Re: Suggestion thread!
Double Post is EPIC.
After some thinking, I've banged out what each stat would now 'represent' (as I'm trying to make all stats worthwhile in battle, or in the world).
Strength: Damage modifier for almost all weapon types. Melee weapons would get a Str/10 bonus to damage, while bows and thrown weapons would get a Str/20 bonus to damage. Yes, it'd be rounded up again.
Dexterity: Your to-hit score for every weapon. Archers and Marines would get a Dex/10 bonus to their to-hit.
Stamina: Your endurance during sex and battle. Every time you had an orgasm or received a blow, your endurance would reduce the damage by End/10 (END/5 if you're an erotic class for orgasms).
Finesse: Determines to-hit bonus for thrown weapons, as well as your chance to dodge an attack. Thrown weapons would receive Fin/10 for their to-hit bonus, and everyone would receive a Fin/20 to their AC (while Green Classes would receive a Fin/10 bonus).
Speed: The amount you can move in one turn. Since 5 feet equals one 'square' on the map, your movement would be determined by Spe/10.
Senses: Your ability to dodge magic. This doesn't give you a bonus to dodge magic. Senses will still be used as the main way to find hidden enemies, objects, and track teams in the World turns.
Will Power: This will reflect your chance of getting back up from a knock-out blow with one FP left (Will Power/20). It's also going to lower the amount of CP you can take from actions (Will Power/20, again).
Intelligence: Your to-hit for Magic based attacks. This provides the bonus of Int/10 for your magic to-hit score, also. It will still help determine your MP, along with...
Depth: Your to-hit ratio for Element-based Status Effects. This will affect how much MP you have, as well as how many Elements you may learn.
Also, Alchemist/Alchemy users are going to be changing a bit too; I've been fooling around with an idea in my head of what they'll now do (basically, a very rough crafting idea).