I have no idea what is stopping me from freeken making my Dragon Ball RPG system brainstorm thread... It is like I am physically incapable inspite having an ok layout.
For example instead of Ki being directly MP... Instead characters have very little... Their Ki stat determining how much they recover every turn (as well as there being a maximum)... And regardless you don't start battles at full Ki either. What I am working with is a recovery of 1 ki a turn, and starting with 3-5 out of 10.
Next is the fact that in spite no one being a "physical" character in the series, everyone wants to make one anyway. Yet what is the point of non-ki using attacks? To break the opponent's defense and create damage opportunities.
Then there is technique and what it does is lower the ki cost of abilities, to an extent. But let me explain that.
Skills, transformations, and the like all are put together with pieces. Low, Medium, and High damage modifier is essentially free (2, 4, and 8 respectably). You can add modifiers and either pay for them with Ki or with technique, assuming it is available (Only some can.)
This is because "creating your own skills" is always considered one of the most important parts of any Dragon Ball RPG. It is something I'd like to retain. If you gain a level of technique then BOOM! you can modify all your skills (just like Krillin does)... In fact you can make modified techniques if your transformation includes an increase in technique.
Now Transformations are a bit trickier and include things like permafusions, Oozaru, Super Saiyan, and even King Kai Fist. The idea I have for them is they put a drain on your Ki recovery and have a buy in level (You don't start a fight transformed... unless that is its ability) you have to reach.
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The techniques themselves are a huge problem with most games as they have to represent the large breadth of possible options and often bump into issues. A big issue is, for example, Destructo Disk. So what is Destructo Disk for this game?
It is a medium sharp attack. Sharp attacks deal their damage if they penetrate a character's stability (A buffer before they take damage).
Kamehameha is a Low Continuous attack. Continuous attacks don't deal their full damage immediately but rather after they strike a hit the user has an option to spend Ki to increase the damage. It is a safer alternative.
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The issue I am hitting is how to make player's stats a bit more spread out... AND how to stop players from just wracking up overpowered combinations.
A Shadowrun priority system might help... OR putting skills into categories (Maybe Technique is a derived stat).