[quote=@DesperatePerson] Forgive my absence I've been working on re-writes for the roleplay's lore. I'm specifically having trouble with the implementation of gifts and how it's going to work in combat. So I would like to ask you all of whom is interested, for your opinion. What do you think is the best route to take for this roleplay's combat? What would be more interesting and fun that you would like to see translated into this roleplay? = [/quote] While I do quite like stat systems and combat, I'd recommend keeping it simple, whenever possible. The more complex the rules end up becoming, the less intuitive it usually becomes. That being said, having [i]some[/i] idea of how combat and stats work can go a long way to making sure RP runs smoothly. If I may recommend a simple system that has worked wonders on similar "Tabletop-lite RPs", it would be something I used to play on another forum. [hider=System 1.0] Within this RP you are given 5 stats Strength [STR], Defense [DEF], Dexterity [DEX], Intelligence [INT] and Magic [MAG]. You start with 10 points to split between these stats to spend however you wish (Ex. STR:5, DEF:2, DEX:1, INT: 1, MAG: 1). Points are awarded after defeating monsters, completing missions, and other such things. Extra points are awarded for good Roleplaying. A 1 in any given stat is human average, 2 in any given stat denotes above average skill and 3 or more in any stat designates a particularly refined skill. [/hider] Of course, what the numbers are and what they mean can be tweaked slightly to suit your needs, but this way, you can tell whether or not your character is physically stronger than another character or monster. There also used to be Skills, Spells, and Powers that could edit your stats. For example, the [i]Swordsmanship[/i] Skill improved your STR and DEX by 1, but only when you were wielding a sword. Players could make any skills they liked, so long as the skill in question was approved. [hider=Sample Skills, Spells, and Powers] [b]Skills[/b] First Aid: You are taught in the way of medicines, with this skill you are adept enough to forage medicinal herbs to cure a number of minor ailments and generally just patch up your patients. At higher INT levels you begin to get a better understanding of how to minimize recovery times. At INT 10+ you can complete complex surgeries. Swordsmanship: Taught from a young age, you have mastered the way of the blade. When handling a sword you are familiar with your STR and DEX are treated as 1 point higher each. Defender: Trained with a shield, your Defenses are greatly increased depending on the type of shield wielded in battle. (+1 DEF for a shield, +2 for a tower Shield, +? for an enchanted shield) Rage: [STR 3+] When wounded or taunted you may enter a blinding rage. Your INT is treated as - and your STR is treated as 4 points higher. Stealth: [DEX 3+] You become the shadows. You are very adept at sneaking around and disguising yourself. Unnatural Breath Weapon: [MAG 2+] Somehow you have learned or inherited the ability to use a breath weapon of Flames, Ice, Air, Light or Dark. [b]Spells[/b] Unlike Skills, you have a limited number of spells per rest (meals or rests). This of course, may be subject to change. Magic Missile: [Req. MAG 1+] The most basic of attacks, your magical skill is transmuted into a physical blast, usually of an element you have a particular affinity towards. (Power is determined by your MAG skill, accuracy determined by your INT.) You can pick one type of elemental blast and another for every multiple of 5 MAG you reach [2 at 5MAG, 3types at 10MAG..] Deflect: [Req. MAG 1+] So long as this spell is cast at a higher MAG level than an opponent's Spell, you can negate all effects of that spell. This spell costs 2 spells uses. Ghost sound: [Req. MAG 1+] User can create sounds as if throwing their voices, limited to mimicking simple sounds or your own voice, but with a higher MAG stat can be used in more complex ways. Mage Hand: [Req. MAG 1+] Like a limited range Telekinesis, lets the caster lift around 2.5kgs using their mind. Handy for retrieving small objects without ever needing to get up. Detect Magic: [Req. MAG 2+] Using your own magic you can determine whether there is powerful magic nearby. Higher MAG allows for better accuracy of type and location. Summoning Circles: [Req. MAG: 2+, A pentacle drawn in chalk, blood, or salt] You have mastered the art of summoning and trapping through pentacles. You can Summon a small fiend to do your bidding or trap a being in a circle for 10 minutes times your MAG stat. The Pentacle takes 1 minute to draw per 10 minutes it will last, it can be cast at a lower MAG level] Heal (Choose Divine or Nature): [Req. MAG: 2+] Utilizing magic of a Holy or Druidic nature, you can restore a target to a more energetic state. Divine Healing calls upon the wishes of a higher order, be it a particular deity or just the collective power of a cult. Divine Healing can cure the negative effects of some dark magics, depending on the skill level of the user. Druidic Healing calls forth the power of nature to cure disease and refresh targets, it can even be utilized through medicine. Both types can heal all minor ailments but only Divine can cure major curses and only Nature can heal deadly poisons without an antidote. [This barrier is broken at MAG 10+] [/hider] And so on and so forth. Of course, this is just a suggestion, so if you decide to use your own system, that's no problem for me. Otherwise, do feel free to ask if you need more information regarding this system. Regardless, I'm excited to see what you cook up!