I still do not like having to allow auto hits. Which will be what that 'third' attack is. This is where we have to have a crew that understands the difference between someone rping well enough to be able to avoid damage and just being an a** and continuously dodging. It will also force our members to think about how much they are willing to sacrifice their character's health and well being.
And as for the stats system, that is an easy enough change. I was thinking about that this morning while I was in the shower actually~
x3
We can use the dice system to decide on what the starting stats will be. For D-class Mages we will roll a 4 sided dice, and then multiply that number by 10, that will be the base for that stat. Or we can make it even more simple and roll a six sided dice, and whatever number it lands on is it, plain and simple.
Obviously the Guild Masters would get a higher starting number, possibly either a six or 10 sided dice that is then multiplied by 10, since they are a stronger class of Mage then everyone starting out.
As for the stats themselves, I was thinking something along the lines of the following:
Attack - obviously your physical strength
Defense - Physical defenses, how well you can withstand a hit
Speed - How fast your character is on their feet
Resistance - Your character's Magical Defense
M. Attack - Your character's Magical strength
Again, each stat would get its own roll, and then in order to increase the stat itself, much as the way we increase our characters attributes now, would be to accomplish missions or to have battles. At the end of a succeful mission / battle, the player could then roll a 6 sided dice, and multiple that number by 2, resulting in the end amount of stat points that they have to distribute amongst their stats. If they fail a mission / battle, then they get a set number of 4, because we have to remember that even in defeat we learn something.
Of course we would still keep the Hp and Mp that we have now as well, and that can continue to be raised through the items bought at the shops, unless someone else has a better idea on how to increase it.
Spell costs and damage would continue to be in place as well. I will continue to think of a way to better calculate damage done to include these stats and their uses, mainly for the Resistance and M.Attack stat, since they will deal with the magic and damage dealt from it. I will keep it as simple as possible, I'm not a fan of overly complicated systems myself, but this is just a starting point / wanted to get my idea out there.
[EDIT]
I have figured it out!
Resistance / M.Attack x Spell Damage = Damage taken.
Simply put, you will take your Resistance (ex 200), Divide it by your opponent's M.Attack (ex 350). You would then get a decimal number. Multiply that number by the Spell Damage (ex 200) and the end result will be the damage you receive (rounding to the nearest whole number).
Ex: 200 / 350 = 0.57142857 x 200 = 114.285714 (Round to 114)
Now, if your Resistance is higher than your opponent's M.Attack, it is a bit different, though not by much. You would simply take
their M.Attack (ex 200), divide it by
your Resistance (ex 500), and then multiply it by the Spell Damage (ex 200) to find the Damage taken.
Ex: 200 / 500 = 0.4 x 200 = 80