ENR – Amount of energy used and such.
WILL – Status Effect Resistance. Extra Effort modifier.
INT – Magic attack damage and accuracy. Also governs amount of starting abilities.
STR – Used for basic attack damages. Used for blocking. Used for feats of might.
SPD – Used for movement speed, both in and out of battle. Used for dodging.
SKL – Used for defensive and offensive things. Basically your ability to attack people dead.
ENR falls as matches continue. Special attack spammers, thus, fall off faster than basic attack spammers. Energy gain mechanics will likely be chance-based. There is no assured way of getting more Energy, essentially.
Attacks made through physical means will always scale off (STR + SKL)/2, unless it's a special attack, or it's modified in some way. Modified attacks use more Energy than naturally basic attacks, but it's not super noticeable.
Attacks made through magical means will always scale off (ENR + INT)/2, unless blahblahblah, special attacks.
Under this presumption, frontliners will always be better than mages in a straight up fight, because STR + SKL gives them defense as well as offense, while INT + ENR only provides spell spam capabilities.
To remedy this, there are two methods: either increase magic ratios, or change how defense works.
Skill should always be a factor when it comes to hitting. What if defense relied on singular stat rolls instead?
Parrying, right now, is set at SKL/2. That's good. I like it.
Blocking could be a STR roll for physical attacks, and a 0.75xSTR roll for magical attacks.
Dodging should be the same as blocking, under the assumption that magic is harder to dodge and block than physical attacks.
On the other hand, because they focus largely on ENR and INT, mages will always be at a disadvantage against attacks
Battle Mage archetype would most likely be what Mabi is. The all-rounder, essentially. Skill and Int gives her decent magic attack options as well as the possibility of a parry, while not relying on ENR as much, but her lack of focus (which is harder to see when she has more stat points than everyone else) is going to hurt in the future.
Dodging becomes a x0.5 SPD roll in enclosed spaces.
Blocking cannot be used against explosion AOEs.
All status debuffs can be resisted by Willpower, and, unless stated specifically, must first hit (succeed in a damage roll) before their effects activate. Certain conditions can be applied though, such as something like a paralyzing strike still having a chance to paralyze if the other person blocks it instead of dodging it.
Dodge centric speedsters, however, will generally be lacking in either STR or ENR or Willpower, and targeted 'point-and-click' CC does exist for the low Willpower ones.
Now, what about sniping wars between two mages? If they don't have any form of mobility (e.g teleport/flight) in order to dodge, they'd have to rely on magical shields. If they don't have that, it'll be a DPS race. That's why teammates are a thing. Pretty simple, I would think.
All-rounders work best soloing, while specialists can compensate for each other's failures by working together. Magic is the anti-tank answer, while physical is the anti-mage answer. Might set something up in the future, where all ranged attacks, if done at melee range, lose a set amount of points in their roll.
In regards to damage itself, there will no longer be a Willpower roll to resist damage. Instead, it's solely a damage roll vs a defense roll of your choice. If the damage roll exceeds the defense roll by +20, 2 points of damage are dealt instead of 1. Reflection and Destabilization is activated when a blocking roll is +20 that of a damage roll.
Intercepting an attack meant for someone else takes two different phases. First, Speed is rolled against the enemy's Skill. If Speed is greater than Skill, then nothing happens. If Skill is greater than Speed, then the blocking that follows (you can't intercept an attack via parry or dodge) is reduced by a certain amount that scales off the difference between the skill roll and the speed roll. A Willpower boost can be used though, in order to skip the Speed-roll phase.
Barrier value, for now, will be set at 5 instead of 10, to see how things go. If people are dying too fast, it'll be reverted to 10.
Also need to figure out how distance applies to ranged attacks.