Attribute System Discussion Thread

Lord of Kaos

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Naruto Roleplay Attributes


A new System being introduced to the RP alongside additional systems still being developed, I wanted to give everyone an update on the previous conversation that was held discussing the direction of the RP in terms of expansion, power scaling and attributes. As discussed, there were a few things that are certain to happen in the game, some that aren’t coming to pass, and others still being discussed. If the recent debate I skimmed through over the last few weeks in the Discord server is any indicator, it’s a good time to clear up some info.
For starters, A custom reboot will NOT happen. This concept has scared some people in conversations and has caused debates on both sides so it’s worth getting that out the way. Secondly, Ninja will have Attribute Points, or AP for short, from the start of the system that allows him to have access to his current level of skills now. This means, for example, a Jounin will have enough APs from the start to have access to S ranked Genjutsu and Forbidden ranked Ninjutsu and Taijutsu as well as current Base Jounin Speed and tracking. Because durability isn’t a required attribute, it’s considered more “optional” than the others so Jounin would have roughly 24-26ish points to start with. Now, it’s not required to put your stats back how they normally are and if you wanted, you could have access to low Spirit skills while raising some Mind skills.

Thirdly, there will be some skills or Titles that grant additional AP or even place additional limiters on an Attribute cap. Things like the Sage Title will grant AP to Sages or raise a cap for an Attribute potentially, this hasn’t been finalized yet while some character rules like Rock Lee would naturally lower the Mind Attribute to a 1 or even 0. We’ll try not to create too many ways Bonus AP are easily given out as to not water the AP gains down completely.

Each of the Attributes are ones I believe are essential for our RP and need to form the core of the system before we can discuss Nindos or the newer Specialty system. There can still be work done to this skeleton to clean it up as well as better it but I believe what’s below is a great set up and doesn’t need too many tweaks from here.

Mind AttributeBody AttributeSpirit Attribute
This Attribute represents the ability to utilize Ninjutsu. Increasing this attribute allows the user to access higher fields of Ninjutsu as well as increase the damage they deal.This attribute represents the ability to utilize Taijutsu, Kenjutsu and related body arts. Increasing this attribute will allow the user to access higher fields of taijutsu as well as increase the damage they deal.This attribute represents the ability to utilize Genjutsu and other Spiritual Techniques. Increasing this attribute will allow the user to access higher fields of spiritual abilities as well as increase the damage they deal.

Agility AttributeDexterity AttributeVitality Attribute
This attribute directly represents the character’s speed and how agile they are. Increasing this attribute will increase the user’s base speed.This attribute directly represents the character’s ability to perceive and track threats. Increasing this attribute will increase the user’s ability to track objects as well as how far one can track and properly aim.This attribute directly represents the character’s additional health or chakra reserves. Increasing this attribute will increase the user’s health or chakra at the user’s discretion.
 
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Mind Attribute​

The Mind Attribute governs the user’s ability to use Ninjutsu and the power behind them. Increasing the points in this attribute will raise the ranks of the jutsu the user can and allow their techniques to deal more damage. At certain benchmarks, the user gains different perks or auxiliary effects that augment their techniques. In order to increase the Mind attribute further than 8 points, Ability Missions must be completed to break this soft cap.


One Attribute PointTwo Attribute PointsThree Attribute PointsFour Attribute Points
  • Allows the usage of C ranked techniques and lower.
  • Allows the usage of B ranked techniques and lower.
  • Allows the usage of A ranked techniques and lower.
  • Allows the usage of S ranked techniques and lower.

Five Attribute PointsSix Attribute PointsSeven Attribute PointsEight Attribute Points
  • Allows the usage of Forbidden ranked techniques.
  • Increases the damage of Ninjutsu techniques by 5 damage.
  • Increases the damage of Ninjutsu techniques by 10 damage.
  • Increases the damage of Ninjutsu techniques by 15 damage.
  • Specialized Mind Techniques gain +2 Jutsu Speed.

Nine Attribute PointsTen Attribute Points
  • Increases the damage of Ninjutsu techniques by 20 damage.
  • Specialized Mind Techniques gain +3 Jutsu Speed.
  • Increases the damage of Ninjutsu techniques by 25 damage.
  • Grants a Custom Mind Specialty.
 
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Body Attribute​

The Body Attribute governs the user’s ability to use and increase the power behind Taijutsu, Kenjutsu, Bukijutsu, Yang Release and other fields noted. Increasing the points in this attribute will raise the ranks of the jutsu the user can and allow their techniques to deal more damage. At certain benchmarks, the user gains different perks or auxiliary effects that augment their techniques. In order to increase the Body attribute further than 8 points, Ability Missions must be completed to break this soft cap.

One Attribute PointTwo Attribute PointsThree Attribute PointsFour Attribute Points
  • Allows the usage of C ranked techniques and lower.
  • Allows the usage of B ranked techniques and lower.
  • Allows the usage of A ranked techniques and lower.
  • Allows the usage of S ranked techniques and lower.
  • 5 Points of Physical Durability

Five Attribute PointsSix Attribute PointsSeven Attribute PointsEight Attribute Points
  • Allows the usage of Forbidden ranked techniques.
  • Increases base damage of CQC techniques by 5 damage.
  • 10 Points of Physical Durability
  • Increases base damage of CQC techniques by 10 damage.
  • Increases base damage of CQC techniques by 15 damage.
  • 15 Points of Physical Durability

Nine Attribute PointsTen Attribute Points
  • Increases base damage of CQC techniques by 20 damage.
  • Bypass 20% of the target’s Physical Durability.
  • Increases base damage of CQC techniques by 25 damage.
  • 20 Points of Physical Durability
  • Custom Body Specialty
 
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Spirit Attribute​

The Spirit Attribute governs the user’s ability to use Genjutsu and the power behind them. Increasing the points in this attribute will raise the ranks of the jutsu the user can and allow their techniques to deal more damage. At certain benchmarks, the user gains different perks or auxiliary effects that augment their techniques. In order to increase the Spirit attribute further than 8 points, Ability Missions must be completed to break this soft cap.

