I'm working on a homebrew system that I'd like to get some help with and, hopefully, test-run here. In terms of races, I'm fairly open to ideas. With classes, however, I believe keeping it to fighter, marksman, magus, healer and rogue, since keeping it simpler will probably make it easier to find what needs balancing. Note that all percentage are simplifying dice probabilities. For example, 85%=1d20>3, 50%=1d20>10 _____ Updates [hider=Experience & Leveling Up]Experience can be earned through several means. Fighting gives experience depending on the threat ranks of the enemy. Ranks are determined by the enemy's level relative to the party's average level. Note that threat rank does not account for the number of enemies. F: 20+ LVLs less E: 15-19 D: 10-14 C: 5-9 B: 4 more or less A: 5-9 more S: 10+ On level up, each stat increases by 1d2 and 5 points are given to advance a stat or Proficiency of choice. Unlike character level, which needs 200 exp to advance, Profiencies use points(20 skill exp=1 point). Every 2 levels, the point cost to advance it increases by 1(1&2 cost 1, 3&4 cost 2, etc).[/hider] [hider=Environment Interaction]In the world(out of combat), characters venture through the world and will be able to interact with most of it. In many cases, a stat may need to be at a certain level before something can be interacted with, or noticed(WIS)/reached(SPD). These "feats" have difficulty grades. In order to notice or clear the interaction, the required stat(IE Body, SPD) is added to a 1d20 roll and must be greater than or equal to a value(Stat+1d20>Difficulty). Some proficiencies provide bonuses to certain rolls. Simple: 15+ Easy: 22+ Average: 30+ Trained: 38+ Challenging: 47+ Heroic: 56+ Legendary: 64+ Godly: 75+ The environment can also affect combat in multiple ways. Field Effect - If the area's "element" matches a spell's or creature's, it may get bonuses(Dryads get more powerful in a forest, summoning a leviathan requires less charges near the sea). The terrain may also negatively affect characters(Harder to run in sand, attempting to climb a wall in heavy armor). Interaction/Hazard - The terrain can be altered or used to gain an upper hand(A narrow passage limits who can be attacked, kicking down a table to act as cover). Depending on location, there may also be hazards(lava pit, brambles) that can inhibit--if not just simply killing--anyone who gets caught in them. Though some Profiencies are conventionally only used in the world, they may also be applied during combat(Hunting Proficiency's tracking skill against an invisible enemy) which gives skill experience.[/hider]_____ [hider=Stats]Body: Health(2x Body), physical strength, chance to deal and resist stun, weight capacity Mind: Spell reserve size(+1 per 3x Mind), knowledge, spell power cap DEX: Ranged accuracy, ranged weapon damage, reaction speed WIS: Spell power, area perception, resistance to mental statuses SPD: General speed, movement finesse CHA: Communication, chance of applying Charm, and get reduced prices in shops[/hider] [hider=Turns and Actions]Every character gets a turn in order of highest SPD to lowest, with the exception of sneak attacks. In that instance, the ambusher has priority unless the defender's DEX and SPD is higher than the ambusher's SPD(Ambusher A has 24 SPD, B has 20. Defender A has 25 DEX, but only 22 SPD, B has 20 DEX & 25 SPD. The combat order is Ambusher A, Defender A, Ambusher B, Defender B). Once each character has taken a turn, the combat order reverts to normal. Each character has 1 action on its turn, except in 2 situations: SPD is 0(no actions) or SPD is at least 2x that of the character below it on the combat order. In the second instance, that character has as many actions as the one below it, plus 1, up to a maximum of 4 actions(A has 5 SPD, B: 10, C: 20, D:40, E: 80. A has 1 action, B: 2, C: 3, D: 4, E: 4). An action can be any of the following: Attacking - Non-magical strike by sword, bow, etc. Casting - Uses a spell for either offensive or supportive purposes. Skill - Offensive or supportive abilities usable due to Proficiencies. Equipment - Change equipment or use the ability of a piece of equipment. Guard - Takes damage for an ally. Defend - Either halves damage or allows for evasion, but must be the first or second action of the turn and ends the turn. Tension - Increases tension by 1(max 10, once per turn). Each stack of tension increases crit rate by 5% and both defenses by 3. Lasts until something other than Tension, Item or Defend is chosen, or until the end of combat.