UFL MINI
feature new

Skill Points - Rework?

Rævs 2026-06-04 16:35
Like, you don't have the fix what ain't broke, but getting up there in levels on different-styled fighting characters has taught me there really isn't any option for characters that value quickness over strength. - This idea has led me down a path of reimagining the system if I had to go about it, so I'm just voicing my thoughts.

REWORK - AC:
First of all, I think Armor Class should start at 8 instead of 10. (Let's assume attacks don't get modifiers to hit, that meant there's a 40% chance of missing, instead of the 50% chance we have now), that also rounds out the 18 AC limit with ten points instead (besides people can just buy/create items to get back to 10 again no problem).
- I do really like the 18 AC limit, as that still gives a 15% chance of hitting your opponent, 5% of which would be a crit.
- After all, people find it more fun to hit things and watch numbers move, rather than zero reaction, unless you're meant to play a dodge-heavy character. But normal people are not naturally that dodgy!

NEW - STRENGTH:
Strength splits the current "Damage" Skill up into two sub-categories, one is "Damage" as works like we all know it. The second one is "Critical", meaning per 3 points put into Critical Hits, the chance of critically hitting with a move is reduced by 1 point on the Hit Die (Meaning 19s and above).
- Users will only be able to see the Strength score on your sheet, meaning they won't know if you are a flat-damage build, or a crit-build, or hell, a mix of the two!

NEW - SWIFTNESS:
Swiftness much like in the previous section, replaces the "AP" category. and while it does also have two-subcatergories with one of them being AP that we all know, the new one would be "Initiative", and you fill it with 1 individual point. - The higher your initiative score, the more likely you are of going first opponent.
- Optionally, and I'm a bit iffy about this one, but having 10 points in Swiftness grants you a passive AC bonus of 1 point (Up to a cap of 15 AC that must be overriden by your actual AC Score, which would make you feel the effects of being a quick character!)

Comments (5)

Rævs 2026-06-04 16:37
I did also consider a finite resource like rage, mana or whatever.
But honestly I think we'd have to change how moves work entirely, and that's not at all necessary. Shit ain't broke.
Wrecksler 2026-06-04 17:05
Those are all decent ideas. I'll have to consider them and I invite anyone else to join and discuss it :)
Rævs 2026-06-04 17:45
Damn, kinda late now but I got an additional idea.

The AC Skill should be reworked into "Defense" with again, two sub-categories. AC as we know it, and the new one "Armor" which takes 2 point per armor. - Armor reduces the damage you take by 1 point per armour, down to a minimum of 1 point of damage. (Or 1 point of damage, per "DMG" tag, per flat-damage-number, and per die used.)
- And of course just like Swftness giving AC up to a cap, Stength could give 1 point of armour per 10 Strength up to a Cap of 2 Armour that has a threshold that peaks at 6 Armour (like the Swiftness AC is capped at 15 before it needs to be overriden).

HP is unchanged because I feel it's the perfect amount can I can't think of a way to make a sub-category for it that makes sense.
Rævs 2026-06-05 11:58
FINALLY! - I have an idea for the 'Magic System' that complies with all of the rules already in place and creates both value and balance around it!

First of all, when you go to make a move; have a box you can tick that says: "Is magical?", Ticking the box adds PS 3-5 to the move. - On it's own, this tag does nothing by itself. - But if you implement the "Armor" Skill as how it's ridden, it would bypass a character's Armor if it would have been reduced by an amount.
(Optionally also allow users to go beyond the +5 to hit limit, to maybe +7 instead?)

2 New Conditions:

Barrier: - This condition gives the wearer a temporary shield that only affects moves tagged as Magical.
"Mag. Value" tells how many points of damage the Magical Barrier can take before excess damage is directed at one's HP.

Nulification: - This condition gives the wearer a temporary shield that only affects moves tagged as Magical.
"Mag. Value" is how many individual moves tagged as magical, that the wearer can take before the condition is gone.
Wrecksler 2026-06-05 15:16
What I definitely dont like is the idea of splitting existing skills and stats into more. The system as it is now is already overwhelming for many casual players. I want to keep the base system kind of simple, and allow to define a lot of things on meta gaming level.

For example there should defeinitely not be a separate "magic system". They current system is already designed with magic in mind, for example condition stacking.

Stun + Hit = shatter. You can use it as "sub zero freeze so it shutters" or as "grapple so it does more damage". It's up to you to come up with the description, not the system to enforce it.

So the idea is to keep the mechanics as meta-agnostic as possible. AC is "how hard it is to hit you". Is it because you are fast? Sure. Or maybe because you have a magical shield that deflects attacks? Also works. Or maybe it's your metal plate armor? Also yes. Or maybe you want to be a huge damage-soaking tank? Well then your AC can be low so it's easy to land a hit, but your HP is huge so it's harder to bring you down, even if attacks land.

Log in to comment.

← Back to Feedback