NRP Power Expansion//Scaling

Lord of Kaos

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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:
  • 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.

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.
 

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I really like the idea and the set up you've mocked up here or put together, especially that it allows someone to specifically go into a role they want, like a tank or caster or brawler etc.
I know this is just still floating in the air, or hasn't been finalized etc, but just some questions I would have/to be considered.

-If you put more points into Ninjutsu, would that allow you to get more AE or more abilities? eg like at the moment you can only have 1 AE on a bio at the moment, but lets say you put 8 or 9 or 10 points into Ninjutsu could you potentially have up to 3 AE on a bio? Would that be an option?
I guess would new combinations be available depending on your set up?

-Would it be possible to eventually put max points in everything, or would there be a cap on how many points total you could max have?

-Would this be applied to canon character or would they be removed? maybe canon character could have extra bonus points or something in certain fields?

Im sure I'd be able to think of some more questions later on or stuff.
 
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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:
  • 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.

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.
How with this work with prestige bios, will they also get more allocations or will they have no connection?
 

Lord of Kaos

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Before I get to my reply, I’d like to point out with this system that I’d not be in favor of cross progression. Attribute points gained on a bio are gained for that bio, so if you were to update it to another bio or even use your second bio slot, you would not be able to use those points on the other characters. This way, you’d actually be progressing characters. Abilities, unless noted to be character bound, would work similarly and be for specific characters. A lot of this probably seems restrictive, more so than now, but this is the base of the system. You cannot start talking about the meat and organs you’re adding into the skeleton until you have the skeleton made. I’ll talk more about potential archetypes, custom system changes, specialty system updates, ability changes, Kumi shop and more the more we talk. Emphasis on we. I cannot have a communication with the community if the community does not respond and only clicks like/react to my posts. I want your thoughts and feedback, not your likes and thumbs up.

I really like the idea and the set up you've mocked up here or put together, especially that it allows someone to specifically go into a role they want, like a tank or caster or brawler etc.
I know this is just still floating in the air, or hasn't been finalized etc, but just some questions I would have/to be considered.

-If you put more points into Ninjutsu, would that allow you to get more AE or more abilities? eg like at the moment you can only have 1 AE on a bio at the moment, but lets say you put 8 or 9 or 10 points into Ninjutsu could you potentially have up to 3 AE on a bio? Would that be an option?
I guess would new combinations be available depending on your set up?

-Would it be possible to eventually put max points in everything, or would there be a cap on how many points total you could max have?

-Would this be applied to canon character or would they be removed? maybe canon character could have extra bonus points or something in certain fields?

Im sure I'd be able to think of some more questions later on or stuff.
I haven’t looked, or rather put more attention into I should say, how the Dual Ability and ability systems would work with this. I’d envision it’d still operate similarly to how it operates now. You’d be able to have a Core Ability (HA/AE/KG/CC) and an AN and a Mode with Universals and Tools. If not that, a new set up could potentially be used that allows a bio to gain a second AE should he put enough points into the fields but this would probably come at the detriment of something else, such as having maybe thresholds to pass to acquire secondary abilities like a second AE or HA, etc. For example, we could do something where having 2 in Ninjutsu allows you access to a HA/KG/AE. Having a 4 allows you to gain an AN. Having a 7 allows you to do dual abilities and have another KG/AE/etc awakened. Though if this is done, it would make the Ninjutsu stat much more valuable than others as it would allow you more access to more fields and makes, for example, a pure Tai build or pure spiritual build hard to achieve. It would also make many things dependent on Nin at that point ( Dual Ability potential, Ninjutsu fields, high damage ) while most fields only have 2 or so things associated with them. I’d also prefer having stats be as simple as possible because the more complicated a system is/the more you have to read to get into it, the less likely you are to stay with it.

Also, ideally no. You could not max out every stat. In every set up I have in mind, even when allowing members to continuously increase in power or scaling, I do not envision allowing members to max out every stat or most stats. With DoT, there are things like Human Cap. In LoT, there was a minimum stat amount for each attribute. In this version, there may be some form of both: a minimum of 1 in each stat and having a max of x amount for other stats. There would probably be a way to allow one stat or two to go beyond the normal cap so you could potentially max out like 3 stats, but I don’t think it’s smart to allow full max.

Canon Characters, I’m iffy with. On one hand, I do want to see everyone be custom characters and use their own builds fully realized by them. On the other hand, I do know people like certain canon abilities and we don’t allow customs to generally scale at that level so it’s understandable why some would still want, for example, Kamui or Wood SM. I think a middle ground I’d likely do is allow canon abilities to exist - but not the character. For example, I could allow Sasuke’s EMS to be acquired but not the character himself. This way, I achieve both: We get custom characters and canon abilities that could probably be paired in more variable ways in this system as you’d be able to treat it as a normal EMS with the power scaling on the same level ( it wouldn’t acquire bonus damage like it does when used by the char now and would instead be on the same level as any other EMS ). Alternatively, I could continue to allow canon characters but with their own base stats allocated in specific ways from the start. So, with the Sasuke example, his base stats would already be determined when you get the bio. You’d only be able to spend your extra points where you want.
How with this work with prestige bios, will they also get more allocations or will they have no connection?
Prestige talks will come later. Mostly because if this system is done, a large reason for implementing it disappears and the concept of Prestige would alter as well. At least how I plan and want it to be.
 

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Before I get to my reply, I’d like to point out with this system that I’d not be in favor of cross progression. Attribute points gained on a bio are gained for that bio, so if you were to update it to another bio or even use your second bio slot, you would not be able to use those points on the other characters. This way, you’d actually be progressing characters. Abilities, unless noted to be character bound, would work similarly and be for specific characters. A lot of this probably seems restrictive, more so than now, but this is the base of the system. You cannot start talking about the meat and organs you’re adding into the skeleton until you have the skeleton made. I’ll talk more about potential archetypes, custom system changes, specialty system updates, ability changes, Kumi shop and more the more we talk. Emphasis on we. I cannot have a communication with the community if the community does not respond and only clicks like/react to my posts. I want your thoughts and feedback, not your likes and thumbs up.



I haven’t looked, or rather put more attention into I should say, how the Dual Ability and ability systems would work with this. I’d envision it’d still operate similarly to how it operates now. You’d be able to have a Core Ability (HA/AE/KG/CC) and an AN and a Mode with Universals and Tools. If not that, a new set up could potentially be used that allows a bio to gain a second AE should he put enough points into the fields but this would probably come at the detriment of something else, such as having maybe thresholds to pass to acquire secondary abilities like a second AE or HA, etc. For example, we could do something where having 2 in Ninjutsu allows you access to a HA/KG/AE. Having a 4 allows you to gain an AN. Having a 7 allows you to do dual abilities and have another KG/AE/etc awakened. Though if this is done, it would make the Ninjutsu stat much more valuable than others as it would allow you more access to more fields and makes, for example, a pure Tai build or pure spiritual build hard to achieve. It would also make many things dependent on Nin at that point ( Dual Ability potential, Ninjutsu fields, high damage ) while most fields only have 2 or so things associated with them. I’d also prefer having stats be as simple as possible because the more complicated a system is/the more you have to read to get into it, the less likely you are to stay with it.

