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Characteristics:


Will -- effectiveness of earth magic, number of AP (action points per turn), strength (increases weapon damage depending on its type)

Life -- effectiveness of fire magic, initiative (turn order), resistance to any damage

Speed -- effectiveness of air magic, number of MP (movement points per turn), evasion (increases the damage variance of enemy attacks, chance for a full dodge when there is a large difference between evasion and accuracy)

Concentration -- effectiveness of water magic, resistance to negative effects (except damage), detection of hidden enemies, accuracy (reduces the damage variance of one's own attack, chance for a successful hit)

Health -- increase in maximum health points

Stealth -- a rare characteristic obtained by leveling up certain skills (for example, in the "assassin" specialization)


Characteristics can be obtained from skills and specializations (a limited amount when leveling each skill depending on the SP -- skill point requirements). Obtained characteristics are written in square brackets; for the four main characteristics, I limited them to letters (w l s c).

Specialization: Melee Weapons [health w]

Skills:
    blades (3 SP) [w c]
    removes the accuracy penalty when using blades
    one-handed blades (1 SP) [s c]
    + accuracy when using
    thrust (2 SP) [s c]
    special piercing attack for one-handed blades
    feint (2 SP) [s c]
    weakened piercing attack that removes one point of block/parry from the target
    parrying (2 SP, requires "block") [accuracy]
    when blocking with a one-handed blade, the character uses accuracy instead of evasion; +1 free parry every round
    counterstrike (2 SP) [accuracy]
    a counterattack follows a successful parry
    dagger (3 SP) [s c]
    allows using a dagger in the off-hand with any one-handed weapon without penalty
    one-handed blades + (3 SP) [w c]
    increase in damage and accuracy when using one-handed blades
    two-handed blades (2 SP) [w c]
    increase in damage and accuracy when using two-handed blades
    execution (3 SP) [strength]
    slashing-striking attack with a significant damage bonus and high cost
    sweep (2 SP) [w c]
    a standard attack with two-handed blades deals damage to three cells in front
    unstoppable (2 SP) [w c]
    resistance to negative effects is higher when using two-handed bladed weapons, increased damage to enemy weapons/shields
    onslaught (3 SP) [w s]
    closes the distance to the opponent in a straight line until MP runs out, and deals damage based on the distance traveled
    two-handed + (3 SP) [w c]
    increase in damage and accuracy when using two-handed blades
    slasher (4 SP) [w]
    significant increase in damage when dealing slashing strikes
    shredding (2 SP) [strength]
    after dealing one slashing strike with a bladed weapon, all subsequent slashing strikes with this weapon against this target during the round cost less
    block (2 SP) [s]
    active action: the next piercing/striking attack during the round will be blocked and deal no damage
    short-polearms (2 SP)
    removes the accuracy penalty when using short-polearm weapons (axes, battleaxes, maces, hammers, etc.)
...
    long-polearms (2 SP)
    removes the accuracy penalty when using short-polearm weapons (spears, pikes, halberds, etc.)
...

In summary, I really like this system; it feels as if it takes absolutely everything into account. Downside: when writing each skill, I have to at least roughly estimate its cost and what stats it gives... It's not that it makes everything terribly complicated, but it does complicate it slightly. As for the connections, they are quite simple and intuitive, in the form of a tree. However, in light of the above, I might still reconsider the idea and put together another exp with a system à la Revan. The freed-up time could then be spent writing the lore and polishing the progression in a less rushed state. But we'll see.
 

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