One Attribute PointTwo Attribute PointsThree Attribute PointsFour Attribute Points
  • Allows the usage of C ranked techniques and lower.
  • Allows the usage of B ranked techniques and lower.
  • Allows the usage of A ranked techniques and lower.
  • Allows the usage of S ranked techniques and lower.
  • Allows 5 Points of Spiritual Durability

Five Attribute PointsSix Attribute PointsSeven Attribute PointsEight Attribute Points
  • Allows the usage of Forbidden ranked techniques.
  • Increases the damage of Spiritual techniques by 5 damage.
  • Allows 10 Points of Spiritual Durability
  • Increases the damage of Spiritual techniques by 10 damage.
  • Increases the damage of Spiritual techniques by 15 damage.
  • Allows 15 Points of Spiritual Durability
  • S + A rank Genjutsu Layering possible

Nine Attribute PointsTen Attribute Points
  • Increases the damage of Spiritual techniques by 20 damage.
  • Bypasses 20% of the target’s Spiritual Durability
  • Increases the damage of Spiritual techniques by 25 damage.
  • Allows 20 Points of Spiritual Durability
  • Grants a Custom Spirit Specialty.
 
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Agility Attribute

The Agility Attribute governs the user’s speed and how fast he can move. Increasing the points in this attribute will raise the user’s base speed. Unlike the Mind, Body and Spirit Attributes, increasing this stat does not have auxiliary effects. In order to increase the Agility Attribute further than 8 points, Ability Missions must be completed to break this soft cap.

One Attribute PointTwo Attribute PointsThree Attribute PointsFour Attribute Points
  • Base speed is 2
  • Base speed is 4
  • Base speed is 6
  • Base speed is 8

Five Attribute PointsSix Attribute PointsSeven Attribute PointsEight Attribute Points
  • Base Speed is 10
  • Base Speed is 12
  • Base Speed is 14
  • Base Speed is 16
  • Free Dodge range
    increased 10 meters

Nine Attribute PointsTen Attribute Points
  • Base Speed is 17
  • Free Dodge range increased to 15 meters
  • Base Speed is 18
  • Custom Agility Specialty
 
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Dexterity Attribute​

The Dexterity Attribute governs the user’s ability to track targets and how far away he can accurately see. Increasing the points in this attribute will raise the user’s base tracking speed and the distance his tracking abilities extend. In order to increase the Agility Attribute further than 8 points, Ability Missions must be completed to break this soft cap.

One Attribute PointTwo Attribute PointsThree Attribute PointsFour Attribute Points
  • Base tracking is 4
  • Base tracking is 6
  • Base tracking is 8
  • Base tracking is 10

Five Attribute
Points
Six Attribute
Points
Seven Attribute
Points
Eight Attribute
Points
  • Base Tracking is 12
  • Base Tracking is 14
  • Base Tracking is 16
  • Base Tracking is 18
  • Tracking Abilities extend +1 landmark

Nine Attribute
Points
Ten Attribute
Points
  • Base Tracking is 20.
  • Tracking Abilities extend +2 landmarks
  • Base Tracking is 22.
  • Tracking Abilities extend +3 landmarks
 
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Vitality Attribute​

The Vitality Attribute govern’s the user’s health and chakra pools. Unlike the previous Attributes, this attribute is split between two components: Health and Chakra. As the two resources that determine your overall health as well as the energy you can draw from, increasing this points in this attribute will raise the user’s maximum health pool or their maximum chakra reserves. These will not increase on the same scale, of course. Health increases by 40 health per point while Chakra increases by 400 chakra per point. When allocating points into Vitality, one must declare which goes towards Health and which points go towards Chakra. In order to increase the Vitality Attribute further than 8 points, Ability Missions must be completed to break this soft cap.

One Attribute PointTwo Attribute PointsThree Attribute PointsFour Attribute Points
  • Grants 1 point of Vitality
  • Grants 2 points of Vitality
  • Grants 3 points of Vitality
  • Grants 4 points of Vitality

Five Attribute PointsSix Attribute PointsSeven Attribute PointsEight Attribute Points
  • Grants 5 points of Vitality
  • Grants 6 points of Vitality
  • Grants 7 points of Vitality
  • Grants 8 points of Vitality
  • Increases Passive Health and Stamina recovery rate by 10%.

Nine Attribute PointsTen Attribute Points
  • Grants 9 points of Vitality
  • Increases Passive Health and Stamina recovery rate by 15%.
  • Grants 10 points of Vitality
  • Increases Passive Health and Stamina recovery rate by 20%.
 
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I don’t like this too much. Without changing the core of the game, half this could be applied via extra specialties earned through missions, battles, etc. No need to change the entire system. And even though it looks simple to us all it will do is scare away new RPers, if any. Our system is already complex and confusing enough. No need to make it more complex and confusing. It’s a no from me.
 
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Five being the max to gain all ranks make sense.

One thing that comes to mind when I am reading Spirit is where would Kai Release fall at. We seen in the series Naruto isn't a Genjutsu user by any means. He learned Kai Release without knowing how to cast Genjutsu at all.

Question One: So the question is where does Kai Release fall into at?

Attribute Nine for Spirit and Mind say,
  • Bypasses half of the target’s Spiritual Durability
  • Lingering Damage - Damage done by techs the user Specializes causes lingering effects
Question Two: Is "Spiritual Durability" and "Lingering Damage" something new that's coming and will be explained more?

Question Three: How does one gain more AP? Would it be something you gain during missions right along with Kumi and Ryo?

Question Four: One last thing, Bukijutsu and Kenjutsu would they gain the bonuses for Body at the right Attribute Points that gain additional damage?
 

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I like but also dislike this kind of stat system that has a ceiling cap. I understand that we have a ranking system already and its probably important that we have some limitations, although I think having a hard cap on things will eventually bring us back to the point we are at now in regards to hitting a ceiling.
I think there are some alternatives that could be considered as well, such as 'levelling up' specialties. Along a similar line to the bijuu/relic/masteries system, specialties (ie single handseal, apex handseal, summonings, clones etc) could be improved/advanced with missions. Say for example if someone picks a ninjutsu specialty, then after 3 missions they gain single handseal, then after 3 more missions they gain apex handseal, after 3 more they gain +20 damage etc.

-While I like the idea of a stat system, I think having it more open ended to allow people to rank up at their own progression is better than having a static system that has hard caps.
I think having a stat/attribute system is good to allow you to specialize or choose what to min/max and to pick a particular fighting style. Although its not mentioned, Im not sure if it will get to the point where everyone will eventually have 8/9/10 in every stat bringing it back to what it is now, or such meta's as canon bio's get more bonus AP overall.

