rainshadowdirewolf
i really wanted to learn the system so cutting out a lot of it would be much easier, i was going to take the NPC combat system out, a massive portions of the different magic types
really character stats, weapon abilities and magic where going to be the only things that crossed and magic was going to replace the stamina effects aside from attacking/dodging/blocking. I was going to add range which would add a rather large factor of confusion but i would rather hope than the fact that range is fairly good only against range or assisting in bringing someone down, and melee is excellent but couldnt reach range immediately would keep it balanced and some what easy to understand.
Kay, well here are some suggestions so you don't make the same stupid mistakes as I did (and mainly why the system was dysfunctional)
-Come up with an order on how to calculate damage/buffs/MP Cost/ etc. If a class has some sort of bonus such as a +1 in damage, is it taken into consideration when calculation MP costs? Is it added at the end? Especially important if you have another ability that multiplies base damage. 5x2+1 is not the same thing as 5x(2+1).
-Come up with an order for the moves a character can make. Must they receive damage first before healing effects can take place?
-Pick to either go with static buff numbers (such as +5 damage) or a percentage (+2% damage). Considering the average longevity of guilds, I would go for a static number buff.
-Limit the amount of actions one can do per post. This could be especially crucial when it's group vs 1 person.
-If range matters that much, you will have to be extremely strict with how one may close the distance between their character and an opposing character especially if there's another one in between.