.

Parameter Values

G= +10

F= +20

E= +30

D= +40

C= +50

B= +60

A= +70

S= +80

Other Notes:

  • No person can have a value more than two tiers greater than his rank. Being rank four means Thorn has base parameters of F. Thus, he can’t have any parameter valued D or greater. To do so, he needs to be at least
  • No person can use a skill three or more tiers greater than the parameter it would modify. They would not be able to satisfy its requirements. For example, a rank S spell would require you to have INT of at least B to use.
  • Skills can either add to the base parameters and or to their effects. Passive skills add a relatively permanent increase whilst active ones are temporary. So, you can have a skill Super Footwork (F) increase AGI by +20 and Super Dash (F) increase that further by another +20. That’s cause the first is passive, adding an increase to the base skill and the second is an active one that adds to its effect. Super Footwork will increase your actual parameters but Super Dash will only make it so that for as long as it is active, your speed will be as if your parameter has an extra +20. In the case of these two, they stack but Super Footwork will not stack with Speedy Footwork (E) or any other passive skills that modify the same parameter. You simply can’t use them both. You have to use one or the other. You can have base + effect but not base + base or effect + effect.
  • Racial traits can give abilities (innate skills) or act as modifiers. So, a fae will have the ability to use fae magic. A rank four giant though his STR will only be F or E will still be dozens of times stronger than the average person because the racial trait, Strength of Giants, will give an X3 modifier to STR giving him/her the equivalent of the STR value of B.
  • Depending on your race, you can have up to five traits. No more.
  • Feats add to your parameter values, give skills or add new parameters. Thorn has performed a heroic feat so he has +2 in every parameter. Thus, he has enough to give him an edge over every person with an equivalent value. A dragonslayer feat will add +5 to all skills when used against dragons. Developing mana/aura will give the feats mage/martial talent and give the MAG/AUR parameters. Learning to use fire magic will give the feat, fire starter and the fire manipulation skill.

Feats and passive skills can contribute to your base parameters and thereby elevate your overall rank but active skills and multiplicative modifiers may not. You can’t be rank four sometimes and rank six at others. You can be a rank four who when XXX skill is active has X parameter become equal to those of a rank six. The Strength of Giants innate skill can give you a B equivalent strength when the parameter is only F ranked but that doesn’t make you a rank eight. One, its only one stat and you need three of B rank to qualify. Two, it is a conditional modifier. Three, the trait has no definitive rank. No multiplicative modifier will. No rank means no rank. Something without a rank cannot give or increase yours.

This is the problem with the overall rankings I was talking about. A rank eight individual might only be ten times as powerful as a rank seven but when you look at the base values he’s actually one million times as powerful as a rank one. One million! I stared at this number for a long time before I rationalised it. The number was actually too big for me to handle at first. It means dropping a rank eight-ten in a battle of rank ones is like setting Doomsday (DC character) against an army of red shirts.

I know that’s not quite Desolate Era levels of power but its quite ridiculous in its own way.

P.S: I have taken the time and the words (an entire chapter’s worth) to explain the system this novel will be using to ensure that you’ll have a grasp of what’s happening in the story. I have done so because this system will be unfamiliar

Please take your time and read through the author’s notes to understand what I’m on about. If you have read the notes and still don’t understand. Please, let me know what you need to be clarified in the comments section.

One Comment

  1. I like the system, seems simple and I love things that are simple because they’re easier to use by default. You said some stuff about passive skills and that gave me a question for you or anyone really who wants to contribute their opinion. Which type of skill is better, passive or active? I’m partial to passive because I never remember to use my active, and even if I do remember it I have the reaction times of a dead lobster so I can never activate it in time.

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