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TheNewSign

I got a nice system we could very possibly use for DBZ roleplays since a LOT of people just have endless stores and do auto hits.


0-10 For stat score

0 - Absolutly pathetic
1 - Bad
2 - Below Average
3 - Average
4 - Above Average
5 - Good
6 - Impressive
7 - World Class
8 - Multi-World Class
9 - Paragon
10 - Godly

You are permitted to allot points as above to a total of 23
For each fight you FINISH repeat FINISH you can ask a mod to give you a few more allotment points as they see fit.

HP: Health Points, how much damage you can take. (Base Stat x2)

TP: Technique Points, these are used as fuel for physical based special abilities. Determines physical damage. (Damage = Stat x1.5)

Ki: Used to determine the amount of Ki you have in your stores. (TP moves use 1, Ki moves use 2, Ultimate moves use 3, Transformations use 1 per turn)

Power: Used to determine damage by ki based attacks. (Damage = Base stat x 2)

Accuracy: Your ability to hit with an attack. (Roll a min of one die. For each 5 points roll one more. If you score equal to or higher than your opponent you hit)

Evasion: Your ability to avoid getting hit to begin with. (Roll a min of one die. For each 5 points roll one more. If you score equal to or higher than your opponent you dodge)

Defense: Your ability to negate physical damage that hits you. (Physical Damage is reduced by your stat)

Resistance: Your ability to negate ki damage that hits you. (Ki damage is reduced by your stat)
Lupus-Raziel-Shadows

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As a systems guy, based purely on what you wrote above, either you weren't successful in communicating what you meant, or that system is questionable for a DBZ style story.

Looks like you have 8 stats, with 23 points to spread between them, which is an average of less than 3 per stat. Your DBZ character is a slightly below average Joe. Let's assume all of the stats default to 1, which many point buy RPG systems do. Straight Average costs 24 points, giving you 7 points to play with which isn't terrible, but still makes for a low scale DBZ experience. You'll want 5 Accuracy and Evasion, leaving three points to split between the other 6 stats.

Of course, we don't really know how the stats are used in play. I'm guessing high roll wins with Accuracy vs Evasion, but how one takes damage is sort of oblique.

Allow me to suggest an easier system, well suited for forum play.

At the beginning of the fight, each player rolls a Die. The high roller is going to eventually win the fight and both parties write with that in mind. You can trade blows, take crazy hits, get wounded, stand in place and scream for three episodes, whatever you need to make for a crazy DBZ fight, but at the end of the day, the high roller is victorious. If it's a tie, either the fight ends in a draw, or gets interrupted somehow.
TheNewSign Topic Starter

This isn't for forum play. Just something I was sharing with a friend and we thought it sounded really good.
It's cool you and your friends are looking into system design. I'd suggest looking at some things online to give you more idea on how to refine and polish your idea.

There's a game called Wushu, that's designed for playing over the top fighting scenarios. It works great for DBZ. http://danielbayn.com/wushu/

There have also been numerous projects to do DBZ for tabletop RPGs. Do a google search for Dragon Ball Z Pen and Paper RPG, and you'll find some neat stuff.

I'm not saying you're on the wrong track, but these can give you extra ideas on how to make what you've got even better.

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