So I'm going for a big element of realism in my game, which is why some of my stats seem to affect odd things. Ever tried to dodge someone swinging a stick at you? Then you know it takes a lot of strength in your legs to dodge quickly. Stronger legs would be able to dodge more quickly. Right? Also, if you had a special double-strong extra-fatiguing attack, it makes sense that you could do it more times if you were stronger.
But the more I think about it, the more I think that my idea to make everything affected by 2 or 3 stats instead of just one is a bad idea. It's gonna be kinda complicated and confusing, and hard to balance out.
"Form" (I was also going to call it "Stance" or "Poise") was supposed to be like how "textbook perfect" the hero's fighting style is at that point in the game. I want it to affect many things, but at the same time too much form with no strength for example... the fight will consist of you dodging around an enemy for 2 or 3 minutes whacking at him and doing no damage.
Anyways, as for how my system works.. it is DEFINITELY a work in progress, but I think it's going to be cool.
Credit for this idea goes to xeph.
http://rmrk.net/index.php/topic,16899.0.html As soon as I read this in his tutorial, my entire system clicked together in about an hour.
Take a look at the below image of my event. All the percent chances on this event are fixed as of right now, but they will be variable dependent later. However, these variables will only be hero's variables. I do not need every enemy to have 5 or 6 stats. Just health will work. Hear me out.
So I'm trying to find 4 or 5 stats to govern all of the percentages and stuff. These stats should be sorta balanced, and like blueXx was saying I shouldn't have too many things depend on a single stat or it will become way unbalanced. So from my stats, I can calculate things like "Hero base hit %", "Hero base parry %", "Hero base crit %", and so on. But in an effort to not have to do this for every single enemy in my game, I have come up with a clever solution "Hero anti-mitigation multiplier"!
For example. I might make a soldier that has BASE 50% chance to dodge and a 70% chance to parry against a schoolgirl. These percentages are fixed for each enemy event. However! the hero is not a schoolgirl and so he will have a multiplier which is based on his "form" and "agility" (or whatever stats I end up deciding on). So lets say the hero is pretty strong, and his multiplier against dodge and parry is "0.35". This is how it works: 50% dodge x 0.35 = only 17.5% chance to dodge. That way the enemy's dodge and parry (and some other things) are dependant on how powerful the hero is, and are not just static numbers. And I also get to avoid making an endless number of variables this way.
But like I said, I haven't figured out what the stats are going to be yet, or what they are going to effect, so in this event all the percent chances are fixed.
But definitely the idea is not to have all enemies in the game with the same chance to dodge your attacks, and for the hero to have the same chance to dodge all attacks. I agree that would be a disaster!
Also, not all enemies will work like this. For example, I have a healer chick who does not attack you (like I mentioned in an above post), and will try to stay away from you. She does not parry. Instead there is a chance for her to cast "confusion" spell on you if you attack her, in which case you wander aimlessly for about 5 seconds while other guys attack you. Cool stuff like that is the aim of my ABS.
I guess you're right about the magic too... I can't imagine playing Zelda without the ice rod thing.