LITRPG STAT SYSTEM

Soraza

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How do you personally implement a stat system in your litrpg/gamelit worlds? Do you co-opt established systems? Do you wing it? Excel sheets? I'd like to hear the community's thoughts on this.
 
D

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I don't. Not yet. But I do have a planned story for when I finished my main project.

The system is just there for advertisement, what we call 'the flex' and not necessarily affects the performance of the person at all. I want to write an 'anti-LitRPG' LitRPG story.
 

nowme_cres

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How do you personally implement a stat system in your litrpg/gamelit worlds? Do you co-opt established systems? Do you wing it? Excel sheets? I'd like to hear the community's thoughts on this.
Just keep it simple.
 

LilRora

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I, personally, over about three or four years of reading various litRPG stories, have developed my own stat system that centers over two things: soul (mostly related to mind and mana) and vessel (body). It's not strictly numerical and works more as a boost to whatever is already there, so everything starts at zero, which is the most basic set of interactions with reality.

That makes it flexible, because I can adjust it easily for any being, but also makes it impossible to compare properly. Hence, my stat system is simply a series of numbers that don't mean much for the mc yet.
 

Cipiteca396

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How do you personally implement a stat system in your litrpg/gamelit worlds? Do you co-opt established systems? Do you wing it? Excel sheets? I'd like to hear the community's thoughts on this.
I'm not a hundred percent sure what you're asking. If it's what I think you're asking, then:

I look at real life. Then I measure it. Bam. Stats.

No good?

There's a few things you need to remember when making a system.
  1. Why does it exist?
  2. What does it do?
  3. How do you use it?
  4. Does it accurately follow through on those answers, or is it 'broken'?
Once you know those things, you can start making stats.

I can... go into more depth, but I'm not sure I'm actually answering the question properly. So I'll just say, it's alright to just take a basic DnD / Fire Emblem / Pokemon system and roll with it. The system doesn't need to be some groundbreaking new creation to accomplish its purpose in the story. It just needs to work.
 

Syringe

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I use a weird one that focuses on the extremes of human psychology. It works as a centralized mechanic for the entire story/plot as well as a companion in a way. It's sort of loosely based on the Third Man Factor where people close to death will hear a voice urge them to live/persevere (lots of reports IRL with rock climbers, etc).

It's good to base it on something you like/interesting. Mine takes a lot of inspiration from Abrahamic religions. Making something from scratch isn't easy. I think a lot of authors wing it especially if it's not something to be taken too seriously. But if it's a serious story then I think planning it at least a little bit will go a long way.

Personally I have one big, mysterious spire that grants the 'Blessing of the Nexus' (ability to perceive stats) to a handful of thousands in a world of millions, with a localized one used by the MC that's in a way an upgraded form of it (very relevant to the plot).

It's perceived as an illusion that does not obstruct one's view and has a very ridged approach to 'levelling' (getting stronger) that's a limitation in of itself compared to normal people. Basically, a big rock (Nexus) grants it, and these people are invited into its elusive pearly gates away from the rest of the world, also allowing them to get stronger (hence why they're called the 'Blessed').

It's also intrinsic to the technology they use, like teleportation, access to dimensional rifts, and long range communications, whilst normal people use much slower methods, like horse and carriage mail, birds, etc.

In short - the System can't be slapped on like some Skyrim Mod.

I personally have roughly 13 documents dedicated to the System alone. 5 before the story started. It's way more fun than you think!
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Sola-sama

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My first try: Excel sheets.
Years ago, I was writing for hobbies (but not posting it because honestly, they are super cringe) and designed an elaborate LitRPG system based on adopting and altering what I read. Recently, I've been reading those cringe materials and got an inspiration to remake the system into a better, simpler, and less info-dumpy system.

The system:
Split into two - Body, Energy.
1. Body is the 'Physical Attribute'. It measures six fundamental attribute:
- Strength (measure raw force that the muscle can produce any given time)
- Vitality (cell wall's endurance, and how the cells can store energy)
- Agility (muscle's ability to freely contract and expand)
- Flexibity or Dexterity (the range of motion in a joint or a group of joint, the ability to move joint effectively through a complete range of motion)
- Perception (the ability to see, hear, or become aware of something through senses)
- Reaction (nerve reaction speed to stimulus, thinking speed.)
2. Energy is 'magical' feature that quantifies energy metrics. Depending on the settings, it can be Mana Pool (measures the amount of mana one has), Psychic Energy, etc etc.

