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Cappey-San

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PostPosted: Mon Mar 30, 2015 6:54 pm
*Taps Mic*

Ummmmmm,hi? Okay, so some of you might know me, and some of you might be like, "Hey, who is this guy?" So we'll start with that. My name is Cappey, formerly known as the Courageous Wolf; I created the stat system for NUR. So after a couple years I'm stoked to see that it's still in effect. However, I've began to notice some flaws in my own grand design. When we created the first system it was a problem of speed vs strength, and how do we make it RP compatible. Now the problem is that people are exploiting one single trait, and then learn SS rank jutsu to seal any flaws they might have once had.

So, truth be told, I created a system with only Rock, and Scissors, and I completely neglected a third variable to create balance; the Paper variable. So, in order to correct my mistake I propose a third route to all shinobi that will create a balance in the stats, and allow it so people cannot buy their way to victory, but more so give them a simple advantage for their dime. I propose the third stat: Control.

Control gauges ones intellect in the field of chalkra, and jutsu. It is the pinnacle stat of the Genjutsu class, and a supporting skill for many of the other chalkra enthused classes. The control stat will be the window to how pungent a shinobi's jutsu can be, and how it measures against other's in an offensive // defensive feature. For example, Im going to use two characters:

Shikayumi Nara (Medical//Jonin)
Speed:4
Strength:6
Control:8

Magnus Nara (Weapons//Genin)
Speed:8
Strength:3
Control:3


Both members of the Nara clan, these two shinobi do a clan training execise to see who's shadowing binding technique is stronger. Since Shikayumi's Control stat is higher due to her rank, and her Medical oriented class that uses more Control, her shadow jutsu will out-muscle Magnus' shadow everytime. On a side note, if this was a sparring match Magnus would have a speedy advantage against Shikayumi; forcing her to keep moving, and rely on her wit, or Strength stat.

Let's look at a different situation...

Shikayumi Nara (Medical//Jonin)
Speed:6
Strength:7
Control:8

Magnus Nara (Ninjutsu//Jonin)
Speed:7
Strength:7
Control:7


Magnus has found himself to become a prodigy in the field of Nijutsu, and they try they're friendly little game again. This time, Shikayumi has more trouble overcoming her cousin's shadow, despite his control stat being lower than his. Why? because the adjacent stat system will still be in effect. Since there stats are adjacent, they wont be able to overcome each others shadows in a head on fight, and the winner will be decided via RP.


Why this is a good thing...

This opens up so much more diversity, and strategy within the guild, and it doesn't monopolize all the skills into a single shinobi. Sure, someone can become a Weapons master solely for their speed stat and then learn a bunch of SS rank Ninjutsu to protect their blind spot, but without some discipline in control, those SS rank jutsu are gonna hit like a bunch of wet blankets.
Oh, and don't worry, the rank of a jutsu isn't going to lose it's meaning to this; it will still have purpose. The thing is now a rank defies how valuable a jutsu is to it's village, and how powerful it CAN be. Just because you have a weapon doesn't mean you know how to use it to its fullest potential.

It's like that episode of Pokemon where Ash's Charizard meets a bunch of real Charzards...and he gets his a$$ whooped...anyone see that? Well, anyways point is, Ash left his Charizard with the other Charizards so that he could get stronger, and more proficient in....Charizard things.

Same concept applies in NUR. Some guy shows off his Water wall technique. A more experienced vetrean could be like, "Hey that's pretty good. Check this out." and then make a water wall ten times as gnarly. Opens up for better RP, and stronger relationships between players.

This also creates balance, and harmony among the classes. I roughed out a diagram below

User Image - Blocked by "Display Image" Settings. Click to show.User Image[/img]


With ninjutsu being "The mother of all ninja" it acts as the neutral // balanced class in the tree, where as Tai, Gen, and Wep act as the leading three pillars of what makes up a ninja.