-My other concern is 'cookie cutter' stat blocks. Where it becomes necessary to have x amount of stats in an attribute because of a meta forming where certain fields are better off to put a point in than others.
Examples include 'Mind' where having a bonus 30 to your ninjutsu when you can use canon techniques with base 120 damage compared to say genjutsu or taijutsu that have a lower starting point and no canon higher level base techniques. Obviously this comes down to customs and creativity but as the original point, Mind benefits much more (affecting potentially up to 5/6/7 fields) compared to Spirit and Body which specifically affect only one field.
Another example is the AGI vs the DEX stats. I think that its slightly skewed towards DEX being overall better, gaining more from less.
Other concerns would be certain Bio's such as Samurai, Ronin, Merchant etc that would have no use for certain Attributes.

-Is there a way that extra health or Chakra can be added, potentially maybe to the durability stat? like +10 health and +50 chakra per rank? ranging from +10/+50 to +100/+500?
-Other question I have is, would fields such as Fuinjutsu/Medjutsu fall under Mind as well and benefit from the boost, such as the +10/20 damage which would translate to extra healing or extra chakra/threshold?

Overall Im excited to see how this develops and I hope or look forward to the feedback and communities input about it
 

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I second @-Jester-'s concerns and would also prefer a more robust mastery and specialty system instead of an attribute system.

The mind attribute is clearly the stat most people will care about and basically have to focus on to compete. A blanket boost to all ninjutsu is too good to pass up. People rarely if ever use taijutsu and it isnt really needed to defend or go against ninjutsu. There isnt any reason for the average person to put 5 attribute points into Spirit because forbidden rank genjutsu isnt passable unless its a custom mangekyo technique or possible to use without a mangekyo sharingan or higher. And the Mangekyo already boosts Sharingan genjutsu damage to the point that it is possible to one shot. So even a genjutsu/taijutsu focused build would still want to max out their Mind stat.

Durability would probably be the least used stat since if you get hit by a technique, you're probably already losing and dying.

A base meta build assuming 24 points would be a slight variation of the following:

Mind: 8
Spirit: 4
Agility: 8
Dexterity: 4
Durability: 0
Body: 0

And the only reason most people would bother putting any into Spirit would be so they can use kai. Nowadays people can easily raise their tracking and speed to high levels. So there isnt any reason to not focus on maxing out mind. This system in my opinion discourages variation and creativity and further encourages a hard meta. Ability Missions aren't given out like candy, so people would assume for the long run that most of their abilities will remained capped and they will prioritize the missions they do get on Mind.

Focusing on Mastery and Specialities would encourage more variation and creativity amongst the RP. And the missions/battles don't have to be given out by mods. We battle each other or create our own missions to be checked. Using Masteries for example, AJ made the Inzuka a feared clan to specialize in because he put in the time and work. And its balanced because it isnt a blanket boost over all of his abilities, just specifically Inuzuka related stuff. In theory the same could be said for other lesser used clans and abilities like the Akimichi, Nara, etc if their specialties were finished.
 

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Will the specialties relating to speed/dmg/tracking be removed? Same for the base tracking increase we get of +4
Can we build customs that sacrifice one stat for another? Not full on 'moves based on strength type of stuff', but more feasible.
Will the system regarding ability missions be changing? Maybe following a more formulaic approach rather than a curated one for each character.
Would ability missions be bio exclusive?

In regards to Nindo, I guess we will be getting a glimpse of that or something similar with the title in the tourney, so not much to say on that yet. Same for new specialty system.


Five being the max to gain all ranks make sense.

One thing that comes to mind when I am reading Spirit is where would Kai Release fall at. We seen in the series Naruto isn't a Genjutsu user by any means. He learned Kai Release without knowing how to cast Genjutsu at all.

Question One: So the question is where does Kai Release fall into at?

Attribute Nine for Spirit and Mind say,
  • Bypasses half of the target’s Spiritual Durability
  • Lingering Damage - Damage done by techs the user Specializes causes lingering effects
Question Two: Is "Spiritual Durability" and "Lingering Damage" something new that's coming and will be explained more?

Question Three: How does one gain more AP? Would it be something you gain during missions right along with Kumi and Ryo?

Question Four: One last thing, Bukijutsu and Kenjutsu would they gain the bonuses for Body at the right Attribute Points that gain additional damage?
Kai could potentially just be universally accessible tbf, but can't say for sure.
Q2: Spiritual durability and shaving already exist, such as through the Yin spec. Lingering damage is new.
Q4: They would yeah

I like but also dislike this kind of stat system that has a ceiling cap. I understand that we have a ranking system already and its probably important that we have some limitations, although I think having a hard cap on things will eventually bring us back to the point we are at now in regards to hitting a ceiling.
I think there are some alternatives that could be considered as well, such as 'levelling up' specialties. Along a similar line to the bijuu/relic/masteries system, specialties (ie single handseal, apex handseal, summonings, clones etc) could be improved/advanced with missions. Say for example if someone picks a ninjutsu specialty, then after 3 missions they gain single handseal, then after 3 more missions they gain apex handseal, after 3 more they gain +20 damage etc.

-While I like the idea of a stat system, I think having it more open ended to allow people to rank up at their own progression is better than having a static system that has hard caps.
I think having a stat/attribute system is good to allow you to specialize or choose what to min/max and to pick a particular fighting style. Although its not mentioned, Im not sure if it will get to the point where everyone will eventually have 8/9/10 in every stat bringing it back to what it is now, or such meta's as canon bio's get more bonus AP overall.

-My other concern is 'cookie cutter' stat blocks. Where it becomes necessary to have x amount of stats in an attribute because of a meta forming where certain fields are better off to put a point in than others.
Examples include 'Mind' where having a bonus 30 to your ninjutsu when you can use canon techniques with base 120 damage compared to say genjutsu or taijutsu that have a lower starting point and no canon higher level base techniques. Obviously this comes down to customs and creativity but as the original point, Mind benefits much more (affecting potentially up to 5/6/7 fields) compared to Spirit and Body which specifically affect only one field.
Another example is the AGI vs the DEX stats. I think that its slightly skewed towards DEX being overall better, gaining more from less.
Other concerns would be certain Bio's such as Samurai, Ronin, Merchant etc that would have no use for certain Attributes.

-Is there a way that extra health or Chakra can be added, potentially maybe to the durability stat? like +10 health and +50 chakra per rank? ranging from +10/+50 to +100/+500?
-Other question I have is, would fields such as Fuinjutsu/Medjutsu fall under Mind as well and benefit from the boost, such as the +10/20 damage which would translate to extra healing or extra chakra/threshold?

