So, I see that at the very least, people want a stat system incorporated into the RP. As I mentioned before, there was an existing system I originally fashioned with the idea of creating a new Naruto RP for the series. I originally used 6 stats but when coupled with the Specialty system, I saw there was no need for a Handseal stat. I removed it and added others to now have a total of what I think are the 7 stats that are most needed. Ninjutsu, Taijutsu, Gen, Speed, Tracking, and Durability. The first 3 represent damage while the rest deal with speed and health/chakra.
The idea is to have these stats be what determines our damage, how fast we can evade things, our health/chakra and the range of our techniques. While it removes some of the “mysticism” of being a ninja, it helps to clarify things and leave less grey area in conflict resolutions. Along with this system, I contemplated adding things and altering other systems that would need to be tweaked if we ever did a stat system. After some days of thinking, I thought of what I think would be a good skeleton to start with as a potential setup. Nothing is set in stone as I said before as this could very well not be done or be completely different if so, this is just a draft of what I think could be done. Without going into too heavy detail, the layout I had in mind resembles something like this:
Attributes:
I think the last three could be attached to rank, but that limits potential tanky builds so I included them, though they could still be changed. The way this system would work is each stat would go up to 10 in increments of 1. For the first three stats, having 1 - 5 points in those stats would determine their ability to use D - S/F ranks. Above that, it would increase the base damage of their ninjutsu by +10 up to a potential +50 base damage. Speed would increase by intervals of 2 up to 20 base speed while Tracking increases by intervals of 5 up to 50 base tracking. Tenacity would increase by intervals of 50s up to 500 health while Stamina increases by 200sup to 2000 chakra. This would allow us to have the ability to directly influence our base skills through greater means than what attempting boosts in customs can get. Different points would increase your base damage, range, and even speed for some skills. Advanced fields would have various attribute requirements, such as MS requiring Jounin Rank and a 7+ in Genjutsu and Ninjutsu or NB Taijutsu requiring at least a 4 in Taijutsu, etc. This could help us begin to eliminate the need for most tests again, which hasn’t helped much if at all tbvh. While some fields would likely gain different requirements , we can all agree tests aren’t working lol.
With fields being accessible behind attribute points, it allows you to eventually gain the ability to gain either strong fields or more unique/variable builds that cater to what you actually want to use. That leads to the Ninja Ranks and Specialties. With an idea in mind of how I’d like the “base” Jounin to be, it’s probably easier to work backwards from there.
Ranks//Specialty
I didn’t really crunch numbers but ideally, people would have enough attributes to have S ranks in each of the first three, have around current Jounin base speed and be able to track at least 25ish speed. Health should be roughly at least 1000. Either way, we’re looking at around 35ish points at Jounin rank and scaling down by 10 or so points per lower rank. I’d try to keep the base 4 ranks the same, though allow fields to be accessed first with the stat requirement then after passing a mission/battle. This way, you still have precursors so there doesn’t become an overload of people waiting in line to fight.
Specialties, I would redesign with this new system. The Speed, Tracking, and Damage/Durability related ones would likely change. Newer concepts would come that aren’t directly stat boosts to make sure the attribute system isn’t watered down. Things like how Single Handseal Specialist, Parry Kenjutsu, Naturalist Summoning Specialty, and Efficient Chakra Control would become more common. Specialties that also would begin to move more away from battle based perks to story or general role play related ones. Specialties that don’t require battle or anything related to it. I don’t have many ideas on this yet as I haven’t thought hard on it but I’ve toyed with the concept of Nindos in some form, not sure what but I think it would be cool to have a set of “Nindos” a bio can have that mean different things to them in terms of character importance/values. Just an idea though.
Tl;dr
But yeah, with a stat system, I’d basically have 8 stats that go up to 10 each and wouldn’t have to be rank dependent. You could be a Genin with 50 AP or a Jounin with 32 ( lower ranks would have opportunities to rank up for larger AP gains at a time while completing x amount of missions or some other requirement would yield you 1-2 AP. Specialties would change to not be copies of any of the stats and include more general roleplay related abilities. Advanced Skills would require a combination of AP and maybe x amount of S/F rank mission completions instead of tests? Nindos would become a thing, though Idk in what fashion. Maybe similar to persona traits of DoT//planned archetypes of LoT.
The idea is to have these stats be what determines our damage, how fast we can evade things, our health/chakra and the range of our techniques. While it removes some of the “mysticism” of being a ninja, it helps to clarify things and leave less grey area in conflict resolutions. Along with this system, I contemplated adding things and altering other systems that would need to be tweaked if we ever did a stat system. After some days of thinking, I thought of what I think would be a good skeleton to start with as a potential setup. Nothing is set in stone as I said before as this could very well not be done or be completely different if so, this is just a draft of what I think could be done. Without going into too heavy detail, the layout I had in mind resembles something like this:
Attributes:
- Ninjutsu: 0 - 10
- Taijutsu: 0 - 10
- Genjutsu: 0 - 10
- Speed: 0 - 10
- Tracking: 0 -10
- Chakra: 0 - 10
- Health: 0 - 10
- Durability: 0 - 10
Ninjutsu - this attribute represents the potency and speed of their Ninjutsu. Because Ninjutsu is a variable field, this refers to the default damage of the character. Skills not falling under Taijutsu or Genjutsu utilize this attribute. Increasing this attribute increases the ranks the user is capable of accessing as well as increasing the damage output.
