Battle Stats are very simple!

There are FOUR BATTLE STATS.

ATTACK: Strength + Magicka

DEFENSE: 1/2 Charisma

ACCURACY: Perception

HEALTH POINTS: Stamina + Intelligence + 50

This is replacing the old system entirely! It's simple and it allows all your stats to be used in combat! Hooray!

EXAMPLE:

For the above sawizerd... Erm.. Wizpup.

STR 2

STM 3

PER 4

MAG 16

CHA 7

INT 3

HP: 50 + STAM (3) + INT (3)

56

DEF: 1/2 Cha (7)

3

ATT: STR (2) + MAGI (16)

18

ACCU: PER (4)

4

SEE? SUPER EASY!

How to use it in battle:

Rolling dice for damage: if you have between 1 - 10 in att you roll 1 dice, between 11 - 20 you roll 2, between 21 - 30 you roll 3, and so on. This damage is double by elemental advantage or weakness.

Defense: subtracted directly from the damage.

Rolling dice for accuracy: if you have 1 - 20 in accuracy you flip once, between 21 - 30 you can flip 2, between 31 - 40 you flip 3 and so on.

If you get JUST ONE HEADS then you hit. If you get NO HEAD'S then you miss. So this makes your odds of hitting 50%, 25%, 15.5% and so on.

SO! For a combat phase.

Sawizerd eyes sipup... He strikes!

>sawizerd has 18 att, so he has 2 damage dice! He rolles 2 damage dice and gets a 2 and a 6

8 damage! Nice!

flip coin for accuracy... He has a 4 so only one coin...

HEADS! Nice!

He hits!

Sipup has 62 hp and 1 def!

He takes 8 damage, -1 for defense = 7 damage, x2 because of elemental weakness! 14! (defense is calculated first!) Sipup has 48 hp remaining!

Sipup is roaring mad... but this example battle is over!

See? Four stats, every stat is useful. : ) I hope you all enjoy this new way of fighting! Some additional rules will be added eventually, but for now happy battling!

There are FOUR BATTLE STATS.

ATTACK: Strength + Magicka

DEFENSE: 1/2 Charisma

ACCURACY: Perception

HEALTH POINTS: Stamina + Intelligence + 50

This is replacing the old system entirely! It's simple and it allows all your stats to be used in combat! Hooray!

EXAMPLE:

For the above sawizerd... Erm.. Wizpup.

STR 2

STM 3

PER 4

MAG 16

CHA 7

INT 3

HP: 50 + STAM (3) + INT (3)

56

DEF: 1/2 Cha (7)

3

ATT: STR (2) + MAGI (16)

18

ACCU: PER (4)

4

SEE? SUPER EASY!

How to use it in battle:

Rolling dice for damage: if you have between 1 - 10 in att you roll 1 dice, between 11 - 20 you roll 2, between 21 - 30 you roll 3, and so on. This damage is double by elemental advantage or weakness.

Defense: subtracted directly from the damage.

Rolling dice for accuracy: if you have 1 - 20 in accuracy you flip once, between 21 - 30 you can flip 2, between 31 - 40 you flip 3 and so on.

If you get JUST ONE HEADS then you hit. If you get NO HEAD'S then you miss. So this makes your odds of hitting 50%, 25%, 15.5% and so on.

SO! For a combat phase.

Sawizerd eyes sipup... He strikes!

>sawizerd has 18 att, so he has 2 damage dice! He rolles 2 damage dice and gets a 2 and a 6

8 damage! Nice!

flip coin for accuracy... He has a 4 so only one coin...

HEADS! Nice!

He hits!

Sipup has 62 hp and 1 def!

He takes 8 damage, -1 for defense = 7 damage, x2 because of elemental weakness! 14! (defense is calculated first!) Sipup has 48 hp remaining!

Sipup is roaring mad... but this example battle is over!

See? Four stats, every stat is useful. : ) I hope you all enjoy this new way of fighting! Some additional rules will be added eventually, but for now happy battling!