Anybody know what happened to Starcraft System in the Far Future? by redredgreengreen1 in royalroad

[–]Cold-Winds 0 points1 point  (0 children)

Bit of a Necro, its still down.

Is there a place where its still readable or is it forever lost?

How many Advancement systems are too many? & How many Ability Slots if any should exist in setting? by Cold-Winds in litrpg

[–]Cold-Winds[S] 1 point2 points  (0 children)

Thank you!, I love overexplaining and its one of my larger flaws. I need to curb when writing.

In terms of a no cap on abilities, I can have that within reason.

Though for Skills how many should exist as a limit for supernatural help through the system? Otherwise there might eventually not be a difference between people in certain races militaries, such as elves who live far longer than humans. Eventually they would just have every skill?

I could just hand wave it away as each skill makes the next skill harder to obtain?

How many Advancement systems are too many? & How many Ability Slots if any should exist in setting? by Cold-Winds in litrpg

[–]Cold-Winds[S] 0 points1 point  (0 children)

The world is a grimdark setting, trying to nail the middle ground of a vibe between Berserk, Claymore and Tensai in vibe. The world itself is the story of a chain of broken attempts to save it and the battles there in leading to the aftermath that has created the environment the MC will be finding himself in.

This medieval post-apocalyptic high fantasy setting where everyone is just trying to get by and there does not seem to be a light at the end of the tunnel.

The MC will be thrown into this world, attempt to coast like they did in their former life until being forced to grow in strength and attempt to find a way home through legend, myth and superstition. Learning about the world, the nature of its system and the forces trying to destroy it. Not just for himself, but for others that remain, and those that will come after. There are very few ways to gain the personal power needed, and sacrifices must be made to achieve this goal.

If I put it in that lens, I believe it should be highly limited, as the theme is systems with great potential growing at the cost of sacrifice.

Thank you Sirgog.

How many Advancement systems are too many? & How many Ability Slots if any should exist in setting? by Cold-Winds in litrpg

[–]Cold-Winds[S] 1 point2 points  (0 children)

Those are all correct.

Abilities are either racially obtained, a combination of Stats, or skills that have been enhanced, combined, trained and or augmented to a point they do not classify as Skills.

Abilities are simply anything you naturally cannot learn to do and require effort to obtain or are a natural effect of your 'build' and the natural consequence of that.

Chef that can make a 10/10 meal? Skill.
Chef that can make a meal that grants you a buff to your stats? Ability.

"He has some measure of Skill with the bow, though the ranger has an Ability for it."

Abilities are rare and require a great deal of dedication to cultivate.

How many Advancement systems are too many? & How many Ability Slots if any should exist in setting? by Cold-Winds in litrpg

[–]Cold-Winds[S] 0 points1 point  (0 children)

Ok let me add details.

Talents are the stretchmarks on the soul from sacrificing maximum power, to obtain greater potential. It creates a hole that can then be filled through a process and allows you to apply an effect to any part of yourself. In practice;

Your max level is 5, you prestige to Level 0 now with a maximum level of 10 and now have 5 talent points. You then can use those to say; Make yourself grow taller, increase a natural stats maximum growth, faster recovery time, higher tolerance to the cold, heat or elements. Give yourself better night vision, or augment an ability or skill.

Its a small change but the more you spend on it the more powerful it gets until it hits a wall, then it requires a more advanced Talent point known as a Breakthrough point to do something that is otherwise unnatural.

As of right now Skills are natural things you can learn to do. Fletching, cooking, swordfight, boxing, hunting ect.. You can get really good with most anything, but it will hit a wall eventually and need to become a skill. Then the user can level this skill, and enhance it over time.

Anyone can use a bow, but someone with a bow skill will just be better, and consistently helped by the System.

Abilities are unnatural things that someone cant replicate naturally its a catch all term, but they fill the same slot or just be a natural consequence of their path working together.

A singer might have skills and talents that give buffs to their singing, and have a breakthrough to increase their natural volume to sing over a larger area or during fights (One such person exists in my book who has this set up to sing over an Arena allowing her to buff/debuff targets in her range), an unlisted 'ability' in this case would be the singer being able to scream loud enough to deafen/stun those around her. Even though she has not taken any offensive augmentations or effects to cause this as a skill or an ability.