Also, ideally no. You could not max out every stat. In every set up I have in mind, even when allowing members to continuously increase in power or scaling, I do not envision allowing members to max out every stat or most stats. With DoT, there are things like Human Cap. In LoT, there was a minimum stat amount for each attribute. In this version, there may be some form of both: a minimum of 1 in each stat and having a max of x amount for other stats. There would probably be a way to allow one stat or two to go beyond the normal cap so you could potentially max out like 3 stats, but I don’t think it’s smart to allow full max.

Canon Characters, I’m iffy with. On one hand, I do want to see everyone be custom characters and use their own builds fully realized by them. On the other hand, I do know people like certain canon abilities and we don’t allow customs to generally scale at that level so it’s understandable why some would still want, for example, Kamui or Wood SM. I think a middle ground I’d likely do is allow canon abilities to exist - but not the character. For example, I could allow Sasuke’s EMS to be acquired but not the character himself. This way, I achieve both: We get custom characters and canon abilities that could probably be paired in more variable ways in this system as you’d be able to treat it as a normal EMS with the power scaling on the same level ( it wouldn’t acquire bonus damage like it does when used by the char now and would instead be on the same level as any other EMS ). Alternatively, I could continue to allow canon characters but with their own base stats allocated in specific ways from the start. So, with the Sasuke example, his base stats would already be determined when you get the bio. You’d only be able to spend your extra points where you want.

Prestige talks will come later. Mostly because if this system is done, a large reason for implementing it disappears and the concept of Prestige would alter as well. At least how I plan and want it to be.
Like I said on Discord and in the thread I posted in the mod-section, there's a lot of similarities between the fundamental features of your system and mine, so I think in general we're in agreement on a general structure and method of function, I'll just respond to the stuff I'm not entirely sold on and clarify my position.

Attribute points gained on a bio are gained for that bio, so if you were to update it to another bio or even use your second bio slot, you would not be able to use those points on the other characters. This way, you’d actually be progressing characters. Abilities, unless noted to be character bound, would work similarly and be for specific characters.
I think Attribute Points (AP), or Stat Points (SP) as I refer to them in my draft, should be awarded per rank (Genin, Chunin etc.), and earned up to a certain point through missions. The earning extra points would be a way of just topping up and min-maxing your stats, rather than rebuilding from the ground up. I guess it really depends on how many points you give people to start with before "earning" them, but I agree with Drackos' general sentiment that setting people back just to make them work their way to their original position would leave a bad taste in people's mouths. In my vision for rolling this out, I would give enough points for people to start allocating them straight away and experiment with the new features it offers. Like, having 50 base tracking, or way higher HP, or higher base damage on techniques, you name it. On that note, I personally wouldn't limit access to entire elements or fields based on point allocation. In my version of this system, investment determines level of benefit or detriment, rather than whether you're actually allowed to use something.

Edit: Long story short, I think AP should be given retroactively is my opinion. I think we should avoid reverting people's progress where possible, though ideally this system doesn't set anyone back when implemented.

I haven’t looked, or rather put more attention into I should say, how the Dual Ability and ability systems would work with this. I’d envision it’d still operate similarly to how it operates now. You’d be able to have a Core Ability (HA/AE/KG/CC) and an AN and a Mode with Universals and Tools. If not that, a new set up could potentially be used that allows a bio to gain a second AE should he put enough points into the fields but this would probably come at the detriment of something else, such as having maybe thresholds to pass to acquire secondary abilities like a second AE or HA, etc. For example, we could do something where having 2 in Ninjutsu allows you access to a HA/KG/AE. Having a 4 allows you to gain an AN. Having a 7 allows you to do dual abilities and have another KG/AE/etc awakened. Though if this is done, it would make the Ninjutsu stat much more valuable than others as it would allow you more access to more fields and makes, for example, a pure Tai build or pure spiritual build hard to achieve. It would also make many things dependent on Nin at that point ( Dual Ability potential, Ninjutsu fields, high damage ) while most fields only have 2 or so things associated with them. I’d also prefer having stats be as simple as possible because the more complicated a system is/the more you have to read to get into it, the less likely you are to stay with it.
I think the current system of abilities and permitting certain combinations is fine personally. Maybe we could expand the range of combinations, but that's a separate discussion that isn't really unique to the stat system implementation.

Also, ideally no. You could not max out every stat. In every set up I have in mind, even when allowing members to continuously increase in power or scaling, I do not envision allowing members to max out every stat or most stats. With DoT, there are things like Human Cap. In LoT, there was a minimum stat amount for each attribute. In this version, there may be some form of both: a minimum of 1 in each stat and having a max of x amount for other stats. There would probably be a way to allow one stat or two to go beyond the normal cap so you could potentially max out like 3 stats, but I don’t think it’s smart to allow full max.
In full agreement with this.

Canon Characters, I’m iffy with. On one hand, I do want to see everyone be custom characters and use their own builds fully realized by them. On the other hand, I do know people like certain canon abilities and we don’t allow customs to generally scale at that level so it’s understandable why some would still want, for example, Kamui or Wood SM. I think a middle ground I’d likely do is allow canon abilities to exist - but not the character. For example, I could allow Sasuke’s EMS to be acquired but not the character himself. This way, I achieve both: We get custom characters and canon abilities that could probably be paired in more variable ways in this system as you’d be able to treat it as a normal EMS with the power scaling on the same level ( it wouldn’t acquire bonus damage like it does when used by the char now and would instead be on the same level as any other EMS ). Alternatively, I could continue to allow canon characters but with their own base stats allocated in specific ways from the start. So, with the Sasuke example, his base stats would already be determined when you get the bio. You’d only be able to spend your extra points where you want.
Something I thought of that I didn't talk about in my thread was giving canon characters a stat template of sorts. This could be done in a few ways, but there is one aspect that I think would make canon bios more enticing. Rather than locking them into specific specialties, they could get bumps to their relevant stats that come at no cost to the user's actual AP/SP. For example, rather than making Sasuke bios choose handseal specialties for Fire and Lightning (or in general with Six Paths Sasuke), you could give them a slight stat buffer to the Ninjutsu stat. This is just an example, and since the systems aren't fully formed we can still think of alternative ways to implement this kind of thing, but I think that would make certain canon bios a little more appealing, since you make them a bit more flexible.

But yeah, those are my thoughts.
 
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Before I get to my reply, I’d like to point out with this system that I’d not be in favor of cross progression. Attribute points gained on a bio are gained for that bio, so if you were to update it to another bio or even use your second bio slot, you would not be able to use those points on the other characters. This way, you’d actually be progressing characters. Abilities, unless noted to be character bound, would work similarly and be for specific characters. A lot of this probably seems restrictive, more so than now, but this is the base of the system. You cannot start talking about the meat and organs you’re adding into the skeleton until you have the skeleton made. I’ll talk more about potential archetypes, custom system changes, specialty system updates, ability changes, Kumi shop and more the more we talk. Emphasis on we. I cannot have a communication with the community if the community does not respond and only clicks like/react to my posts. I want your thoughts and feedback, not your likes and thumbs up.



I haven’t looked, or rather put more attention into I should say, how the Dual Ability and ability systems would work with this. I’d envision it’d still operate similarly to how it operates now. You’d be able to have a Core Ability (HA/AE/KG/CC) and an AN and a Mode with Universals and Tools. If not that, a new set up could potentially be used that allows a bio to gain a second AE should he put enough points into the fields but this would probably come at the detriment of something else, such as having maybe thresholds to pass to acquire secondary abilities like a second AE or HA, etc. For example, we could do something where having 2 in Ninjutsu allows you access to a HA/KG/AE. Having a 4 allows you to gain an AN. Having a 7 allows you to do dual abilities and have another KG/AE/etc awakened. Though if this is done, it would make the Ninjutsu stat much more valuable than others as it would allow you more access to more fields and makes, for example, a pure Tai build or pure spiritual build hard to achieve. It would also make many things dependent on Nin at that point ( Dual Ability potential, Ninjutsu fields, high damage ) while most fields only have 2 or so things associated with them. I’d also prefer having stats be as simple as possible because the more complicated a system is/the more you have to read to get into it, the less likely you are to stay with it.

