I agree. Consistency. The quickest way to screw up a story is to change something you didn't mean to change or fail to remember something you had written before. This is true for any writing, but especially so for LitRPGs. Your readers are watching your characters level up before their eyes, marking their progress with new abilities, skills, or whatever your system uses. If you suddenly forget or change something without meaning to, your readers will absolutely notice. I can't go more in-depth into this because it varies with how you represent your RPG stuff. I personally try to avoid clunky stat blocks. I used descriptor words to make references to a specific character's specialty or what their "primary stats" are. But that's just me. If you do use stat blocks, try not to bombard your readers with too much info. One of the most intimidating things for new players to D&D is looking at all that stuff on the character sheet. It's a -lot-! Try to condense the stat blocks into only the most basic things that your reader needs to know. One of the quickest way to turn me off to a LitRPG story is to overload my brain with an influx of stat info. Even if it's based on a system I know, it can still be a lot for me.1. The numbers have to actually mean something,
2. Consistency,
3. Steady progress (we like it when numbers go brrrŕ)
4. Simple and understandable structure of the system.
An explanation that contributes multiple things to the plot. It cannot just be enough to be a magical construct created by some divine being or a series of mages or artificial stuff gone wild. It shouldn't just be an apocalypse or such. It should also have, as an example, original stuff like words created from your blood or roots forming your status, which gives the potential for druids to spy on your skills and prepare accordingly, or something. Conflict between you and the System (actual conflict. Not conflict that never goes anywhere as a trope to be kind of funny) is great! I believe that Systems should have multiple impacts on culture, and that many others have found exploits or success in it.I am open to the opinions of both authors and readers![]()
The one that I wrote back then aimed for ultra-realism. That means people have 1 unit of attribute across the board, and someone having 100 unit of agility means that person can move beyond the speed of sound. However, if that person do not have 100 str or 100 vitality, his cellular walls will evaporate the moment he move at the speed of sound, thus cooking his body due to the vibration and friction heating up in the process of moving in such speed.
Well, if your target was ultra-realism, you failed right out of the gate by causing the agility stat to increase a person's speed. The term agility, by it's definition, is the ability to change the direction of your momentum quickly. In other words, it's the ability to reach a full stop and then start going in a different direction from your original direction. It has nothing to do with increasing speed, only changing the direction of your momentum. It's considered a very high-value ability to have in most competitive sports, since such sudden changes in momentum are necessary on a moment to moment basis in those settings.
This is a very common error among people who have grown accustomed to RPG mechanics related stuff. People tend to have difficulty describing fine motor skills related terms. Here are the true meanings of several of the common motor-skills related terms often used in LitRPGs and real RPGs alike.
Dexterity = The ability to operate your body in a precise manner. This can refer equally just as well to fine motor skills such as pushing thread through the eye of a needle as it can precision feats of acrobatics such as jumping and landing on a precise point or throwing something and hitting the target you wanted to hit.
Agility = The ability to change the direction of your momentum quickly, usually referring to stopping from a full run and altering your direction. This is a very valuable skill to have in most court-based sports. The term Dexterity doesn't necessarily include agility, but they are related enough that one could decide it fits under the umbrella of Dexterity and nobody would complain.
Speed = The ability of your muscles to contract explosively and propel your body or a part of your body. As you may have gathered from this description, speed is not actually a function of fine motor skills at all. It has more to do with strength. In a hyper-realistic litRPG setting, a person's speed should be a function of their strength stat.
Flexibility = Flexibility is not a function of Dexterity. It is the range of motion you can get from your joints, and is related to the limberness of your tendons and making sure your muscles do not have any form of contraction or strictures. As this is a function of good health, one's flexibility ought to be related to their vitality or constitution stat. Higher flexibility does allow one to make better use of their dexterity though, and as such it is easy to see why people consider them to be related.
Finess = A degree of precision gained through training. This is not a product of inborn stats, but something the likes of inborn stats can make something like this easier to achieve and require less training than it would for someone who is lower in the precision related stat.
Deftness = A strong synonym for Dexterity, except that it tends to imply it is more a product of training rather than inborn ability. It is often used as an adjective rather than as a stat name.
I think you're missing the point that I'm trying to convey. My point is to use the term and numbers that is internally consistent.
In this case, the actual meaning for agility in my world was 'Muscle's ability to freely contract and expand', but because I'm lazy to elaborate further detail, I just wrote speed (which is, by definition, not completely incorrect).
I don't care if you put VIT (Vitality), END (Endurance), HP or whatnot as a metric to measure one's vitality. I don't care if you have 100 stats. When you write a book, you can literally make up a new word (Like how German can slap two words together and call it a single word) and define them as you wish. Fantasy book isn't dictionary that has to be 100% similar to the language used verbally. As long as you can convey what you meant and consistent in doing so, that is sufficient to make a compelling LitRPG.
Thus, to counter your point of being 'Failing to pursue ultra-realism by causing the agility attribute to increase one's speed', that was my novel, my world. I can define whatever the fuck I want. Heck, I could call INT (Intelligence) by saying the size of one's cranium or the density of one's gray matter and nobody gives a fuck since by definition, intelligence has some relationship with the size of one's brain. You have no power over my writing, your opinion does not matter. I write for those who want to read my garbage, not to cater to people like you who wants to debate every single word definition and think that languages are rigid like math. Languages are evolving, there are multiple paths that end towards the same goal. If you're confident in your linguistic capacity, try writing a dictionary instead.