Overall Im excited to see how this develops and I hope or look forward to the feedback and communities input about it
Not a big fan of adding more stuff under the lengthy progression system of leveling up. If you have more than one of those abilities it becomes annoyingly time consuming to level all of them up.

For bios such as Samurai & Ronin, that works exceptionally well, since they can dedicate more points to their specific stats to have a more competitive edge. Such as a Samurai benefitting and going for a stronger build, 8 Body, 6 Durability, 5 Dex, and 6 Agil. They might have bonus as well since they already do, allowing for a better build. **** Merchants.

I second @-Jester-'s concerns and would also prefer a more robust mastery and specialty system instead of an attribute system.

The mind attribute is clearly the stat most people will care about and basically have to focus on to compete. A blanket boost to all ninjutsu is too good to pass up. People rarely if ever use taijutsu and it isnt really needed to defend or go against ninjutsu. There isnt any reason for the average person to put 5 attribute points into Spirit because forbidden rank genjutsu isnt passable unless its a custom mangekyo technique or possible to use without a mangekyo sharingan or higher. And the Mangekyo already boosts Sharingan genjutsu damage to the point that it is possible to one shot. So even a genjutsu/taijutsu focused build would still want to max out their Mind stat.

Durability would probably be the least used stat since if you get hit by a technique, you're probably already losing and dying.

A base meta build assuming 24 points would be a slight variation of the following:

Mind: 8
Spirit: 4
Agility: 8
Dexterity: 4
Durability: 0
Body: 0

And the only reason most people would bother putting any into Spirit would be so they can use kai. Nowadays people can easily raise their tracking and speed to high levels. So there isnt any reason to not focus on maxing out mind. This system in my opinion discourages variation and creativity and further encourages a hard meta. Ability Missions aren't given out like candy, so people would assume for the long run that most of their abilities will remained capped and they will prioritize the missions they do get on Mind.

Focusing on Mastery and Specialities would encourage more variation and creativity amongst the RP. And the missions/battles don't have to be given out by mods. We battle each other or create our own missions to be checked. Using Masteries for example, AJ made the Inzuka a feared clan to specialize in because he put in the time and work. And its balanced because it isnt a blanket boost over all of his abilities, just specifically Inuzuka related stuff. In theory the same could be said for other lesser used clans and abilities like the Akimichi, Nara, etc if their specialties were finished.
The RP has always been skewed to ninjutsu abilities, so it would be natural some favour that, but I don't believe it's a huge issue. These things would balance out and the meta would not be constant I believe, mainly due to each bio's inherent advantages and abilities. In the build you suggested, you're basically a twig ! No hands and no durability? Shameful. But going with that build for instance, I believe that should lock you out from Yang for instance. Since you are basically foregoing any bodily attributes it would be weird to gain access to the field that is the pinnacle of that.

A soft lock on some abilities where you need a few points in some stats would be viable imo, promoting a more balanced build with some shortcomings. Let's say only by having 4/5 points in body would you be able to access the same ranked or a rank lower for Yang.

But also yes, make a Nara Mastery specialty :)
 
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Kooljay

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The RP has always been skewed to ninjutsu abilities, so it would be natural some favour that, but I don't believe it's a huge issue. These things would balance out and the meta would not be constant I believe, mainly due to each bio's inherent advantages and abilities. In the build you suggested, you're basically a twig ! No hands and no durability? Shameful. But going with that build for instance, I believe that should lock you out from Yang for instance. Since you are basically foregoing any bodily attributes it would be weird to gain access to the field that is the pinnacle of that.

A soft lock on some abilities where you need a few points in some stats would be viable imo, promoting a more balanced build with some shortcomings. Let's say only by having 4/5 points in body would you be able to access the same ranked or a rank lower for Yang.

But also yes, make a Nara Mastery specialty :)
Most people here are glass cannons who'd rather use their speed to freeform dodge and create distance than to engage in any form of cqc. Taijutsu isnt needed to counter taijutsu. Ninjutsu can counter it or overpower it. Very few tai/kenjutsus are capable of doing the same. If a person takes damage its because their counter/dodge failed. Investing in durability is essentially a crutch for when a sensei/mod rules that a player's move failed. A freeform dodge up to long range is the better play. Especially since 8 attributes makes you faster a lot of S rank ninjutsu.

Although a softlock would help that. I think a better move would be to not have the Gen/Tai/Nin stats copy each other with regards to their boosts. The Mind stat should offer smaller benefits for investing in it compared to Taijutsu and Genjutsu. A genjutsu for example could do 1 million damage, but be broken with a simple Kai under current rules. Adding damage toa genjutsu isnt nearly as beneficial as adding it to ninjutsu. Breaking genjutsu mostly deals with how much chakra is used for the technique unlike ninjutsu clashes which deal with damage. A person who has mastered genjutsu, an investment great enough to learn S ranks, could have genjutsu that is more difficult to break. F rank genjutsu are harder to come by, so that stat requires more to balance it. Same goes for taijutsu. I don't think they should be treated the same as ninjutsu. And the ninjutsu boosts need to be overall lowered, perhaps in favor of stuff like faster seals or sourceless creation. And it should be restricted to an element. Blanket ninjutsu boosts should be reserved for Modes.
 

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Im With Kooljay and Troi on This … Most of this can be made with More Specialties & Masteries i just dont see this system adding anything relevant to the rp.. It looks overly complicated and makes people shoot for meta builds that you have to go to aswell or you get chopped up… The Whole AP thing i just dont see it being on NB … All If Not Most could be done with what i said above.. To simplify things Rp is already simple and what not already this wont make it any better imo
 
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Question One: So the question is where does Kai Release fall into at?

Attribute Nine for Spirit and Mind say,
  • Bypasses half of the target’s Spiritual Durability
  • Lingering Damage - Damage done by techs the user Specializes causes lingering effects
Question Two: Is "Spiritual Durability" and "Lingering Damage" something new that's coming and will be explained more?

Question Three: How does one gain more AP? Would it be something you gain during missions right along with Kumi and Ryo?