Also, ideally no. You could not max out every stat. In every set up I have in mind, even when allowing members to continuously increase in power or scaling, I do not envision allowing members to max out every stat or most stats. With DoT, there are things like Human Cap. In LoT, there was a minimum stat amount for each attribute. In this version, there may be some form of both: a minimum of 1 in each stat and having a max of x amount for other stats. There would probably be a way to allow one stat or two to go beyond the normal cap so you could potentially max out like 3 stats, but I don’t think it’s smart to allow full max.

Canon Characters, I’m iffy with. On one hand, I do want to see everyone be custom characters and use their own builds fully realized by them. On the other hand, I do know people like certain canon abilities and we don’t allow customs to generally scale at that level so it’s understandable why some would still want, for example, Kamui or Wood SM. I think a middle ground I’d likely do is allow canon abilities to exist - but not the character. For example, I could allow Sasuke’s EMS to be acquired but not the character himself. This way, I achieve both: We get custom characters and canon abilities that could probably be paired in more variable ways in this system as you’d be able to treat it as a normal EMS with the power scaling on the same level ( it wouldn’t acquire bonus damage like it does when used by the char now and would instead be on the same level as any other EMS ). Alternatively, I could continue to allow canon characters but with their own base stats allocated in specific ways from the start. So, with the Sasuke example, his base stats would already be determined when you get the bio. You’d only be able to spend your extra points where you want.

Prestige talks will come later. Mostly because if this system is done, a large reason for implementing it disappears and the concept of Prestige would alter as well. At least how I plan and want it to be.
We discussed this for a good like six hours on vc the other day so I don't need to reiterate my views in depth. But for the sake of sharing my viewpoint publicly, I have taken part in several games similar to ours that have used a stat system some of which you named.

Generally speaking stat systems have always allowed for more unique build options, less issues when using those builds against one another in battles and less grey areas or "precedent" rulings.

While at times they can seem daunting to learn having the knowledge available through a thread will always be better than having it in the collective consciousness of the game through "Chris said x when he checked tournament fight y so we'll go by that" and other such things.

I support adding a stat system and I think long term it will promote a deeper game environment more rpg like and people will have a level of customisation and specialisation they haven't had before. The game has been moving in this direction for years, with the introduction of a true health and damage system, the revamps to speed and tracking, I think a true stat system is the next logical progression to keep the game fresh and interesting.
 

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Before I get to my reply, I’d like to point out with this system that I’d not be in favor of cross progression. Attribute points gained on a bio are gained for that bio, so if you were to update it to another bio or even use your second bio slot, you would not be able to use those points on the other characters. This way, you’d actually be progressing characters. Abilities, unless noted to be character bound, would work similarly and be for specific characters. A lot of this probably seems restrictive, more so than now, but this is the base of the system. You cannot start talking about the meat and organs you’re adding into the skeleton until you have the skeleton made. I’ll talk more about potential archetypes, custom system changes, specialty system updates, ability changes, Kumi shop and more the more we talk. Emphasis on we. I cannot have a communication with the community if the community does not respond and only clicks like/react to my posts. I want your thoughts and feedback, not your likes and thumbs up.



I haven’t looked, or rather put more attention into I should say, how the Dual Ability and ability systems would work with this. I’d envision it’d still operate similarly to how it operates now. You’d be able to have a Core Ability (HA/AE/KG/CC) and an AN and a Mode with Universals and Tools. If not that, a new set up could potentially be used that allows a bio to gain a second AE should he put enough points into the fields but this would probably come at the detriment of something else, such as having maybe thresholds to pass to acquire secondary abilities like a second AE or HA, etc. For example, we could do something where having 2 in Ninjutsu allows you access to a HA/KG/AE. Having a 4 allows you to gain an AN. Having a 7 allows you to do dual abilities and have another KG/AE/etc awakened. Though if this is done, it would make the Ninjutsu stat much more valuable than others as it would allow you more access to more fields and makes, for example, a pure Tai build or pure spiritual build hard to achieve. It would also make many things dependent on Nin at that point ( Dual Ability potential, Ninjutsu fields, high damage ) while most fields only have 2 or so things associated with them. I’d also prefer having stats be as simple as possible because the more complicated a system is/the more you have to read to get into it, the less likely you are to stay with it.

Also, ideally no. You could not max out every stat. In every set up I have in mind, even when allowing members to continuously increase in power or scaling, I do not envision allowing members to max out every stat or most stats. With DoT, there are things like Human Cap. In LoT, there was a minimum stat amount for each attribute. In this version, there may be some form of both: a minimum of 1 in each stat and having a max of x amount for other stats. There would probably be a way to allow one stat or two to go beyond the normal cap so you could potentially max out like 3 stats, but I don’t think it’s smart to allow full max.

Canon Characters, I’m iffy with. On one hand, I do want to see everyone be custom characters and use their own builds fully realized by them. On the other hand, I do know people like certain canon abilities and we don’t allow customs to generally scale at that level so it’s understandable why some would still want, for example, Kamui or Wood SM. I think a middle ground I’d likely do is allow canon abilities to exist - but not the character. For example, I could allow Sasuke’s EMS to be acquired but not the character himself. This way, I achieve both: We get custom characters and canon abilities that could probably be paired in more variable ways in this system as you’d be able to treat it as a normal EMS with the power scaling on the same level ( it wouldn’t acquire bonus damage like it does when used by the char now and would instead be on the same level as any other EMS ). Alternatively, I could continue to allow canon characters but with their own base stats allocated in specific ways from the start. So, with the Sasuke example, his base stats would already be determined when you get the bio. You’d only be able to spend your extra points where you want.

Prestige talks will come later. Mostly because if this system is done, a large reason for implementing it disappears and the concept of Prestige would alter as well. At least how I plan and want it to be.
I like the idea of being able to opt for cannon-abilities that are bio bound without having to have the actual bio itself but maybe at a cost of your stats in some regard based on what character restricted technique you wish to have and it's potential. This could/should (?) also open up character restricted techniques of fields you may already possess i assume then if we're not just talking about Sharingans. Even though opting for ninjutsu to acheive either higher jutsu speeds, higher default damage or just adding more elements to a singular bio i think that Taijutsu or Yin/Spiritual arts still has a place to opt for if done correctly, you could go somewhere on the route of giving additional bonuses to Taijutsu such as speed, tracking and overall damage along with the lines of building up natural resistance and tankiness perhaps even health tied to it somehow. Spiritual builds could opt more for the lethality of their genjutsu or spiritual techniques as well as resistance to it themselves akin to some specialities that already exists. Honestly, stacking shitloads of abilities by opting for Ninjutsu in case this system gets implemented is already somehwat of a feature that we already have that not alot of people utilize and that's Hiruko/Dark Threads. I don't think the more AE/KG you have on a bio makes it by default much stronger, it's what you do with each field in a certain situation sure you get a plethora of more choices which you can take but yeah. I'd rather see Ninjutsu as something that could elavate what your bio already has at their disposal cus again, the option is already there to stack multiple stuff on a bio tbh. AN/HA/Modes are things that could be lifted though for more versatility on a bio but KG/AE not so much imo.
 