Genjutsu represents Control
Taijutsu represents Strength
Weapons represent Speed

In between each of the three pillars lies 2 sub classes; one of each favors a different pillar. (Ex: Assasins favor speed, over control, and Puppeteers are vise-verse.)

What I propose is that we don't decide the stats for shinobi in the guild, but instead, give them a base foundation, and let them grow from there. Roughly five points, every time they rank up, that they can apply to any of the three stat trees in however way they deem fit. After picking their clan, bloodline, and class, they will be given base stats, and after that it is all up to them.





 
PostPosted: Tue Mar 31, 2015 5:18 am
Cappey-San
*Taps Mic*

Ummmmmm,hi? Okay, so some of you might know me, and some of you might be like, "Hey, who is this guy?" So we'll start with that. My name is Cappey, formerly known as the Courageous Wolf; I created the stat system for NUR. So after a couple years I'm stoked to see that it's still in effect. However, I've began to notice some flaws in my own grand design. When we created the first system it was a problem of speed vs strength, and how do we make it RP compatible. Now the problem is that people are exploiting one single trait, and then learn SS rank jutsu to seal any flaws they might have once had.

So, truth be told, I created a system with only Rock, and Scissors, and I completely neglected a third variable to create balance; the Paper variable. So, in order to correct my mistake I propose a third route to all shinobi that will create a balance in the stats, and allow it so people cannot buy their way to victory, but more so give them a simple advantage for their dime. I propose the third stat: Control.

Control gauges ones intellect in the field of chalkra, and jutsu. It is the pinnacle stat of the Genjutsu class, and a supporting skill for many of the other chalkra enthused classes. The control stat will be the window to how pungent a shinobi's jutsu can be, and how it measures against other's in an offensive // defensive feature. For example, Im going to use two characters:

Shikayumi Nara (Medical//Jonin)
Speed:4
Strength:6
Control:8

Magnus Nara (Weapons//Genin)
Speed:8
Strength:3
Control:3


Both members of the Nara clan, these two shinobi do a clan training execise to see who's shadowing binding technique is stronger. Since Shikayumi's Control stat is higher due to her rank, and her Medical oriented class that uses more Control, her shadow jutsu will out-muscle Magnus' shadow everytime. On a side note, if this was a sparring match Magnus would have a speedy advantage against Shikayumi; forcing her to keep moving, and rely on her wit, or Strength stat.

Let's look at a different situation...

Shikayumi Nara (Medical//Jonin)
Speed:6
Strength:7
Control:8

Magnus Nara (Ninjutsu//Jonin)
Speed:7
Strength:7
Control:7


Magnus has found himself to become a prodigy in the field of Nijutsu, and they try they're friendly little game again. This time, Shikayumi has more trouble overcoming her cousin's shadow, despite his control stat being lower than his. Why? because the adjacent stat system will still be in effect. Since there stats are adjacent, they wont be able to overcome each others shadows in a head on fight, and the winner will be decided via RP.


Why this is a good thing...

This opens up so much more diversity, and strategy within the guild, and it doesn't monopolize all the skills into a single shinobi. Sure, someone can become a Weapons master solely for their speed stat and then learn a bunch of SS rank Ninjutsu to protect their blind spot, but without some discipline in control, those SS rank jutsu are gonna hit like a bunch of wet blankets.
Oh, and don't worry, the rank of a jutsu isn't going to lose it's meaning to this; it will still have purpose. The thing is now a rank defies how valuable a jutsu is to it's village, and how powerful it CAN be. Just because you have a weapon doesn't mean you know how to use it to its fullest potential.

It's like that episode of Pokemon where Ash's Charizard meets a bunch of real Charzards...and he gets his a$$ whooped...anyone see that? Well, anyways point is, Ash left his Charizard with the other Charizards so that he could get stronger, and more proficient in....Charizard things.