Question Four: One last thing, Bukijutsu and Kenjutsu would they gain the bonuses for Body at the right Attribute Points that gain additional damage?
1. Kai should be considered a Ninjutsu technique and will likely be moved to the Ninjutsu jutsu list. Currently, it will be dictated by the Mind stat though if this changes, it’ll be updated.
2. Yes, both will be new concepts. There will be more explaining this over time so that it is easier to understand this and other newer concepts.
3. AP will be gained via missions and events and battles. Because the intention is to allow natural progression of characters, AP can’t be given out freely after every mission or battle or one could potentially cap out early. AP will likely only be issues via A rank missions and higher on some form of scale that doesn’t award more than 2 or 3 AP a month from the missions alone. Events, battles and tournaments can offer greater chances at leveling up but AP gains shouldn’t be at the rate of, for example, 1-2 a week.
4. Body governs all body arts and physical fields. This includes Taijutsu, Kenjutsu, Bukijutsu, Yang, etc. Spirit governs all spiritual fields. This includes Genjutsu, Spiritual Kenjutsu, Sharingan Genjutsu, Yin techniques, etc. Mind governs the remaining Ninjutsu fields. It houses the most but this enhanced damage will work in conjunction with the updated Specialty system and will not enable every field of yours to have, for example, +30 damage.

I like but also dislike this kind of stat system that has a ceiling cap. I understand that we have a ranking system already and its probably important that we have some limitations, although I think having a hard cap on things will eventually bring us back to the point we are at now in regards to hitting a ceiling.
I think there are some alternatives that could be considered as well, such as 'levelling up' specialties. Along a similar line to the bijuu/relic/masteries system, specialties (ie single handseal, apex handseal, summonings, clones etc) could be improved/advanced with missions. Say for example if someone picks a ninjutsu specialty, then after 3 missions they gain single handseal, then after 3 more missions they gain apex handseal, after 3 more they gain +20 damage etc.

-While I like the idea of a stat system, I think having it more open ended to allow people to rank up at their own progression is better than having a static system that has hard caps.
I think having a stat/attribute system is good to allow you to specialize or choose what to min/max and to pick a particular fighting style. Although its not mentioned, Im not sure if it will get to the point where everyone will eventually have 8/9/10 in every stat bringing it back to what it is now, or such meta's as canon bio's get more bonus AP overall.

-My other concern is 'cookie cutter' stat blocks. Where it becomes necessary to have x amount of stats in an attribute because of a meta forming where certain fields are better off to put a point in than others.
Examples include 'Mind' where having a bonus 30 to your ninjutsu when you can use canon techniques with base 120 damage compared to say genjutsu or taijutsu that have a lower starting point and no canon higher level base techniques. Obviously this comes down to customs and creativity but as the original point, Mind benefits much more (affecting potentially up to 5/6/7 fields) compared to Spirit and Body which specifically affect only one field.
Another example is the AGI vs the DEX stats. I think that its slightly skewed towards DEX being overall better, gaining more from less.
Other concerns would be certain Bio's such as Samurai, Ronin, Merchant etc that would have no use for certain Attributes.

-Is there a way that extra health or Chakra can be added, potentially maybe to the durability stat? like +10 health and +50 chakra per rank? ranging from +10/+50 to +100/+500?
-Other question I have is, would fields such as Fuinjutsu/Medjutsu fall under Mind as well and benefit from the boost, such as the +10/20 damage which would translate to extra healing or extra chakra/threshold?

Overall Im excited to see how this develops and I hope or look forward to the feedback and communities input about it
Caps are needed in almost any stat based game. A limitless ceiling just isn’t feasible or possible at the start of any stat system. Even if it were set at 20, eventually we would still near the cap. We can’t have an infinite list of attributes and their descriptions written as well.

In addition to this system is an update to the current specialty system. A large part of the current system will change, such as all of the specialties that currently grant a statistical increase such as the various Speed/Tracking specialties, the Combat specialties and many Apex ones. In addition to this, a new system called Nindos will be introduced that have both narrative weight and story impact. The only way a leveling specialty system works is by inherently starting lower than what we currently have (either in overall number or power) and allow them to raise to above where they already are and that’s the opposite of what we hope to achieve in terms of expansion. Some of the perks you suggested are already specialties and with this, would be removing and gating them behind mission costs that offer little real growth.

As for cookie cutter, if you say the same general system can be done with specialties, what makes that less cookie cutter than this? Having things standardized only works to remove the ambiguity in the game and lessen arguments of uncertainty in regards to numbers, distances, speeds and more in ways specialties simply cannot by design.

There will be a vitality statistic added that revolves around health and chakra increases. It’ll likely be similar in some ways to Durability where it would be possible to raise the stat and have it focus on your chakra or your health.


I second @-Jester-'s concerns and would also prefer a more robust mastery and specialty system instead of an attribute system.

The mind attribute is clearly the stat most people will care about and basically have to focus on to compete. A blanket boost to all ninjutsu is too good to pass up. People rarely if ever use taijutsu and it isnt really needed to defend or go against ninjutsu. There isnt any reason for the average person to put 5 attribute points into Spirit because forbidden rank genjutsu isnt passable unless its a custom mangekyo technique or possible to use without a mangekyo sharingan or higher. And the Mangekyo already boosts Sharingan genjutsu damage to the point that it is possible to one shot. So even a genjutsu/taijutsu focused build would still want to max out their Mind stat.

Durability would probably be the least used stat since if you get hit by a technique, you're probably already losing and dying.

A base meta build assuming 24 points would be a slight variation of the following:

Mind: 8
Spirit: 4
Agility: 8
Dexterity: 4
Durability: 0
Body: 0

And the only reason most people would bother putting any into Spirit would be so they can use kai. Nowadays people can easily raise their tracking and speed to high levels. So there isnt any reason to not focus on maxing out mind. This system in my opinion discourages variation and creativity and further encourages a hard meta. Ability Missions aren't given out like candy, so people would assume for the long run that most of their abilities will remained capped and they will prioritize the missions they do get on Mind.

Focusing on Mastery and Specialities would encourage more variation and creativity amongst the RP. And the missions/battles don't have to be given out by mods. We battle each other or create our own missions to be checked. Using Masteries for example, AJ made the Inzuka a feared clan to specialize in because he put in the time and work. And its balanced because it isnt a blanket boost over all of his abilities, just specifically Inuzuka related stuff. In theory the same could be said for other lesser used clans and abilities like the Akimichi, Nara, etc if their specialties were finished.
Most of your post is based on misconceptions; Body isn’t solely Tai but Body Arts related fields and similar with Spirit. While you believe Mind is the stat everyone will lean to, the current RP is very slanted towards Ninjutsu already because its the most encompassing field. If it’s not inherently spiritual or physical body arts, it almost always counts as a Ninjutsu. Even the reasoning you give for why Durability needs 0 is the exact reason why points should be in that stat - to mitigate the chances of being hit and dying. As for your stat crunching, I strongly disagree with what common builds will look like.