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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:
  • 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.

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.
Without delving too much into the mechanics, which could come at a later time upon the actual implimentation of the system (with my suggestion being a stat "base" tied to each rank, and an amount of stat points to distribute based on a person's whim), I would support the implementation of a more granular stat system.




While I know this is an unpopular opinion, I feel a mass reset might honestly help, at least for the NW - but I'm aware of how much pressure that puts on the staff.

I'm also of the belief that - at least for items like the GST that only work in the NW - there's nothing wrong with plot or story related buffs (for example, I believe Lili has MS and Shinkaigan, which normally isn't allowed - I love this, as its plot centric).

If people are willing to let the NW be a bit more fast and loose with plot based power-ups and such, I think it could be really fun.
 

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I do think that there is already quite a lot of room for costumization for as long as you put time and effort into the RP. That being, if you're actively roleplaying in the NW and the BA, if you're training people or interacting with them, and if you're abiding by the storylines and tournaments that are being proposed. I feel like advanced combinations even outside the notion of Dual Ability bios etc are already a thing, and something I feel should be more encouraged. That being said, this route is undoubtely a biased one, and that is just the name of the game. I'm not saying it's wrong, I think its a fact in society just as it is in this RP.

With that being said, after having acknowledged that I have gotten a unique bio composition and much more over the years, I'm always in for giving even more costumization to bios, without it feeling too restricted. I have reacted to Chris' post because I liked the proposal of these particular stats, and I didn't know if I had much to add. But after what everyone's been saying, I do like the idea of having power levels within each stat category, and allow for more costumization through that:

Ninjutsu vs Taijutsu vs Spiritual

While most abilities are dominated by Ninjutsu, we could still realistically separate many typical Ninjutsu skills into what they're thematically based on. Yamanaka clan abilities are Ninjutsu, but could be categorized as Spiritual. Kaguya's Dead Bone Pulse KG is also a Ninjutsu, but could be categorized as Taijutsu. If we divide these skills into a Ninjutsu, Taijutsu and Spiritual branch, available at certain tiers when you spend the point in each stat, you do away with Ninjutsu being the overal overpowering stat of the three.

Stat tiers could be separated like so:
Tier 1-3 Accounts for Genin/Basic ( D Ranks ) Chunin/Advanced ( B Ranks ) and Jounin/Master ( S ranks ) abilities fo each category. These tiers restrict Universal abilities that could be split into the three Categories, while allowing a typical Chunin to have Genin level skill in Tai and Nin but a Jounin level rank in Genjutsu, for example.

Tiers 4-6 Could account for one of the three: Dual Ability in one category, added bonus in Rank/Damage/Chakra Tier, Extra Specialities, etc. Seeing as both Spiritual and Taijutsu could allow Gates, KG or other Skills, if we go the categories route, it would still be quite balanced in relation with Ninjutsu, which could offer stuff like added AN or AE.

Tiers 7-9 Could stack on that and allow for unique Dual Abilities or even Triple Abilities if one goes all out on a single category. Spiritual Damage Boosts are still in place for Spiritual, while Physical Damage Boosts are good for Tai. We can also add stuff like single technique mastery, bumping a canon technique of low rank into a master level S rank 100+ damage. Or we could add other stuff.


While this concept of tiered progression is something that could be worked on and could be a way to add more versatility to our bios, I still maintain that the idea of titles, specialities and rp based quirks and personalities could give a much more interesting outlook to our bios. We talked about this on Discord, but I'll put it here as well: Personalities like Fearless, allowing a bio to resist the Mental corruption of NPCs and other abilities. Manipulative, allowing a bio to influence the actions of important NPCs and plots. Those more story based applications, rather than your typical boost based system, would be something really cool to add to the stories.
 
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Without delving too much into the mechanics, which could come at a later time upon the actual implimentation of the system (with my suggestion being a stat "base" tied to each rank, and an amount of stat points to distribute based on a person's whim), I would support the implementation of a more granular stat system.




While I know this is an unpopular opinion, I feel a mass reset might honestly help, at least for the NW - but I'm aware of how much pressure that puts on the staff.

I'm also of the belief that - at least for items like the GST that only work in the NW - there's nothing wrong with plot or story related buffs (for example, I believe Lili has MS and Shinkaigan, which normally isn't allowed - I love this, as its plot centric).

If people are willing to let the NW be a bit more fast and loose with plot-based power-ups and such, I think it could be really fun.
I'm all for a reset as long as I get to keep the abilities I purchased and trained for. You should also get any special's Bio's you currently have approved at the time of the reset. I don't mind re-unlocking the abilities through missions or battles.


On that note, I think their should be ability missions for some Bio's instead of purchasing them. With the many active people, I don't think kumi is necessary anymore. If Marchants want to craft an item, they should do missions to collect certain number of material or special material that would allow them to craft D-S rank items.


@Lord of Kaos
@Goatxi
@Lili-Chwan

Not a big fan of the point system. Seems tedious, especially at the current state of our RP. Also, stats/tiers seem overcomplicated and have too many levels to implement which would make things worst and slow. TBH, it's going to drive people like me away who just wants to role-play. (I like role-playing in battles, poor writer)

Anyway, at this point, the RP should be working itself with little involvement from the Mods. You guys should have added general restrictions to abilities a long time ago. You say you don't want to over restrict, but nothing in our RP is balanced: this thread is an example of that.

Of course, I like LOK's idea of the more rank-type Jutsu like SS, SSS, etc with an increase to damage like 120. I just think we should just work around that because that seems our biggest problem at the moment.


Here are some changes:

  • Our Bios are supposed to be human, but the risk of performing most things is not realistic.
    • You want more speed, you lose strength. (Example: increase x2 speed of movement and reduce 5 damage to techniques such as Taijutsu, Ninjutsu etc)
  • You want more strength, you lose speed. (Example: increase 5 strength and reduce 1 level of speed of movement)
  • You want to specialize in Genjutsu, you do poor in Ninjutsu.
  • You want to specialize in Taijutsu, you do poorly in chakra-based Jutsu.
  • You want to specialize in Kenjutsu, you do poor in Taijutsu.
  • etc etc.


All you have to do is edited the ability pages, instead of altering the whole RP which let's be honest, it's going to take forever.
 
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I am generally against a reset or stat system. I believe in the current foundation of the game and that a stat system would further complicate the game while also requiring an entire rehaul of the RP.

However I would like to speak to the progression of the RP in its current state in addition to power scaling. I have spoken to past RP'ers and current RP'ers and there seems to be growing negative views towards the progression system of the RP. Personally, as of now I do not think the current system of tests are efficient or working. We have tests from October, 5 months ago, that have yet to be graded. Some applicants from that time period have failed and are currently taking their second tests. As it stands now, abilities that are created or updated while also requiring a skill test only benefit the mods and 3 sensei that can use them. This concentrates power at the top of the RP and it doesnt trickle down. I believe the mods should not be so directly involved with progression since they are currently overwhelmed and their roles should be more close to that of developers who rarely interact with player progression directly. While in my opinion the system of simply purchasing abilities is the most efficient, I propose a new system based on Mastery.