Same concept applies in NUR. Some guy shows off his Water wall technique. A more experienced vetrean could be like, "Hey that's pretty good. Check this out." and then make a water wall ten times as gnarly. Opens up for better RP, and stronger relationships between players.

This also creates balance, and harmony among the classes. I roughed out a diagram below

User Image - Blocked by "Display Image" Settings. Click to show.User Image[/img]


With ninjutsu being "The mother of all ninja" it acts as the neutral // balanced class in the tree, where as Tai, Gen, and Wep act as the leading three pillars of what makes up a ninja.

Genjutsu represents Control
Taijutsu represents Strength
Weapons represent Speed

In between each of the three pillars lies 2 sub classes; one of each favors a different pillar. (Ex: Assasins favor speed, over control, and Puppeteers are vise-verse.)

What I propose is that we don't decide the stats for shinobi in the guild, but instead, give them a base foundation, and let them grow from there. Roughly five points, every time they rank up, that they can apply to any of the three stat trees in however way they deem fit. After picking their clan, bloodline, and class, they will be given base stats, and after that it is all up to them.







I... Actually think with some work this could be a good idea... Ima wait on Muffin Shane and Aaron to weigh in before I get into what I think however. Maybe you can quote them.  

___youwillknownihilism
Captain


Cappey-San

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PostPosted: Tue Mar 31, 2015 1:21 pm
Thanks, I only implemented the rough outlines of the grand design, but I think this will help make more well-rounded shinobi.  
PostPosted: Tue Mar 31, 2015 2:33 pm
Love the idea. I support, but there are some things we'll need to work through.
 

Jai Bait

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Panthers7

PostPosted: Tue Mar 31, 2015 4:16 pm
Awesome idea. It could really go into a flow if we return the Genjutsu Calculator and System back to the guild.  
PostPosted: Thu Apr 09, 2015 12:03 pm
An overhaul of this magnitude could shut the guild down, as entire systems, classes, bloodlines, and jutsu would need to be reworked and reevaluated once it was all finished. While in concept and theory, it is a good idea, in practice, it might not be. Example: the concept of communism is good, but it doesn't work since someone is always in a position of power above others. This will work well, until we have to do it.

For that reason, my vote is on the fence, and therefore, I abstain from this discussion.  

Somnus Aeternam

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Cappey-San

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PostPosted: Thu Apr 09, 2015 10:14 pm

User Image - Blocked by "Display Image" Settings. Click to show.User Image[/img]

Okay so, as I stated earlier, I proposed that a RPer should be allowed to decide how their character's stats are placed instead of being told how to build their character, and tonight I want to go more in depth about how this chart reflects that system.

Creating your character (Classes)

When a RPer creates a shinobi, they are asked what kind of classed ninja they want to be and then they are given specific passives, pro's and cons that reflect their decision. Now, instead of a class increasing, or decreasing ones speed permanently we will be setting up a series of base stats that a shinobi will start with.

Base Stats


*Lets start with Ninjutsu, the most balanced base stats
Ninjutsu
Speed: 3
Strength: 3
Control: 3

*Next we have the specialists, or the three foundations of being a ninja
Taijutsu
Speed: 2
Strength: 5
Control: 2

Weapons
Speed: 5
Strength: 2
Control: 2

Genjutsu
Speed: 2
Strength: 2
Control: 5

Next we have the hybrids, which vary in their strength, but still remain balanced with the other classes.

Samurai
Speed: 4
Strength: 3
Control: 2

Animal Tamer
Speed: 3
Strength: 4
Control: 2

Medic
Speed: 2
Strength: 4
Control: 3

Summoner
Speed: 2
Strength: 3
Control: 4

Puppets
Speed: 3
Strength: 2
Control: 4

Assassin
Speed: 4
Strength: 2
Control: 3


Example Ninja: Aoi Aoki just started playing. He decides that he wants to be a Assassin. So Aoi is going to have base stats that look like this....