Most people in the current RP has either Yin or Yang and have incorporated them into their builds. In order to use them, you would need to have at least 4 points in either Body and Mind to use at least S ranks. Most people will want to be able to at least track what’s considered Jounin speed so that’s another 5. Jounin level tracking would put one around 4-5 points, I’ll go with 4 to make a point. Then you’re left with Durability and Speed and only 7 points left. Sure, you can pour all 7 into Speed but you can’t properly track your own movement as you’re too fast for your speed unless you use a mode or boost. You are capped at S rank for spiritual and physical techs with only Ninjutsu being above S rank at the start. No durability and you suffer full damage from techs if they hit.

Mind: 6
Body: 4
Spirit: 4
Agility: 5
Durability: 0
Dexterity: 5

The above is closer to what I believe most builds will look like at the start with one of the 3 damage based stats being higher than the other two.

AJ’s Inuzuka isn’t the result of Masteries; it’s the result of literal years of customs and ability updates that allowed it to be a strong bio and even then, he acknowledged it’s nowhere near as strong as it could be. Masteries aren’t the answer to allowing the RP scaling to be higher or allow more things to happen nor do I think it’s the solution for creativity within the RP. The creative aspect should come primarily from the member, not the staff. We should create systems that offer little difficulty and work to clarify rules and mechanics in better, more efficient ways. We have each of these stats in the game already in different metrics, ones that seem easy because you’ve dealt with them and learned them over several years, but make less sense when you actually analyze them so the complaints that this will be more complicated than what we have now doesn’t seem true to me.

As I mentioned in the previous thread I made where I spoke about this at length with the community, Specialties are changing completely. All of the “this gives me + x boost” or “this subtracts x amount from the opponent” type of specialties will all be removed as to make this system work better without offering redundant boosts.

Will the specialties relating to speed/dmg/tracking be removed? Same for the base tracking increase we get of +4
Can we build customs that sacrifice one stat for another? Not full on 'moves based on strength type of stuff', but more feasible.
Will the system regarding ability missions be changing? Maybe following a more formulaic approach rather than a curated one for each character.
Would ability missions be bio exclusive?

In regards to Nindo, I guess we will be getting a glimpse of that or something similar with the title in the tourney, so not much to say on that yet. Same for new specialty system.



Kai could potentially just be universally accessible tbf, but can't say for sure.
Q2: Spiritual durability and shaving already exist, such as through the Yin spec. Lingering damage is new.
Q4: They would yeah


Not a big fan of adding more stuff under the lengthy progression system of leveling up. If you have more than one of those abilities it becomes annoyingly time consuming to level all of them up.

For bios such as Samurai & Ronin, that works exceptionally well, since they can dedicate more points to their specific stats to have a more competitive edge. Such as a Samurai benefitting and going for a stronger build, 8 Body, 6 Durability, 5 Dex, and 6 Agil. They might have bonus as well since they already do, allowing for a better build. **** Merchants.

The RP has always been skewed to ninjutsu abilities, so it would be natural some favour that, but I don't believe it's a huge issue. These things would balance out and the meta would not be constant I believe, mainly due to each bio's inherent advantages and abilities. In the build you suggested, you're basically a twig ! No hands and no durability? Shameful. But going with that build for instance, I believe that should lock you out from Yang for instance. Since you are basically foregoing any bodily attributes it would be weird to gain access to the field that is the pinnacle of that.

A soft lock on some abilities where you need a few points in some stats would be viable imo, promoting a more balanced build with some shortcomings. Let's say only by having 4/5 points in body would you be able to access the same ranked or a rank lower for Yang.

But also yes, make a Nara Mastery specialty :)

1. Yes those specialties will be removed. With actual attributes taking the place for boosts, it becomes redundant to keep the specialties that would essentially do the same thing.
2. Currently, no on the customs idea. It hasn’t been discussed much but it’s not likely from how it looks.
3. Yes, more ability missions will become possible and they won’t all be as advanced as they currently have been. There will still be a degree of difficulty but attempting to raise one cap by 1 vs attempting to gain a strong ability will have differing set ups in terms of complexity.
4. Ability Missions in the sense of Attribute caps, I may simply call these Attribute Missions, will be treated on a bio by bio case - same as attribute point gains in general. Dropping a bio will likely cause a partial loss of gained AP as everything doesn’t typically transfer over.
 
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Apriori

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Pretty cool. What I am about to say does not include the potential of other game systems simply because I am not aware of them. Any point made about such could also be used to further the "issue" I think I am seeing here, unless one reality will be created.

The rate of gains within AGL in comparison to the rate of gains with DEX allows for early game into late game min-maxing with no downside. The concept is fine and honestly cannot be stopped, especially when you are opting for the players to have room to be creative in how potent their builds will be but min-maxing should come at a cost. If it does not, you end up lowering the value of an attribute and unfortunately once you bring in ALG and DEX ( as speed and tracking speed indicators ) - they become the most important stats.

If 1 Point in AGL grants me 2 Points in Speed versus that same 1 Point in DEX granting me 3 Points in Tracking Speed, the value of that AP is lower in DEX from the POV of investment. The easier way to show this, is using the Soft Caps. AGL Soft Cap says I move at 13 SPD which means I need at least 5 Points in DEX. In fact, AGL Hard Cap says I will move at 15 which means I need to not only invest half the AP in DEX to track the fastest person ( bar any variables ) but the stat becomes almost meaningless half way into it ( which is before the DEX Soft Cap )

I am not sure how viable the landmark sensing is within the game or how more significant it would be upped to make going that deep into the stat, so I cannot say its pointless to invest that deep. What would be the average speed of the player base here using this system?

This means, for example, a Jounin will have enough APs from the start to have access to S ranked Genjutsu and Forbidden ranked Ninjutsu and Taijutsu as well as current Base Jounin Speed and tracking. Because durability isn’t a required attribute, it’s considered more “optional” than the others so Jounin would have roughly 24-26ish points to start with.

^ if that remains, with a 6 stat system, we can just equal the point allocation throughout each stat just to help illustrate why I see an issue. 24-26 Points is roughly 4 in each stat with some remaining potentially. 4 AGL means 8 SPD and 4 DEX is tracking 12 Speed. That means without even spending the remaining 1-2 points ( if the total ap is 25-16 and not 24 ), I spent too much on Dex from a competitive stand point. Even if those begin to min-max or favors speed overall, at this rate it would take 3 more points in AGL just to make someone with this mindset consider putting just 1 more point in DEX.