The Mastery System

In this system abilities do not require tests and may or may not require kumi, but instead require participation. For example lets look at the Sharingan since it is a popular and well known ability with many stages. A Custom Sharingan Bio could have 4 main branches from it.

SharinganDual Genjutsu Mangekyo SharinganEMS
SharinganDual Ninjutsu Mangekyo SharinganEMS
SharinganNinjutsu/Genjutsu Hybrid Mangekyo SharinganEMS
Sharingan + Wood Release/Advanced UzumakiRinnegan

So these are the evolutions of the Sharingan and for balancing purposes the Rinnegan cannot be on a custom EMS bio. Or maybe you decide it can. Idk. These branches go along with the current Custom MS rules based off of Shisui's, Itachi's, and Obito/Sasuke's MS. In order to progress a Sharingan, one must complete the basic Mastery of the Sharingan. The genjutsu path might also require 5 A/S rank missions/battles against a Jonin+ showcasing Sharingan Genjutsu and regular genjutsu. This includes offensive and defensive genjutsu abilities. The ninjutsu path would require 5 A/S rank missions/battles against a Jonin+ showcasing the Sharingan's abilities to copy jutsu, read handseals, Katon, etc plus mastery. The Hybrid would require the same but showcasing both. To progress into EMS, it require 5 S ranked missions/battles against a Jonin+ showcasing their Mangekyo Sharingan Abilities and completing the Mastery for MS.

The Rinnegan would be treated as a doujutsu equal to the EMS. In this branch the user would need 10 S ranked missions/battles showcasing the abilities of the Sharingan(Indras Chakra) and Wood Release/Advanced Uzumaki(Asura's Chakra) plus completed mastery of each to evolve their Sharingan into a Rinnegan on a custom bio. Canon Sharingan bios could also follow these paths until they start to branch off into their own unique sets like an Advanced Madara/Sasuke/Obito bios. As of now the Sasuke Bio goes Sharingan--->EMS--->So6P. Everything past the Sharingan requiring tests. Under the new system it could go Sharingan--->Dual Ninjutsu MS--->EMS--->So6P. And of course there would have to be mastery and battle/mission requirements to advance the bio from EMS to S0SP.

For all intents and purposes the requirements for completing the mastery, missions, and battles should count towards each other if they fit the requirements. This reduces the amount of mastery, missions, and battles mods have to look over. A system like this would encourage acting RPing with a bio, using its abilities, and allow RPers to progress at their own pace based on their activity level. All mod efforts going towards tests could go towards mastery. When a battle is posted to be approved for Kumi, the user would also post which mastery that battle could apply for.

This could work for most abilities. Imperfect Sage Mode--->Perfect Sage Mode. Byakugan--->Tenseigan. Specialties could also be replaced or supplemented with mastery. Perhaps if somebody wants to be a Elemental Specialist then make them go through several stages elemental mastery showcasing that ability. Perhaps the last stage of elemental mastery could grant an elemental Sage Mode or something. This of course would be their mode and follow the restrictions of such. And elemental mastery wouldnt really need to be unique. Bios with unique abilities like Minato could have mastery levels for their abilities.

All Tier 1 through 3 abilities could keep their current requirements. Tier 4 and up require certain mastery to be completed or progressed to a certain point to be obtained. For example if a person wants a Kisame bio then they might need to have finished suiton and kenjutsu mastery or perhaps just progressed them to a certain point. A Sakura bio would require taijutsu and medical ninjutsu mastery to a certain point. 8 Gates would require completed taijutsu mastery. Yin Release could require completed genjutsu mastery plus the mastery of 4 other fields.

We could also forego the training system with regards to canon jutsu. The ability pages could just be upgraded to properly describe the field. It is honestly a waste of time to "train" in my opinion. Instead it could go back to a similar system of the past. Instead of posting up to what rank's you've learned in a general skillset, you post the level of mastery you've developed that skill to in your bio. This goes along with the philosophy of the system in which the individual RPer is granted more control over the pace of their progression and allows for more unique bios. Even in the manga, there are several ninja capable of using multiple or even all elements yet never or rarely do. The abilities they specialize in and took the time to actually develop are their bread and butter. The 4th raikage is capable of using Raiton, Suiton, and Doton. And yet we've only seen him use raiton. Im sure base Madara can use or has copied Doton jutsu, but who cares. His Katon is so powerful it takes several suiton users to stop him. His proficiency with Katon is second to none.

In a system such as this people could pinpoint which abilities/skill branches they develop at their own pace much like a casual RPG video game. This would make people's bios more unique builds and dedicated roleplay. If somebody wants to spend their time being a jack of all trades focusing on the Mastery of the basic 5 elements like Hiruzen then they can. Thats 5 fields. And would require a lot of time. Or they could spend their time elsewhere.

As for the transition of the system, people could be granted a certain level of mastery for fields they already have and have paid for. A current EMS holder would for example have the mastery of the Sharingan and MS completed but would still need to complete their EMS mastery. A Perfect Sage Mode user would have their Imperfect Sage Mode Mastery completed. They'd also be granted the mastery required to obtain their current bios maybe. In a transition thread, based on rank and possibly even sensei status, people could bring along a certain amount of abilities to already have some levels of mastery completed.

What I typed up of course isn't perfect and I didnt go over every single ability or problem, but I think it would be a step in the right direction.
 
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Mudo

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I want to preface this reply with me saying that the concepts I spoke about in my last post were not concepts that are 100% planned; those were either ideas I had fleetingly or other ideas I put more time into, but nothing is set in stone yet. I also don’t want to have ideas that change the game entirely too much with one update. Like I’m not trying to create an entirely new system to fully replace what we have now, but more so adding things to the RP to compliment the ones we have now.

Back in roughly 2017/18, I had planned to release a second NRP roleplay alongside this one that incorporated stats and had the same starting ground. The idea was for a more immersive RP that would have actual events to rank up, such as Chunin Exams, and smaller story arcs that grew with the RPers. This is a mechanic you could see in use in DoT during it’s My Hero Academia run with the members starting as low level heroes or villains seeking entry into the university or into different villain organizations and storylines that allowed members to have more influence in a reactive world. While I ultimately didn’t go through with this plan because of the progress of the NW’s story, there were concepts and things from it that have since then made it’s way into the game or have been contemplated more and a full stat system is one of them. I disagree with the attributes you chosen and the layout you made as well; I don’t think putting traditional attributes into this RP fits better than the actual stats given to us in the databook ( Ninjutsu, Genjutsu, Taijutsu, Intelligence, Strength, Speed, Stamina, and Hand Seals ). I narrowed the list of 8 down to what I believe would have been the 5-6 stats needed ( Nin, Gen, Tai, Stamina, Speed, Hand Seals ). Because Tool access wasn’t predicated on an actual stat. The higher a stat you had, the better you were with it. Ninjutsu Damage was dependent on how high your Nin stat was, same with Tai and Gen. Stamina determined your chakra while Hand Seals determined how many seals you generally needed for techniques with only a field or 2 max being 1 seal. Speed was obvious. I don’t have the exact docs in front of me to accurately state how I planned it but for the most part, I think those were how I divided the numbers. With how the RP evolved over time since then, it’d be redone but that was the general skeleton of the stat system.

