General game mechanics
This game is meant to run like a Mystery Dungeon meets first-person dungeon crawler RPG in terms of overall genre. As with most RPG's, the attribute system is a key element of gameplay, so I'll explain it to you as briefly as I can.
The Primary attributes are:
Strength(STR): increases Physical damage and Max HP
Intelligence(INT): increases Magical damage and Max TP(Tech Points)
Technique(TEC): increases likelihood and potency of conditions as well as increasing accuracy for all attacks.
Fortitude(FORT): increases Physical Defense and resistance to Physical conditions.
Constitution(CON): increases Magical Defense and resistance to Mental Conditions.
Speed(SPD): increases how quickly you act and your overall ability to evade attacks.
The Secondary attributes are:
HP: based off of your class, level, and Strength score.
TP: based off of your class, level ,and Intelligence score.
Evasion(EVA): based off of your Speed score.
HIT: based off of your Technique score and is also affected by the base accuracy of whatever attack you are using.
Physical Attack(P. ATK): based off of your Strength score and equipment.
Magical Attack(M. ATK): based off of your Intelligence score and equipment.
Physical Defense(P. DEF): based off of your Fortitude score and equipment.
Magical Defense(M. DEF): based off of your Constitution score and equipment.
I assume pretty much everyone here is familiar with RPG vernacular, so I won't go into more detail on the terminology unless requested. Now, as for how the attributes will actually work, when you are creating a character, you will get 60 stat points to distribute however you like among your primary attributes with the two limitations that you must put at least 4 points into each attribute and you can not start off with over 20 points in a single attribute. As you level up, your primary attributes will increase by an amount proportional to how high they already are, so the stats you start off higher will grow quicker, whereas the ones that start off lower will grow slower.
Now to explain status conditions; there are 9 of them which are broken up into 2 categories.
Physical ailments:
Poisoned: you take damage at the end of every turn.
Diseased: Healing done to you is half as effective.
Blind: You automatically have a 50% chance to miss with every attack.
Crippled: lowers your Speed and disables skills that require use of your legs.
Wounded: Disables skills that require use of your arms (you can still use standard attacks.)
Mental ailments:
Sleep: Can't act. Ends if you are attacked.
Stunned: For one turn, you can't act.
Exhaustion: Your TP consumption is doubled.
Dazed: Disables skills that require significant concentration (namely spells).
Lastly, I'll give a quick look at the 9 classes I have.
Guardian: Fairly standard Tank classs. Skills focus on increasing defense and protecting allies as well as some counter based attacks.
Monk: Similar to DnD clerics. Have spells for healing allies and spells for damaging enemies.
Warrior: High Powered physical attackers with the ability to wield two weapons.
Annihilator Mage: Mages capable of wielding all six elements in any imaginable combination. Specializes in taking time to prepare massively powerful magical attacks.
Mystic Myrmidon: Fighters that use magic and sword together. Focuses on using enchantments to benefit themselves and give their weapon special properties to then unleash special effects with their attacks.
Hunter: Skilled archers used to surviving in the wild. Able to help allies survive and disable enemies, making them much easier to fight.
Ninja: Stealthy assassins that help the party avoid enemy attacks and devastates enemies with a plethora of status ailments at their disposal.
Ritualist: Summoners that bring mythical creatures to the fray to help fight by your side. Also effective at restoring party TP, allowing for more skill use.
Bard: Charming adventures more accustomed to taverns than combat. Aids in combat by buffing allies in various ways. Their charisma and street smarts also makes them useful when in the town.
That's pretty much all the information I'm going to post for now. Feel free to reply on this thread with any comments, concerns, questions, etc. Pretty much, let me know if you're interested or not. If I can get enough potential players, I'll post the Skill Trees for the classes once they are revised and then I'll post the actual Character Sheets.