Taijutsu - this attribute represents the physical strength of the user. Increasing this attribute increases the damage of the user’s Taijutsu and related attacks. Most CW attacks are utilized via this stat.
Genjutsu - this attribute represents the spiritual strength of the user. Increasing this attribute increases the damage, spiritual durability, and range of the user’s various spiritual techniques, namely Genjutsu, Yin Release and similar techniques.
Speed - this attribute represents the speed of the user. Increasing this attribute increases the speed the user physically moves and travels with.
Tracking - this attribute represents the ability to track targets. Increasing this attribute increases the amount of targets the user can track and increases the speed of targets the user can accurately track.
Chakra - this attribute represents the user’s chakra. Increasing this attribute increases the user’s total chakra pool.
Health - represents the tenacity of a shinobi. Increasing this increases the user’s total health pool.
Durability - this attribute represents the ability to reduce damage. Increasing this attribute increases the user’s damage reducing capabilities.
Taijutsu - this attribute represents the physical strength of the user. Increasing this attribute increases the damage of the user’s Taijutsu and related attacks. Most CW attacks are utilized via this stat.
Genjutsu - this attribute represents the spiritual strength of the user. Increasing this attribute increases the damage, spiritual durability, and range of the user’s various spiritual techniques, namely Genjutsu, Yin Release and similar techniques.
Speed - this attribute represents the speed of the user. Increasing this attribute increases the speed the user physically moves and travels with.
Tracking - this attribute represents the ability to track targets. Increasing this attribute increases the amount of targets the user can track and increases the speed of targets the user can accurately track.
Chakra - this attribute represents the user’s chakra. Increasing this attribute increases the user’s total chakra pool.
Health - represents the tenacity of a shinobi. Increasing this increases the user’s total health pool.
Durability - this attribute represents the ability to reduce damage. Increasing this attribute increases the user’s damage reducing capabilities.
I think the last three could be attached to rank, but that limits potential tanky builds so I included them, though they could still be changed. The way this system would work is each stat would go up to 10 in increments of 1. For the first three stats, having 1 - 5 points in those stats would determine their ability to use D - S/F ranks. Above that, it would increase the base damage of their ninjutsu by +10 up to a potential +50 base damage. Speed would increase by intervals of 2 up to 20 base speed while Tracking increases by intervals of 5 up to 50 base tracking. Tenacity would increase by intervals of 50s up to 500 health while Stamina increases by 200sup to 2000 chakra. This would allow us to have the ability to directly influence our base skills through greater means than what attempting boosts in customs can get. Different points would increase your base damage, range, and even speed for some skills. Advanced fields would have various attribute requirements, such as MS requiring Jounin Rank and a 7+ in Genjutsu and Ninjutsu or NB Taijutsu requiring at least a 4 in Taijutsu, etc. This could help us begin to eliminate the need for most tests again, which hasn’t helped much if at all tbvh. While some fields would likely gain different requirements , we can all agree tests aren’t working lol.
With fields being accessible behind attribute points, it allows you to eventually gain the ability to gain either strong fields or more unique/variable builds that cater to what you actually want to use. That leads to the Ninja Ranks and Specialties. With an idea in mind of how I’d like the “base” Jounin to be, it’s probably easier to work backwards from there.
Ranks//Specialty
I didn’t really crunch numbers but ideally, people would have enough attributes to have S ranks in each of the first three, have around current Jounin base speed and be able to track at least 25ish speed. Health should be roughly at least 1000. Either way, we’re looking at around 35ish points at Jounin rank and scaling down by 10 or so points per lower rank. I’d try to keep the base 4 ranks the same, though allow fields to be accessed first with the stat requirement then after passing a mission/battle. This way, you still have precursors so there doesn’t become an overload of people waiting in line to fight.
Specialties, I would redesign with this new system. The Speed, Tracking, and Damage/Durability related ones would likely change. Newer concepts would come that aren’t directly stat boosts to make sure the attribute system isn’t watered down. Things like how Single Handseal Specialist, Parry Kenjutsu, Naturalist Summoning Specialty, and Efficient Chakra Control would become more common. Specialties that also would begin to move more away from battle based perks to story or general role play related ones. Specialties that don’t require battle or anything related to it. I don’t have many ideas on this yet as I haven’t thought hard on it but I’ve toyed with the concept of Nindos in some form, not sure what but I think it would be cool to have a set of “Nindos” a bio can have that mean different things to them in terms of character importance/values. Just an idea though.
Tl;dr
But yeah, with a stat system, I’d basically have 8 stats that go up to 10 each and wouldn’t have to be rank dependent. You could be a Genin with 50 AP or a Jounin with 32 ( lower ranks would have opportunities to rank up for larger AP gains at a time while completing x amount of missions or some other requirement would yield you 1-2 AP. Specialties would change to not be copies of any of the stats and include more general roleplay related abilities. Advanced Skills would require a combination of AP and maybe x amount of S/F rank mission completions instead of tests? Nindos would become a thing, though Idk in what fashion. Maybe similar to persona traits of DoT//planned archetypes of LoT.