I also don’t like the idea of traditional classes as those, once again, do nothing for the actual game we play and aren’t actually fitting; what does having a ranged class actually do besides make you faster for some reason? I mention the DoT RP a lot more than LoT in respects to stat systems because they did it effectively and right; The specialty system they have, the stat system, the archetype system, etc. It’s as close to D&D I can think of with our form of battling ( the general battle RP system of NB, OPB, LoT, etc ) that works out right. I don’t want to flat out copy their work but I also don’t deny they’ve done a lot of things a better way. If we were to implement a stat system, there aren’t going to be classes like such ( ranger, warrior, etc ). I prefer ones aimed at the actual world we’re in so I’d make ones like Sensor Type, Medic, etc. These come with their own issues. I don’t think your post is completely wrong or anything, just this set up I don’t agree with but this is also why this is just a discussion and nothing is being made. Trying to flesh out a system today will only have it changed completely by time the Third Saga is here. Even the system I made before is outdated and even with tweaks done today, would change a lot by the time the third saga began. Let’s stick to floating ideas instead of drafting full systems since nothing is set in stone.

I do think the idea of a stat system makes sense, though. It’s why I’ve said it for years and if not done now, will continue to say it. It’s a change I honestly should have forced onto the RP years ago but didn’t. Even most that were against it now support some stat or system featuring a stat mechanic such as crits, health system, jutsu speeds, etc. The main problem with implementing a true stat system, like I mentioned, is that when you implement it in a late game setting, its little effect to be gained for it’s current members unless they make new bios/accounts since they’re already at the end. For most that are Sage or trying to become a Sage, all that’s gained in this is maybe the sage title perks and a few knocks as they wouldn’t be able to max every stat out. It works best if there is a reset across the board but given the progress of the NW story, a full reboot is never on board so every plan has to take into account current RPer’s progress, potential new members and growing pains, as well as not changing the current RP too much or removing things from it. It’s a tricky line to navigate.

I’m going to reply to the discord thread now as well. This post may jump around a lot since I was writing it over 2 days and kept stopping and losing train of thought, so sorries for that if so.
I love the idea of a separate NRP verse as a whole with a more stat-oriented system. I feel like that will placate those who are against such a huge systemic overhaul with the current NRP while also offering something new and fresh to others who are interested in a stat focused system. This idea echoes the approach that Blizzard took with World of Warcraft, where they introduced legacy servers to offer players the opportunity to replay a previous iteration of the game as it existed at that point in time in the past. In the brief time that I delved into DoT during its inception I thought that it would be great to see something of that nature in the Narutoverse setting.
 

Lord of Kaos

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I didn’t reply to every post since there are a lot and replied to the ones with major ideas/responses introduced or bought up. I’m glad there are more pro-actively engaging in the conversation on the direction of the RP instead of letting me do so. I’m also prefacing this reply by saying that while a Stat system is going to come into play, the exact details are still up in the air and to decide. I think the general system I posted above is a good skeleton and simple enough to implement without too much confusion, though I’m not opposed to a better set up.

Like I said on Discord and in the thread I posted in the mod-section, there's a lot of similarities between the fundamental features of your system and mine, so I think in general we're in agreement on a general structure and method of function, I'll just respond to the stuff I'm not entirely sold on and clarify my position.

I think Attribute Points (AP), or Stat Points (SP) as I refer to them in my draft, should be awarded per rank (Genin, Chunin etc.), and earned up to a certain point through missions. The earning extra points would be a way of just topping up and min-maxing your stats, rather than rebuilding from the ground up. I guess it really depends on how many points you give people to start with before "earning" them, but I agree with Drackos' general sentiment that setting people back just to make them work their way to their original position would leave a bad taste in people's mouths. In my vision for rolling this out, I would give enough points for people to start allocating them straight away and experiment with the new features it offers. Like, having 50 base tracking, or way higher HP, or higher base damage on techniques, you name it. On that note, I personally wouldn't limit access to entire elements or fields based on point allocation. In my version of this system, investment determines level of benefit or detriment, rather than whether you're actually allowed to use something.

Edit: Long story short, I think AP should be given retroactively is my opinion. I think we should avoid reverting people's progress where possible, though ideally this system doesn't set anyone back when implemented.
That’s what that part meant; bios would have a set number of AP per rank and could gain more through various RP means to enhance them but additional points gained on a character would be for that character. So while a Jounin would start with (random number) 50 AP, a Jounin who’s completed x requirement such as missions or battles would have 55 AP. However, if Jounin #2 drops his bio and makes another one, he would start again with 50 AP.

I think the current system of abilities and permitting certain combinations is fine personally. Maybe we could expand the range of combinations, but that's a separate discussion that isn't really unique to the stat system implementation.

In full agreement with this.

Something I thought of that I didn't talk about in my thread was giving canon characters a stat template of sorts. This could be done in a few ways, but there is one aspect that I think would make canon bios more enticing. Rather than locking them into specific specialties, they could get bumps to their relevant stats that come at no cost to the user's actual AP/SP. For example, rather than making Sasuke bios choose handseal specialties for Fire and Lightning (or in general with Six Paths Sasuke), you could give them a slight stat buffer to the Ninjutsu stat. This is just an example, and since the systems aren't fully formed we can still think of alternative ways to implement this kind of thing, but I think that would make certain canon bios a little more appealing, since you make them a bit more flexible.

But yeah, those are my thoughts.
That’s similar to my idea with them having stats allocated in a specific way, though this would be a different route. It’s not a bad one, I kinda like the idea of them having a buff to the relevant stat, though I wouldn’t mind just having the abilities be accessible instead of the character. I know the characters are still wanted and preferred over having the ability for some due to the passive perks, the amalgamation of them on one bio that can’t be had, or for other reasons, though.

I do think that there is already quite a lot of room for costumization for as long as you put time and effort into the RP. That being, if you're actively roleplaying in the NW and the BA, if you're training people or interacting with them, and if you're abiding by the storylines and tournaments that are being proposed. I feel like advanced combinations even outside the notion of Dual Ability bios etc are already a thing, and something I feel should be more encouraged. That being said, this route is undoubtely a biased one, and that is just the name of the game. I'm not saying it's wrong, I think its a fact in society just as it is in this RP.

With that being said, after having acknowledged that I have gotten a unique bio composition and much more over the years, I'm always in for giving even more costumization to bios, without it feeling too restricted. I have reacted to Chris' post because I liked the proposal of these particular stats, and I didn't know if I had much to add. But after what everyone's been saying, I do like the idea of having power levels within each stat category, and allow for more costumization through that:

Ninjutsu vs Taijutsu vs Spiritual

While most abilities are dominated by Ninjutsu, we could still realistically separate many typical Ninjutsu skills into what they're thematically based on. Yamanaka clan abilities are Ninjutsu, but could be categorized as Spiritual. Kaguya's Dead Bone Pulse KG is also a Ninjutsu, but could be categorized as Taijutsu. If we divide these skills into a Ninjutsu, Taijutsu and Spiritual branch, available at certain tiers when you spend the point in each stat, you do away with Ninjutsu being the overal overpowering stat of the three.

Stat tiers could be separated like so:
Tier 1-3 Accounts for Genin/Basic ( D Ranks ) Chunin/Advanced ( B Ranks ) and Jounin/Master ( S ranks ) abilities fo each category. These tiers restrict Universal abilities that could be split into the three Categories, while allowing a typical Chunin to have Genin level skill in Tai and Nin but a Jounin level rank in Genjutsu, for example.

Tiers 4-6 Could account for one of the three: Dual Ability in one category, added bonus in Rank/Damage/Chakra Tier, Extra Specialities, etc. Seeing as both Spiritual and Taijutsu could allow Gates, KG or other Skills, if we go the categories route, it would still be quite balanced in relation with Ninjutsu, which could offer stuff like added AN or AE.