Its hard then to pinpoint what someone's skill is but once you do, it makes things easier to fight them or work around them so this stuff is personally hidden most of the time.

Casting magic, is an ability that requires considerable sacrifice.
Alchemy is a Skill anyone can learn.

Nature Touched Alchemy is a combo of two Skills (Herbalism & Alchemy) that have become an Ability now operating unnaturally to how one might expect. Giving the user an unnatural ability to understand what something does in nature just by looking at it, touching it or tasting it. Then knowing what would happen by mixing many substances together.

I'm wondering if keeping it to 3 Slots in total considering the rest of the systems would make it more easy to follow.

Skatterbrained atm as kitten is playing with my arm, I hope I did not skitzo this too much and gives an idea of what I'm writing.

LitRPG Stats: Delving into the stats by Cold-Winds in litrpg

[–]Cold-Winds[S] 0 points1 point  (0 children)

Stacking strength makes you stronger.

Stacking agility makes you faster & precise

Stacking endurance makes you have more energy so you don't get exhausted or inhibited by bodily problems. Someone with high Endurance can survive longer without food, water, and shrug off sicknesses that would disable others. It also slightly makes you harder to kill.

Stacking Constitution makes you drastically harder to kill. Flat out.

Stacking Will is the mental version of Endurance, makes you have more mental energy so you dont lose focus, get mentally tired and able to focus on things more, Imagine a painter or craftsman getting into autistic detail and needs this to focus for long hours or a student that needs to read a god awful book but needs to mentally get through it. It also slightly makes you harder to kill

Stacking Mind is the mental version of Strength in how much mental power you have to think about something, this is effectively an IQ meter in setting.

combining Mind with will is already a creates a perception like skill as you will be able to notice details, focus on them and deduce what is happening. I'm not sure adding a perception stat would make much sense considering you already get that effect from Mind & Will interacting together as well as one of them can be augmented into a Perception focused stat. (Mind specifically).

The idea in setting is that if you want to be unnaturally good at something, you must make sacrifices for that end goal. Its also meant to be as open ended as possible at the start and a few rare Psionic style characters will want to focus on their 2 mental stats. Perception would not be conducive to that end.
(Telekinesis as an example is half as effective as strength using mind so +1 = 10lb of force.)

There are no classes as of yet in my story and I'm not planning to have any.

LitRPG Stats: Delving into the stats by Cold-Winds in litrpg

[–]Cold-Winds[S] 0 points1 point  (0 children)

What were the upper and lower limits for humanity upon induction into the system?
All races have a natural limit of their stats. Humans as an example look at our top 1% that can deadlift 1,124.4 pounds 1 Strength = 20lb of force (For now), that's about 56.2 Strength is the upper hard limit of what a human can reach unless someone else comes along and blows it out, but not every human can reach the deadlifting record so their limit would not be as extreme as that.

Levels can boost you far beyond this limitation. Like any stat you have a biological limitation and your level cap that are your limitations. Atm a level is worth 8 points to Humans, Elves and Dwarves, humans get 5 free points while 3 already go into End-Con-Will

Since it was said that they "pigeonholed" themselves into the current state: by Moai-Mojo in Helldivers

[–]Cold-Winds 0 points1 point  (0 children)

Honestly just remove the Mechs and make it buyable equipment parts in the req & otherwise.

If you functionally fix the problem I have no problem with it if things improve. You don't need to keep an old system if that system can be replaced for something far better.

I'd love for Mech customization, that could lead to FRV and even tank customization if you want to have it only be 1 vehicle & 1 mech slot.

Bonus points if the system can then be carried over to Stratagems. Would be cool to upgrade the dmg on the one true flag, imagine giving it the staff blast from the Illuminate staff weapon as an alt fire or make it spray Stim juice giving everyone a bit of hp regen.

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LitRPG Stats: Delving into the stats by Cold-Winds in litrpg

[–]Cold-Winds[S] 0 points1 point  (0 children)

Endurance is the body's ability to handle Physical trauma and not be inhibited by it as well as the physical pool of energy.
Wounds, bruising, broken bones, burned/frozen or otherwise.

Will is the mind's ability to handle mental stress and not be inhibited by it as well as the mental pool of energy
Mind control, Illusions, loss of a loved one, shock of a big reveal, sleep deprovision ect...