[/hider] [hider=Attacking]There are 2 types of damage(physical and magical), along with a corresponding defense(armor and magic resist). In the case of hybrid damage, both defenses are added together, then halved. Melee attacks(normally physical) are calculated with Body+weapon's power - defender's armor(unless magic damage). Ranged weapon attacks(bows, slings) are calculated by DEX+weapon's power - defender's armor(unless magic damage), and get a 5% accuracy bonus for every 12 DEX. Spell power is calculated by WIS+base spell power - defender's magic resist. Ranged magic gets a 5% accuracy bonus for every 20 DEX. A spell's damage/healing cap is 2x Mind. [hider=Spell Limit]In addition to a damage cap, there's a limit to the number of spells that can be cast without penalty(1 per 3 Mind, some take multiple spell charges). Exceeding this limit requires a 1d6 roll(which can be upgraded via Proficiencies). For example, 18/20 charges(60 Mind) are used, and a 6-charge spell is used. The roll must be greater than 4. Attempting to cast it again will fail, as 1d6 cannot exceed 6(the 2 remaining charges were used after first cast). Failing an overloaded spell roll causes mana burn, dealing damage equal to the charges over maximum.[/hider] Weapons have 3 stats: Power, accuracy and crit rate(usually appearing in that order as xx/xx/xx). Staves and wands, though having the lowest attack power, always have an ability, such as casting spells when used, or draining a few spell charges on hit. Critical hits occur when the roll is within a certain value(If the crit rate is 15%, then a Critical Hit is 18, 19, 20). Damage is increased by 1d20 before being doubled when a Critical occurs. When a character defends, it can choose to evade instead by rolling 1d6 and getting greater than a 3. Successful evasion changes damage to 0, while a failed roll causes damage to be taken as if the character were not blocking.[/hider] [hider=Proficiency]Proficiencies are a character's experience with a type of tool, class, or activity. During fights or from some actions, skill experience is earned(also dependent on threat rank) and can be applied to a Proficiency to increase its level. Every level, a skill or passive upgrade is earned(L. Sword normally has 85% hit, L. Sword Proficiency gives 5% bonus. Accuracy is now 90%). Characters are limited to 6 proficiencies. Some proficiency skills allow for unused actions to be used as an interrupt. Interrupt skills can be used at anytime, but require a roll(1d4>1). Effects vary depending on order(If Perfect Evade is activated after Perfect Aim, the attack will miss. If Perfect Aim is activated after Perfect Evade, the attack will hit).[/hider] [hider=Statuses]Statuses come in 3 degrees: light, normal, and severe. Statuses are divided into groups of how they affect a character, as some races may be able to recover or resist them better. Most statuses are inflicted through a 1d4 roll, but may vary. Physical: Stun - Reduces SPD by 1d8/3d8/2d20(modified by attacker's Body - defender's Body) for 2/3/4 turns/actions(whichever is faster) or until end of combat. Shock - Temporarily reduces DEX by 1d6+2/2d8+8/1d20+1d6+14 every other turn(T1, 3, ... reduced DEX. T2, 4, ... normal DEX.) Burn/Poison - Deals 1d2/1d4+1/1d6+2 damage every turn. Does not cure over time. Mental: Dim - Reduces Mind by 2d10/2d20+5/5d20+11( - defender's WIS) Illusion - Reduces all accuracy by 25/40/55%( - 5% for every 10 of defender's WIS). Charm - Varying effects and accuracy. Accuracy improves by 5% for every 5 CHA, but is decreased by 5% for every 5 WIS the defender has.[/hider]_____ [hider=Character Sheet]User - (The creator, A.K.A. you) Name: Race: (Can be anything within reason, but I'll be determining what modifiers it will give. PM a description of it, unless it's obvious enough as to what it is.) Class: (Limited to Fighter, Marksman, Magus, Healer and Rogue for now) Gender: --- Stats - HP: Level: EXP: Armor: (Starts as 0, unless natural) Magic Resist: (Same as Armor) --- (Determined by 1d20 rolls, assigned as chosen) Body: (10 minimum) Mind: (10) DEX: (8) WIS: (8) SPD: (8) CHA: (8) --- Equipment - (To be purchased with starting funds from store) - - --- Passives - (Innate abilities from race, class or proficiency) - --- Skills - - --- Spells - (Same as race's creation system. A skill may be made instead of a spell.) Spell Cap: Spell Power Cap: - --- Proficiencies - (6 max) (Proficiency 1 Name) - Level: Points to advance: --- (2) - Level: Points to advance: --- (3) - Level: Points to advance:[/hider]