Aoi Aoki
Speed: 4
Strength: 2
Control: 3

Creating your character (Bloodlines + Clans)

Again, this is going to be very similar to the Classes just with some slight changes. Like the classes, we are going to change the permanent buffs//debuffs so that they are either +1 to a base stat, or -1 to a base stat.

*Tips for revamping base stats of clans // bloodlines
+1 to a single stat is acceptable, but if you want to give more than +1, you should also add a debuff to another stat to maintain balance. so...

Speed: 3 (+1) Strength: 2 Control: 4 YES
Speed: 3 (+2) Strength: 2 Control: 4 NO
Speed: 3 (+2) Strength: 2 Control: 4 (-1) YES

So, just as an example of how this works Im gonna show you how this system reflects on the Ino-Shika-Cho clans...

Nara Clan: Gain an extra base stat in Control
Yamanaka Clan: Gain an extra base stat in Speed
Akimichi Clan: Gain an extra base stat in Speed

So, lets go back to our new shinobi, Aoi Aoki. Lets say he wants to eventually join the ANBU, and he thinks the Yamanaka Clan would be a sweet deal. So he's going to get an extra base stat in Speed.

Aoi Aoki
Speed: 4 (+1)
Strength: 2
Control: 3

*Note: This will work for Clans//Bloodlines// and Demons

Developing your character (Ranking UP)

Over time a shinobi is going to get promotions, and at that time it will be up to the RPer how they want their shinobi to grow. Upon getting a promotion, or another deem able reason, each shinobi will be give six stat points. These stat points can go into any of the three disciplines, in any amount they see fit.

With default class stats, and no clan//bloodline//etc, a shinobi will max out with a total of thirty-three stats split among the three disciplines.

*So if a Ninjutsu ninja balanced out their stats and became Kage//SS-Rank status, he would have 11 points in each of the three disciplines.

Although a shinobi has free reign as to how many points they put in each stat, there is only one max cap all RPers should be aware of. No base stat can exceed 20 points. However, a jutsu//technique that increases ones stats (Eight Inner Gates) will still be aloud to exceed the Cap. Only permanent base stats cannot exceed the cap.

So, going back to our shinobi, Aoi Aoki, he has just come back from a successful chunin exam, and is about to apply his six points...

Aoi Aoki
Speed: 5 (+2)
Strength: 2 (+2)
Control: 3 (+2)

Aoi feels that he shouldn't neglect a single discipline, and decides to go the balanced route.  
PostPosted: Thu Apr 09, 2015 11:14 pm
So not knocking your idea its not bad but its complicated kinda. Anyways i would say we shouldn't implement this for like two reasons. 1 it would require revamp of entire guild aka way to much work. 2 as Bert Lance would say If it ain't broke don't fix it.  

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Cappey-San

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PostPosted: Thu Apr 09, 2015 11:44 pm
Black Fire Lord
So not knocking your idea its not bad but its complicated kinda. Anyways i would say we shouldn't implement this for like two reasons. 1 it would require revamp of entire guild aka way to much work. 2 as Bert Lance would say If it ain't broke don't fix it.


I can totally agree that this would be a drastic change to what we've already established, but I guarantee that there would be less flaws with this system in the long run.

However, Bert Lance would be in the wrong to say that this system isn't broken. The current problem right now is that strength has no significance.

The original core of my old system was "Speed can evade the hard hits from Strength, but they dont have the impact to break Strengths physique. However, Strength can hit with an ungodly force, but their trouble lies in catching their target."

With the sudden change in the Weapon classes (Specialist, Assassins, and Samurai) they have the high evasion they are suppose to have, but now they can slice through the defenses of the Strength based classes (because bladed weapons dont comply to the original system I created.

I could create a new character right now (Weapons//Speed based) , learn a few S rank jutsus and become virtually untouchable.

TLDR: You buffed the weapon users, and threw the whole system out of balance.  
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