If the argument is that variables could increase AGL, then wouldn't that same premise be possible in DEX? The reality I spoke of earlier is a reality where you actively dampen DEX increasing abilities which can force the issue more of needing points in DEX since people can still increase AGL through those variables.

I understand the premise, well if the player can figure that out then Good for them. I support such notion to a degree personally. If you decrease the rate of gains in the DEX by 1 Point, you would find the sweet spot. Unless of course, I am missing something or not aware of your intentions regarding these 2 stats.

Big Question: what determines Justu Speed?
 
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@Lord of Kaos

Pretty cool. What I am about to say does not include the potential of other game systems simply because I am not aware of them. Any point made about such could also be used to further the "issue" I think I am seeing here, unless one reality will be created.

The rate of gains within AGL in comparison to the rate of gains with DEX allows for early game into late game min-maxing with no downside. The concept is fine and honestly cannot be stopped, especially when you are opting for the players to have room to be creative in how potent their builds will be but min-maxing should come at a cost. If it does not, you end up lowering the value of an attribute and unfortunately once you bring in ALG and DEX ( as speed and tracking speed indicators ) - they become the most important stats.

If 1 Point in AGL grants me 2 Points in Speed versus that same 1 Point in DEX granting me 3 Points in Tracking Speed, the value of that AP is lower in DEX from the POV of investment. The easier way to show this, is using the Soft Caps. AGL Soft Cap says I move at 13 SPD which means I need at least 5 Points in DEX. In fact, AGL Hard Cap says I will move at 15 which means I need to not only invest half the AP in DEX to track the fastest person ( bar any variables ) but the stat becomes almost meaningless half way into it ( which is before the DEX Soft Cap )

I am not sure how viable the landmark sensing is within the game or how more significant it would be upped to make going that deep into the stat, so I cannot say its pointless to invest that deep. What would be the average speed of the player base here using this system?

This means, for example, a Jounin will have enough APs from the start to have access to S ranked Genjutsu and Forbidden ranked Ninjutsu and Taijutsu as well as current Base Jounin Speed and tracking. Because durability isn’t a required attribute, it’s considered more “optional” than the others so Jounin would have roughly 24-26ish points to start with.

^ if that remains, with a 6 stat system, we can just equal the point allocation throughout each stat just to help illustrate why I see an issue. 24-26 Points is roughly 4 in each stat with some remaining potentially. 4 AGL means 8 SPD and 4 DEX is tracking 12 Speed. That means without even spending the remaining 1-2 points ( if the total ap is 25-16 and not 24 ), I spent too much on Dex from a competitive stand point. Even if those begin to min-max or favors speed overall, at this rate it would take 3 more points in AGL just to make someone with this mindset consider putting just 1 more point in DEX.

If the argument is that variables could increase AGL, then wouldn't that same premise be possible in DEX? The reality I spoke of earlier is a reality where you actively dampen DEX increasing abilities which can force the issue more of needing points in DEX since people can still increase AGL through those variables.

I understand the premise, well if the player can figure that out then Good for them. I support such notion to a degree personally. If you decrease the rate of gains in the DEX by 1 Point, you would find the sweet spot. Unless of course, I am missing something or not aware of your intentions regarding these 2 stats.
This is something I wanted to expand on up figured it might get lost in translation when trying to explain between thoughts and typing.
A further point is that most commonly, the highest speed boost that is most common might be x3.5 from power of the sun. Beyond that, x4 speed boosts are extremely uncommon as with anything above it, and if there is, they are short lived (Eight Gates having 2 turn durations for x7, x8 boosts).
In a quick bit of maths, if someone were to put 6 points into AGI, and use Yang Mode, which would put them at 66 speed (11x6), given how easy and common tracking boosts are, one could use only 5 points in Dex with a x5 modifier, or even putting the same points into Dex, a x4 boost. (15x5=75, 18x4=72).

My concern from the original point is that for abilities that give such a high speed boost, I feel like there should be a greater difficulty in tracking them considering how high their speed boost is meant to be or how powerful the techniques are meant to be. I understand the concern of Speed Blitzing meta and trying to prevent it but I also worry about having universal or simple counters for such high level or highly restrictive techniques.
Obviously this comes from a bias of preferring to use Taijutsu, but its also from a point of experience about what it comes up against.

Im not sure if some multiple target tracking could be introduced as well, or if that would make things more complicated or what the solution could be. I genuinely dont have an answer for it, I just wanted to voice and expand upon my concern earlier that I highlighted with the AGI vs DEX scaling.
 

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My concern from the original point is that for abilities that give such a high speed boost, I feel like there should be a greater difficulty in tracking them considering how high their speed boost is meant to be or how powerful the techniques are meant to be. I understand the concern of Speed Blitzing meta and trying to prevent it but I also worry about having universal or simple counters for such high level or highly restrictive techniques.
Obviously this comes from a bias of preferring to use Taijutsu, but its also from a point of experience about what it comes up against.
Thats a weird conclusion, the ability would still be high tier because its a higher modifier. Like you said, 4x is extremely uncommon. It is understood that they have a multiplicative effect. I understand you're asking for a higher baseline (I'm unsure of your reason, they're meant to be high tier abilities so inherently more difficult to fight against?) but before you do you should understand the effect on outliers. Someone with 10 AGI and 7th Gate(15*7) is moving at 105 speed. Someone with 5 dex (15) and 6x tracking modifier will not be able to react. If 80% of the people aren't going above 5. Then, those that do should be rewarded, they would be doing so at the cost of being weaker in some other field.
 
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Lord of Kaos

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@Lord of Kaos

Pretty cool. What I am about to say does not include the potential of other game systems simply because I am not aware of them. Any point made about such could also be used to further the "issue" I think I am seeing here, unless one reality will be created.

The rate of gains within AGL in comparison to the rate of gains with DEX allows for early game into late game min-maxing with no downside. The concept is fine and honestly cannot be stopped, especially when you are opting for the players to have room to be creative in how potent their builds will be but min-maxing should come at a cost. If it does not, you end up lowering the value of an attribute and unfortunately once you bring in ALG and DEX ( as speed and tracking speed indicators ) - they become the most important stats.

If 1 Point in AGL grants me 2 Points in Speed versus that same 1 Point in DEX granting me 3 Points in Tracking Speed, the value of that AP is lower in DEX from the POV of investment. The easier way to show this, is using the Soft Caps. AGL Soft Cap says I move at 13 SPD which means I need at least 5 Points in DEX. In fact, AGL Hard Cap says I will move at 15 which means I need to not only invest half the AP in DEX to track the fastest person ( bar any variables ) but the stat becomes almost meaningless half way into it ( which is before the DEX Soft Cap )

I am not sure how viable the landmark sensing is within the game or how more significant it would be upped to make going that deep into the stat, so I cannot say its pointless to invest that deep. What would be the average speed of the player base here using this system?