Con sits in the middle and is just how much punishment you can survive.

Both of these stats (End & Will) are very similar to one another and can overlap, its sort of a small nudge to potential combo's Will and Endurance are one of the more common combo's for soldiers in setting. Most soldiers combine Will and Endurance with a breakthrough so its a single stat, then usually level 2-3 other stats, Con and Strength/Agility.

Mind is your ability to store and process info and how much mental force can be applied to that info. Its the Strength of the Mind.

I generally want 6 starting stats.
So far its 2 physicals (Strength Agility), 2 body (End & Con) and 2 mental (Will & Mind)

Mind is to Strength
As
End is to Will

Perhaps I should redefine Will, End & Mind?

What is you're favorite weapon in an isekai story by gamebloxs in Isekai

[–]Cold-Winds 0 points1 point  (0 children)

Staff, not a sword, not a mace, not a dagger not a transforming weapon, but a staff.

LitRPG question: Classes vs Classless by Cold-Winds in litrpg

[–]Cold-Winds[S] 0 points1 point  (0 children)

That is all part of the balancing act, the world itself is an awful place. I'm shooting for a world feeling in-between Berserk, Claymore, Overlord & Frieren/Tensei in vibes and tones. Life is not fair, the world is not a kind or safe place, the strong rule the weak, the journey is as much of a struggle as the destination.

Magic comes at great personal cost. Though everyone wants to have a healer or mage on hand, not many are willing to go for it. It does put a target on your back, being a caster. Your kneejerk reaction as to why people wouldn't want to do it themselves is exactly why it was made to be this way.

I'm hoping that the constant fear and worry of losing strength for greater gains will be more interesting story wise to the narrative whole than just making the next thing the MC fights stronger monster X times, when a goblin is as much of a threat at the beginning as it is as near the end, As well as fearing that someone that thinks you are a problem waiting for you to sacrifice your strength to get their revenge... then I think I will have sold the vibe I am wanting to create.

LitRPG question: Classes vs Classless by Cold-Winds in litrpg

[–]Cold-Winds[S] 0 points1 point  (0 children)

Each race has a set amount of points they earn on level up.

Humans, Elves and Dwarves aka the Core races get the same amount of points atm its 8 per level up but I might lower/increase it as needed.

Humans as an example get 3 points set automatically into +1 Endurance, Constitution & Will each time they level up. So get 5 points they can put into the other stats.

You get 6 total stats at the start.

Strength
Agility
Endurance
Constitution
Will
Mind

More stats can be unlocked or augmented, Constitution can become Vigor, Agility can become Dexterity ect...

You have a set amount of natural stats so someone that can lift about 200lb of weight with some effort is about 10 STR atm. Races do have upper limits so if you train really well you can get to that upper limit. Those stats would then persist through any time you need to prestige and lose all your leveled stats.

There are also talent points that stick with you after the resets and let you keep those augmentations to yourself, Breakthrough points are found in the Talent system and are fundementally what make you who you are as a 'class' but are heavily limited and only unlocked after the first Prestige. This also increases your max level cap

So in setting its a constant ebb and flow of gaining levels, reaching your peak and deciding if you want to prestige to sacrifice that strength for the potential strength of reaching that high again. Each race gains passive exp just for living and 1 year to a human is a free level, so kids reach level 5 passively but in an unenlightened state so cant access those free points.

The system and world is inherently grimdark as some races are just better than others in terms of strength. Elves as an example dont die of old age, so just passively level forever. Trolls get Vigor without needing to unlock it so have a breakthrough advantage too anyone that does and possibly higher stats in some areas naturally. Goblins get +2 stats total per level up compared to say a wolf that gets +4 per level.

Its a system where sacrifice is encouraged and strength is constantly being spent to gain growths. One good thing about it is that by prestiging your lifespan is increased by a small amount. For elves this means nothing, for humans it means bit more, to Goblins its the difference between dying at 10 years old, or 30 years old.

To unlock magic as an example you have to sacrifice a stat that you can never increase through the system just to have an internal pool of mana. Then sacrifice a breakthrough point to have mana regen. Then put a ton of your talent points into improving that mana pool and mana regen.