The metrics:
In most LitRPGs, I'm somewhat overwhelmed by the large amount of numbers. Like, in the case of the most powerful character in that world, it can reach 20.000 or something along the line, but it is never stated what the average commoners are. Is the average Joe has 10 or 100 points? Without correct comparison, the readers cannot make an accurate assessment of their true strength. Since that is the case, my system's smallest metric is based on the average Joe. Joe, the most average human in the peak of his life, has 1 points in all six physical attribute, but Mary, a female human, might have 0.8 str, etc etc. With this, you can easily see that a man with 200 points in Agility can move in mach speed (if I made the calculations correctly), but without 200 points in Vitality to support, his body would be cooked due to air friction.

The implementations:
Depends on the settings. In a high sci-fi cosmic war setting, I'm planning to use this system which was developed as a technological solution to measure combat prowess [1]. In a fantasy setting, it can be a spell to 'analyze' the strength of one's foe [2]. In a VR-esque game setting, then there will be a 3rd system which was Skills, Traits, or whatever it is the setting demands [3]. etc etc. In my main project, it is used as a spell like scenario [2].
 

SashaDeminova

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Mine is based on a mixture of D&D 5e, Pathfinder 2e, and some homebrew stuff.
 

Mephi

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Most authors just wing their system. Which is fine. Usually copied from some variation of D&D or its clones (which includes many fantasy video games). Ultimately, stats and skills are just ways of making numbers go up. And numbers going up is nice because they're a visual, instant way to see progress in a progression fantasy. Assuming this is a progression fantasy - I haven't seen any LitRPGs that aren't, but you never know.

The more complicated your System, the more you as an author need to keep track of. Keeping it simple is often good.

Here's a few thoughts on Systems to consider. In the end, you really only need two things with a System. Skills and numbers of some kind. Numbers are important to help show progress in progression fantasy. Skills are, well, they're the magic in a fantasy/scifi/superhero world. Everything else - stats, equipment, classes, organizations - you can do without. The Wandering Inn, for instance, just gives everyone a class, a level, and skills. That's it. TWI is very rules lite, but it has the basics. Levels go up. You get skills for magic powers, which is a measure of your abilities and what you can do, influenced by your class.

Here's a kicker - numbers generally don't actually have to mean anything. One guy has a strength stat of 100 and a level of 10. Another guy has one of 250 and is level 33. Who's stronger? Half the time it turns out its the first guy. Maybe its justified by having a better quality class, or your actual physical strength is determined by your muscles and overall body while stats are just multipliers. But its extremely common to see characters wipe the floor with beings with levels or stats several times larger. What is important is having numbers that go up, and sometimes the number that's going up is the level of the oponent you defeat.

Limited skill slots - they have benefits and drawbacks, but keeping track of giant stat sheets can be a pain. I'm heavily biased towards having limited skill slots, as I have found that having potentilly infinite skills on the sheet eventually leads to just clutter and forgetting what your MC can do at times.
 
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melchi

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How do you personally implement a stat system in your litrpg/gamelit worlds? Do you co-opt established systems? Do you wing it? Excel sheets? I'd like to hear the community's thoughts on this.
IMO, just winging it is fine. Novel writing isn't game design. If your system doesn't have hit points and damage numbers tied to certain action it is really just a way to track progress. If damage numbers / hit points / stats / saving throws etc are someone's passion would game development be a better field to pour that into?

Personally, I think a good system is one where a reader can skip the boxes and the story still makes sense.
 

Soraza

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I have been pouring over source books, but I want to create my own system eventually while adopting established norms. Both on the stat side as well as the content side. I guess I'm just struggling with where to begin and how to keep it relatively balanced so that the story doesn't run away from me due to hyper-scaling. Thanks, everyone for the responses.
I use a weird one that focuses on the extremes of human psychology. It works as a centralized mechanic for the entire story/plot as well as a companion in a way. It's sort of loosely based on the Third Man Factor where people close to death will hear a voice urge them to live/persevere (lots of reports IRL with rock climbers, etc).

It's good to base it on something you like/interesting. Mine takes a lot of inspiration from Abrahamic religions. Making something from scratch isn't easy. I think a lot of authors wing it especially if it's not something to be taken too seriously. But if it's a serious story then I think planning it at least a little bit will go a long way.

Personally I have one big, mysterious spire that grants the 'Blessing of the Nexus' (ability to perceive stats) to a handful of thousands in a world of millions, with a localized one used by the MC that's in a way an upgraded form of it (very relevant to the plot).