This means, for example, a Jounin will have enough APs from the start to have access to S ranked Genjutsu and Forbidden ranked Ninjutsu and Taijutsu as well as current Base Jounin Speed and tracking. Because durability isn’t a required attribute, it’s considered more “optional” than the others so Jounin would have roughly 24-26ish points to start with.

^ if that remains, with a 6 stat system, we can just equal the point allocation throughout each stat just to help illustrate why I see an issue. 24-26 Points is roughly 4 in each stat with some remaining potentially. 4 AGL means 8 SPD and 4 DEX is tracking 12 Speed. That means without even spending the remaining 1-2 points ( if the total ap is 25-16 and not 24 ), I spent too much on Dex from a competitive stand point. Even if those begin to min-max or favors speed overall, at this rate it would take 3 more points in AGL just to make someone with this mindset consider putting just 1 more point in DEX.

If the argument is that variables could increase AGL, then wouldn't that same premise be possible in DEX? The reality I spoke of earlier is a reality where you actively dampen DEX increasing abilities which can force the issue more of needing points in DEX since people can still increase AGL through those variables.

I understand the premise, well if the player can figure that out then Good for them. I support such notion to a degree personally. If you decrease the rate of gains in the DEX by 1 Point, you would find the sweet spot. Unless of course, I am missing something or not aware of your intentions regarding these 2 stats.

Big Question: what determines Justu Speed?
Part of the justification to have higher dexterity baselines compared to agility is that I don’t want any of the current stats to decrease compared to what one is able to use now. For example, current tracking rules state your base tracking is [Base Speed] + 4. In order to keep this accurate, the tracking would have to be higher so I chose to put it higher. I think the rate at which it increases is an issue since it scales so high up that investing halfway into the attribute as you mentioned lets you already track the highest speed. If I keep the idea that Tracking at base should be higher than physical movement, I think starting them 1-2 levels higher but only increasing by 2 would tighten the gap. I think you should be able to see things moving slightly faster than you on a base level but not be able to react to it (i.e. if you had a 4 in both AGL and DEX, you should be able to see the object moving slightly faster but it doesn’t mean you’d be able to move). Jutsu Speed is currently pre set based on jutsu rank and elemental nature. I’ll post it in the spoiler below.

Element →
Jutsu Rank ↓
Earth (and related AE/KG)Water (and related AE/KG)Fire (and related AE/KG)Wind (and related AE/KG)Lightning (and related AE/KG)AN/Universals/Etc

E Rank Jutsu

2

2

3

3

4
3

D Rank Jutsu

4

4

5

5

6
5

C Rank Jutsu

6

6

7

7

8
7

B Rank Jutsu

8

8

9

9

10
9

A Rank Jutsu

10

10

11

11

12
11

S Rank Jutsu

12

12

13

13

14
13

Forbidden Rank Jutsu
141415151615

Also, a suggestion that was given to me that I may do. Durability currently is an optional stat, meaning you don’t have to invest into it. Because I understand both the types of durability are needed and I understand the Body and Mind Attributes could use more added to them, I am thinking of compiling the gains from the Durability Attribute into the Body and Mind Attributes, meaning each point in the attribute will allocate 5 points of damage shaving for the respective attribute. This change would allow me to allow another attribute to exist, Vitality. Vitality would operate similarly to the current Durability Attribute in the sense that invested points would allow you to increase your health and/or your chakra. If added, it would potentially be another “optional” attribute where you aren’t forced to put points into this attribute, though it’s obviously of greater benefit if you do given the rising damage of techniques. In this set up, Health and Chakra would increase by 40 and 200, respectively, though you’d have to choose which increases similar to Durability.
 
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Part of the justification to have higher dexterity baselines compared to agility is that I don’t want any of the current stats to decrease compared to what one is able to use now. For example, current tracking rules state your base tracking is [Base Speed] + 4. In order to keep this accurate, the tracking would have to be higher so I chose to put it higher. I think the rate at which it increases is an issue since it scales so high up that investing halfway into the attribute as you mentioned lets you already track the highest speed. If I keep the idea that Tracking at base should be higher than physical movement, I think starting them 1-2 levels higher but only increasing by 2 would tighten the gap. I think you should be able to see things moving slightly faster than you on a base level but not be able to react to it (i.e. if you had a 4 in both AGL and DEX, you should be able to see the object moving slightly faster but it doesn’t mean you’d be able to move). Jutsu Speed is currently pre set based on jutsu rank and elemental nature. I’ll post it in the spoiler below.

Element →
Jutsu Rank ↓
Earth (and related AE/KG)Water (and related AE/KG)Fire (and related AE/KG)Wind (and related AE/KG)Lightning (and related AE/KG)AN/Universals/Etc

E Rank Jutsu

2

2

3

3

4
3

D Rank Jutsu

4

4

5

5

6
5

C Rank Jutsu

6

6

7

7

8
7

B Rank Jutsu

8

8

9

9

10
9

A Rank Jutsu

10

10

11

11

12
11

S Rank Jutsu

12

12

13

13

14
13

Forbidden Rank Jutsu
141415151615

Also, a suggestion that was given to me that I may do. Durability currently is an optional stat, meaning you don’t have to invest into it. Because I understand both the types of durability are needed and I understand the Body and Mind Attributes could use more added to them, I am thinking of compiling the gains from the Durability Attribute into the Body and Mind Attributes, meaning each point in the attribute will allocate 5 points of damage shaving for the respective attribute. This change would allow me to allow another attribute to exist, Vitality. Vitality would operate similarly to the current Durability Attribute in the sense that invested points would allow you to increase your health and/or your chakra. If added, it would potentially be another “optional” attribute where you aren’t forced to put points into this attribute, though it’s obviously of greater benefit if you do given the rising damage of techniques. In this set up, Health and Chakra would increase by 40 and 200, respectively, though you’d have to choose which increases similar to Durability.
If you get damage shaving as an auto bonus of increasing your damage, both things just cancel out... Wouldn't it be better to keep them separate? You need to invest points in both damage boosting and damage shaving. If by every point we spend I we get +10 damage boost and -5 damage shaving, overall we just increase the damage by +5 points, no?
 
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