Tiers 7-9 Could stack on that and allow for unique Dual Abilities or even Triple Abilities if one goes all out on a single category. Spiritual Damage Boosts are still in place for Spiritual, while Physical Damage Boosts are good for Tai. We can also add stuff like single technique mastery, bumping a canon technique of low rank into a master level S rank 100+ damage. Or we could add other stuff.

While this concept of tiered progression is something that could be worked on and could be a way to add more versatility to our bios, I still maintain that the idea of titles, specialities and rp based quirks and personalities could give a much more interesting outlook to our bios. We talked about this on Discord, but I'll put it here as well: Personalities like Fearless, allowing a bio to resist the Mental corruption of NPCs and other abilities. Manipulative, allowing a bio to influence the actions of important NPCs and plots. Those more story based applications, rather than your typical boost based system, would be something really cool to add to the stories.

I was liking the suggestion until the tier part. The idea of splitting the abilities into one of three umbrellas (Physical, Spiritual and Ninjutsu being the three I’d use) is good because, like you said, it helps directly address the divide between ability types. It also gives greater importance to what I labeled the Genjutsu stat since it wouldn’t be just Gen. I think the idea behind the tiers work, having gainable features the higher a stat is increased. Whether that’s Dual Abilities or something else, I’m not sure; I think it makes the most sense to have work like this but I also think that maybe people should be free to choose DA? I don’t know fully about this part even though it’s like my suggestion.

As for the other stuff, Specialties will change, that’s part of what I wanted to address after all of this. I don’t want Specialties to become a bulk of your abilities or fighting style, I want that to be developed by you mostly and fleshed out via your arsenal. Since a large portion of their statistical gains will be absorbed into the stat system, i.e. Apex Speed’s use would be mitigated by putting points into Speed, the set up of them will need to change. Part of what I want to do with Specialties is to allow more of the story related elements to come into play, though I’d also allow for the use of Custom Specialties more often as well. I’d redesign the system so Primary Specialties would be those that are either character based or build based, meaning the first specialty could be a Nindo based one in regards to what’s important to your character or how they act morally with the second possibly being similar to how Serpent suggested with archetypes being more relevant. The third, or Apex Specialty, would likely change to be one based more on how you interact with NPC or other elements on the story. Those would allow you greater influence over your interactions instead of feeling like you’re always at the mercy of the story as it can often feel. Fourth would probably remain Extra with the list currently there possibly remaining. With this setup though, the current Specialties that aren’t directly stat based like the Item related ones would find a new home elsewhere.

To sum that up I think having fields be based on one of those three stats is a good idea and helps lessen the necessity of maxing Ninjutsu. It also adds more variety in terms of damage stat that becomes more dominant, though I’m iffy on having advanced abilities and DA being attached to it. Specialties would also be redesigned naturally to better address lack of story elements as abilities become allowed to do more via customs. Gaining the ability to have an extra specialty shouldn’t be attached to your stats, in my opinion. Could be done other ways, but not with a stat.

I am generally against a reset or stat system. I believe in the current foundation of the game and that a stat system would further complicate the game while also requiring an entire rehaul of the RP.

However I would like to speak to the progression of the RP in its current state in addition to power scaling. I have spoken to past RP'ers and current RP'ers and there seems to be growing negative views towards the progression system of the RP. Personally, as of now I do not think the current system of tests are efficient or working. We have tests from October, 5 months ago, that have yet to be graded. Some applicants from that time period have failed and are currently taking their second tests. As it stands now, abilities that are created or updated while also requiring a skill test only benefit the mods and 3 sensei that can use them. This concentrates power at the top of the RP and it doesnt trickle down. I believe the mods should not be so directly involved with progression since they are currently overwhelmed and their roles should be more close to that of developers who rarely interact with player progression directly. While in my opinion the system of simply purchasing abilities is the most efficient, I propose a new system based on Mastery.

The Mastery System

In this system abilities do not require tests and may or may not require kumi, but instead require participation. For example lets look at the Sharingan since it is a popular and well known ability with many stages. A Custom Sharingan Bio could have 4 main branches from it.

SharinganDual Genjutsu Mangekyo SharinganEMS
SharinganDual Ninjutsu Mangekyo SharinganEMS
SharinganNinjutsu/Genjutsu Hybrid Mangekyo SharinganEMS
Sharingan + Wood Release/Advanced UzumakiRinnegan

So these are the evolutions of the Sharingan and for balancing purposes the Rinnegan cannot be on a custom EMS bio. Or maybe you decide it can. Idk. These branches go along with the current Custom MS rules based off of Shisui's, Itachi's, and Obito/Sasuke's MS. In order to progress a Sharingan, one must complete the basic Mastery of the Sharingan. The genjutsu path might also require 5 A/S rank missions/battles against a Jonin+ showcasing Sharingan Genjutsu and regular genjutsu. This includes offensive and defensive genjutsu abilities. The ninjutsu path would require 5 A/S rank missions/battles against a Jonin+ showcasing the Sharingan's abilities to copy jutsu, read handseals, Katon, etc plus mastery. The Hybrid would require the same but showcasing both. To progress into EMS, it require 5 S ranked missions/battles against a Jonin+ showcasing their Mangekyo Sharingan Abilities and completing the Mastery for MS.

The Rinnegan would be treated as a doujutsu equal to the EMS. In this branch the user would need 10 S ranked missions/battles showcasing the abilities of the Sharingan(Indras Chakra) and Wood Release/Advanced Uzumaki(Asura's Chakra) plus completed mastery of each to evolve their Sharingan into a Rinnegan on a custom bio. Canon Sharingan bios could also follow these paths until they start to branch off into their own unique sets like an Advanced Madara/Sasuke/Obito bios. As of now the Sasuke Bio goes Sharingan--->EMS--->So6P. Everything past the Sharingan requiring tests. Under the new system it could go Sharingan--->Dual Ninjutsu MS--->EMS--->So6P. And of course there would have to be mastery and battle/mission requirements to advance the bio from EMS to S0SP.

For all intents and purposes the requirements for completing the mastery, missions, and battles should count towards each other if they fit the requirements. This reduces the amount of mastery, missions, and battles mods have to look over. A system like this would encourage acting RPing with a bio, using its abilities, and allow RPers to progress at their own pace based on their activity level. All mod efforts going towards tests could go towards mastery. When a battle is posted to be approved for Kumi, the user would also post which mastery that battle could apply for.

This could work for most abilities. Imperfect Sage Mode--->Perfect Sage Mode. Byakugan--->Tenseigan. Specialties could also be replaced or supplemented with mastery. Perhaps if somebody wants to be a Elemental Specialist then make them go through several stages elemental mastery showcasing that ability. Perhaps the last stage of elemental mastery could grant an elemental Sage Mode or something. This of course would be their mode and follow the restrictions of such. And elemental mastery wouldnt really need to be unique. Bios with unique abilities like Minato could have mastery levels for their abilities.

All Tier 1 through 3 abilities could keep their current requirements. Tier 4 and up require certain mastery to be completed or progressed to a certain point to be obtained. For example if a person wants a Kisame bio then they might need to have finished suiton and kenjutsu mastery or perhaps just progressed them to a certain point. A Sakura bio would require taijutsu and medical ninjutsu mastery to a certain point. 8 Gates would require completed taijutsu mastery. Yin Release could require completed genjutsu mastery plus the mastery of 4 other fields.