It's perceived as an illusion that does not obstruct one's view and has a very ridged approach to 'levelling' (getting stronger) that's a limitation in of itself compared to normal people. Basically, a big rock (Nexus) grants it, and these people are invited into its elusive pearly gates away from the rest of the world, also allowing them to get stronger (hence why they're called the 'Blessed').

It's also intrinsic to the technology they use, like teleportation, access to dimensional rifts, and long range communications, whilst normal people use much slower methods, like horse and carriage mail, birds, etc.

In short - the System can't be slapped on like some Skyrim Mod.

I personally have roughly 13 documents dedicated to the System alone. 5 before the story started. It's way more fun than you think!
View attachment 18155View attachment 18156
This is a refreshingly in-depth answer, Thank you.
Most authors just wing their system. Which is fine. Usually copied from some variation of D&D or its clones (which includes many fantasy video games). Ultimately, stats and skills are just ways of making numbers go up. And numbers going up is nice because they're a visual, instant way to see progress in a progression fantasy. Assuming this is a progression fantasy - I haven't seen any LitRPGs that aren't, but you never know.

The more complicated your System, the more you as an author need to keep track of. Keeping it simple is often good.

Here's a few thoughts on Systems to consider. In the end, you really only need two things with a System. Skills and numbers of some kind. Numbers are important to help show progress in progression fantasy. Skills are, well, they're the magic in a fantasy/scifi/superhero world. Everything else - stats, equipment, classes, organizations - you can do without. The Wandering Inn, for instance, just gives everyone a class, a level, and skills. That's it. TWI is very rules lite, but it has the basics. Levels go up. You get skills for magic powers, which is a measure of your abilities and what you can do, influenced by your class.

Here's a kicker - numbers generally don't actually have to mean anything. One guy has a strength stat of 100 and a level of 10. Another guy has one of 250 and is level 33. Who's stronger? Half the time it turns out its the first guy. Maybe its justified by having a better quality class, or your actual physical strength is determined by your muscles and overall body while stats are just multipliers. But its extremely common to see characters wipe the floor with beings with levels or stats several times larger. What is important is having numbers that go up, and sometimes the number that's going up is the level of the oponent you defeat.

Limited skill slots - they have benefits and drawbacks, but keeping track of giant stat sheets can be a pain. I'm heavily biased towards having limited skill slots, as I have found that having potentilly infinite skills on the sheet eventually leads to just clutter and forgetting what your MC can do at times.
I definitely want to factor experience and stat spread when it comes to punching up levels.
 
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Cipiteca396

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story doesn't run away from me due to hyper-scaling
If that's what you're worried about, I suggest making it NOT a progression fantasy. Unfortunately, one of the main appeals of LitRPG is the progression part, so you'll be nerfing yourself. But it'll allow you to keep writing for as long as you want without having to worry about what god-tier threat you'll have to introduce next to keep things tense.

To give an example of what I mean, you could create a relatively low level cap (if you're keeping levels at all) and then have the ability to switch classes like in Final Fantasy. Instead of grinding for levels to beat the random monster that's a hundred levels above you, you have to pick the right class to defeat the monster that's also at the level cap. And hope you bothered to practice its skills well enough!

I feel like there was something else I was trying to say, but I forgor.
 

proxybaba

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I m currently working on a LItRPG story myself, and its really exhausting to write one, since you are in need of constant calculation of progress. So think mathematically, its an advice someone gave me. devise formula for growth like
Hp = (strength + stamina + 2*vitality)* level
mana = intelligence*5*level

progress system like fibonacci series for XP needed on each level up.
something like that.

it will help you track the progress since you are not flying solo but with Mathematics, it never has been wrong.
But if you find any good advice than share it too. Since I can barely write 1.5 k words due to making tables breaking my flow.
 

LuoirM

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I only have 5 stats tbh and it's pretty obvious how they worked and it's pretty fun to pull up the calculator to calculate the boss's difficulty and the teams needed to take it down once in a while

HP, MP (duh)
Str/Mag (strength or magic)
Spd (speed)

Bosses have a unique one called Def (defence)

If the user have 90 MAG and the boss have 50, their magic ability going into the boss's DEF will deal 40 of the boss's HP, simple as that

But then I have to figure out how Speed works, and have to make STR less viable than MAG because that doesn't use up MP... Or maybe STR abilities DOES use up MP
 

Ssthat

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Theyt just happen
 
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