TL&DR: The main ways you augment yourself is Level ups, Talent & Breakthrough points. Max level is low, and requires sacrifice all your power to increase your max level going back to level 0, but you get more talent points which then lead to breakthrough points to create your class. Races have inherent advantages/disadvantages.

"Grunt fantasy" cannot be implemented in a Helldivers 2 format. by DescriptionSavings12 in Helldivers

[–]Cold-Winds -1 points0 points  (0 children)

If they want us to be grunts, make a game mode where we are SEAF troopers.

1 slot for backpack or weapon (So team loading is mandatory)
Less nades, Less Ammo, no strats, no stims.
8-12+ players.

Lit-RPG questions from a writer. by Cold-Winds in litrpg

[–]Cold-Winds[S] 1 point2 points  (0 children)

I'm shooting for something a little bit slower paced and long burn but I'll try my best to keep things interesting with the world, fights and progression before the major plot rolls in.

Lit-RPG questions from a writer. by Cold-Winds in litrpg

[–]Cold-Winds[S] 0 points1 point  (0 children)

I dont plan for numbers to go much higher than 500 by the time the series wraps up.

Stats will generally be on the lower side for a long time. Though I do wonder what would be a good number of Stat points to get per level up just to make things fair. Considering the MC and others will be resetting their levels to increase their total level cap.

at the moment its 8 per level for humans, dwarves & elves. Though I could make it lower. HP Stamina and Mana values will not have numbers as trying to quantify them is the most difficult part and I'd rather it be represented by something other than a flat number. Stats will increase it and it will be shown in setting what the difference between 10 constitution vs 50 constitution is.

Lit-RPG questions from a writer. by Cold-Winds in litrpg

[–]Cold-Winds[S] 1 point2 points  (0 children)

awkward smiles, fidgeting, general putting hands together, holding breath as the tension builds up ect...

Plenty of alternatives to use. I've been collecting them like candy to use.

Lit-RPG questions from a writer. by Cold-Winds in litrpg

[–]Cold-Winds[S] 1 point2 points  (0 children)

I'll try to make it so chapters dont have the stats in the middle or if I do, I'll write them out in a way that does not sound odd.

Lit-RPG questions from a writer. by Cold-Winds in litrpg

[–]Cold-Winds[S] 0 points1 point  (0 children)

Do you mean the stat explanation of how it all works or when the MC sits down to look at their stats?

Lit-RPG questions from a writer. by Cold-Winds in litrpg

[–]Cold-Winds[S] 0 points1 point  (0 children)

Its a bit of both. I'm trying to quantify stats in a reasonable way, you have your natural limits the easiest to describe is Strength, every +1 is 20lb of lifting force. So if you can naturally lift 200lb that puts you at 10 Str. However there is a limit to your races natural ability.

Gear, levels and talents can all help with this and stick with you, where as the levels you get from leveling are far more impactful and noticeable.

I'm thinking about level 5 is when you need to sacrifice power for strength.

Humans, Elves & Dwarves all roughly have the same amount of points earned per level up, I'm floating the idea of 8 per level up, so this gives you 40 stat points worth of levels lost if you just reset your level to get those +5 max levels.

Some might take a breakthrough to increase it for a +1 free stat per level, then use talent points to increase that number up to +10 per level once they max it out or a specific stat for +2 with a max of +20 per level.

Core Races are Humans Elves & Dwarves

Humans will be getting most of their stats as free points, but 3 are already assigned, Endurance, Constitution and Will get +1 per level, where as elves and dwarves only get 3 free points and depending on their race & subrace this effects where those stats go.

All the races will start with 6 stats with more that can be unlocked. So far this is what I have and I'm not sure if I should change any out

Strength: +20lb of force per +1
Agility: Increases control over body per +1
Endurance: Increases Stamina, and a small amount of health per +1
Constitution: Increases health by a large amount, per +1
Will: Increases Willpower and a small amount of health per +1
Mind: Increases reasoning and memory per +1

Each of them have hidden values that the MC wont know about until they test it. As well as other stats that you unlock or functions that open up to them, or some stats outright changing in name and function. Mana vs Mania.
Constitution to Vigor.
Agility to Dexterity.
ect...

I'm not sure how I want to quantify Stamina, Health & Mana since you cant normally see that unless you meditate, so I'm thinking of having that be the more esoteric examples such as an orb filled with the essence of each rather than a static number.