We could also forego the training system with regards to canon jutsu. The ability pages could just be upgraded to properly describe the field. It is honestly a waste of time to "train" in my opinion. Instead it could go back to a similar system of the past. Instead of posting up to what rank's you've learned in a general skillset, you post the level of mastery you've developed that skill to in your bio. This goes along with the philosophy of the system in which the individual RPer is granted more control over the pace of their progression and allows for more unique bios. Even in the manga, there are several ninja capable of using multiple or even all elements yet never or rarely do. The abilities they specialize in and took the time to actually develop are their bread and butter. The 4th raikage is capable of using Raiton, Suiton, and Doton. And yet we've only seen him use raiton. Im sure base Madara can use or has copied Doton jutsu, but who cares. His Katon is so powerful it takes several suiton users to stop him. His proficiency with Katon is second to none.

In a system such as this people could pinpoint which abilities/skill branches they develop at their own pace much like a casual RPG video game. This would make people's bios more unique builds and dedicated roleplay. If somebody wants to spend their time being a jack of all trades focusing on the Mastery of the basic 5 elements like Hiruzen then they can. Thats 5 fields. And would require a lot of time. Or they could spend their time elsewhere.

As for the transition of the system, people could be granted a certain level of mastery for fields they already have and have paid for. A current EMS holder would for example have the mastery of the Sharingan and MS completed but would still need to complete their EMS mastery. A Perfect Sage Mode user would have their Imperfect Sage Mode Mastery completed. They'd also be granted the mastery required to obtain their current bios maybe. In a transition thread, based on rank and possibly even sensei status, people could bring along a certain amount of abilities to already have some levels of mastery completed.

What I typed up of course isn't perfect and I didnt go over every single ability or problem, but I think it would be a step in the right direction.
Much like you stated, I and others have mentioned the testing system not working at all and how it should be lifted again because of that. It was an attempt at moving away from purchases as that system has done a lot more harm than intended but it didn’t pan out correctly. Moving forward, a better way to handle power acquisition should be via missions and battles, two of the pillars our RP progression stands on, and the number of AP you may have. This system though lengthy and is essentially a reworded version of the current Ability Mission system, but with higher requirements as the current set up only requires you to complete a single AM for skills you wish to acquire. The issue you say this system fixes still exists because now, the actual number of battles and missions required for a skill has increased and in some cases, even quadrupled or more which adds even more to be checked. While the base of it works, it’s essentially what we have and the higher ends of this actually complicate and increase the workload for both members and mods to level up. On top of this, I’d much rather have a stat system that’s more agreed on.

And as a side note, while you may think forgoing the training process for canon skills may be “needed”, I can point to the clear lack of understanding of techniques by members as proof that both poor training as well as lack of it is very noticeable. I can also point to members who have had sensei attempt to engage with them in training to see if they understand the field and get “no questions, moving on” for responses only to get a question on that same tech when the student misuses what was clearly taught right. So I disagree that removing all training is needed or that even making a single thread fully detailing a technique will suffice because you cannot logically incorporate all of this for every technique as threads will begin to get insanely long and cause even more misused techs from lack of reading or reading properly.

Tl;dr I like Goetia’s idea of allowing canon characters to have bonus AP in some fields that would increase that stat, though I also like having canon skills be accessible without the full bio. I expect more to naturally prefer the former. I like Lili’s idea of separating the damage stats into Nin, Spiritual and Taijutsu with advanced fields falling generally under one of those. It would make it easier to determine what field uses what stat as well give them all importance. With this changed, Specialties would change to address more story based elements, such as personality types or archetypes. Custom ones would likely be attached to attribute and fields related to them, i.e. Tai custom specialty when maxing the field out or near max, etc.

Titles and CFS are another conversation to have; Goetia suggested to me that we use Titles differently than Specialties. Specialties, being used to enhance things we already have, have a specific place and function. Titles, as he suggested, would be more akin to the Will of Fire VCJ from years ago where a certain thing had to be fulfilled before benefits were given. While flat or even variable boosts are not what I mean, this concept opens up more room. This also leans in with the Nindo suggestion I made in the mod chat where I stated I wanted to incorporate this into the RP in some form as I think it would be cool for our bios to have Nindos that are all different. I’m not sure exactly how I’d do this though, which is why I didn’t continue it more.

Another idea that comes with expanding the RP is the expansion of CFS and how we use them. I should say that I mean things like Custom ANs instead of CFS, as that is really misleading, but custom ANs would be similar to the canon ones where you manipulate an existing source similar to Sand, Ink, etc. I believe we are at a point where we can try more abilities and fields than we currently have and expanding the possible things we can attempt is part of moving in that direction. I’ll be posting another update soon in regards to some other stuff over the rest of the week. I’m glad we got some discussions out of this thread and from what I skimmed, the discord channel. It’s a shame it took me telling someone I was going to change everything because I knew he would go to specific people to get more active responses besides “I like this” or “I don’t like this” but that’s where we currently are with the RP

I love the idea of a separate NRP verse as a whole with a more stat-oriented system. I feel like that will placate those who are against such a huge systemic overhaul with the current NRP while also offering something new and fresh to others who are interested in a stat focused system. This idea echoes the approach that Blizzard took with World of Warcraft, where they introduced legacy servers to offer players the opportunity to replay a previous iteration of the game as it existed at that point in time in the past. In the brief time that I delved into DoT during its inception I thought that it would be great to see something of that nature in the Narutoverse setting.
This was one of the proposed ideas I had in the past, having two versions of the NRP where one was more stat based and the other was as it is now. Based on the previous ones I’ve had, you can probably guess how that suggestion was met.
 

Lili-Chwan

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With titles and nindos, one could have greater variation to a bio built. Stuff like "Biological Terrorist" where one's poison, toxicity and biological elements would be more resilient to being healed, or even stuff like "Cold Arsonist" where one's fire elements and other flame/light related abilities are blue and cold. There could be something that you naturally start building through customs and a specific slot in our bios. We could play up the idea of psychological effects, such as Fear and Paralysis, or Mental Fortitude and Resilience. A bio that is purposedly scarier or more imposing could have attributes that make their their techniques feel more threatening, cosmetically or with actual attributes. Even if it could be just something that we RP as, it could be nice to officially implement it. If i have a Fear Mongering bio, I would describe my Genjutsu and General techniques as darker and more gruesome, and would in turn have my opponent describe his characters' actions as he would interpret those details.

In the end, it wouldn't necessary mean much in terms of stats and damage, but could be something that we'd have to react to in battles, and could step away from the godmodding stoic and robotic types most people roleplay as. If someone has a traumatized bio where they react poorly to blood or insects, they would not be able to keep a straight face and rational thinking when battling a Jashin or Aburame. This would also allow for stuff like Genjutsu and Mind manipulation to attach effects like Fear and Trauma when they do certain actions, and then exploit that in battle.
 

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@Lili-Chwan
That would infringe on other people's Customs. That would also make Killing Intent pointless. The point of killing Intent is exactly what you asking for.

Also, what you saying is essentially godmodding. You are controlling my Bio's emotions and such of how you want them to react to you.


@Mudo
@Lord of Kaos


We already have an RP that has a stat system with Dawn of Tomorrow RP. Making a whole different system would be unneeded. I don't know why you guys have not merged the two. I thought that was going to happen.

I don't like the stat system, but I would go along with it because the majority wants it.
 
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