Alright, I've found that the best first step when analyzing a system is to explicitly work out what it's meant to
do. You can't really say how well it's working unless you've established what goals it's actually working towards.
This looks to me like a system that's all about putting a leash on players who hate losing and just want to say that their character wins every single fight. I'm always skeptical about this kind of system because that sort of player is a problem that the admins are going to have to deal with directly in any case. Players who are interested in having a balanced experience with both wins and losses don't need this sort of system in the first place, and problem players are going to try to wiggle out of the system's restraints anyway. On top of that, while it seems like a natural choice for a setting like Bleach, you're correct to note that Bleach and My Hero Academia are very different settings.
Rather than designing systems to stop bad types of behavior, I prefer to focus on
assisting good types of behavior. Think of it as building roads instead of walls. The admins can put a stop to bad behavior at any time, but helping good behavior is more difficult. Rewarding postcount or wordcount isn't enough by itself, because it's also important for the contents of each post to provide an opening for interesting subsequent roleplaying. That's where a system can be useful.
I'm going to sketch up a simple example system here. Feel free to use it or modify it as you like.
My Hero Academia is a setting with superpowered fights. But at the same time, as you say, it's a setting where some people get powers like turning water into soda. For the system to be true to the setting, people need to be able to pick
quirky Quirks and still do interesting things with them rather than just get wrecked by the guy with super strength. I call my attempt at doing this the ORT System. It's named after the three power stats: Overwhelming, Reliable, and Tricky.
The ORT SystemEach character has three stats to describe her Quirk's strengths and weaknesses. New characters divide 200 points between these stats. No stat can go above 100 for a new character, but points gained after character creation may bring stats above 100 at no extra cost. The stats are as follow.
Overwhelming: How effective the Quirk is at quickly and decisively defeating enemies.
Reliable: How effective the Quirk is at controlling the battlefield and keeping things from getting out of hand.
Tricky: How effective the Quirk is accomplishing things in unexpected, unconventional ways.
When two characters get into a fight, both of them PM the admins to secretly choose which stat they're using for the fight. The admin then determines who wins based on the following rules.
- If both combatants used the same stat, then the one with the higher value in the used stat wins.
- If the combatants used different stats, then determine the winner as follows:
- Overwhelming beats Reliable by overpowering it
- Reliable beats Tricky by ensuring it can't use its trickery
- Tricky beats Overwhelming by "fighting" with unconventional means
The admin posts in the thread to identify the winner and specify how many Results (see below) each character can choose. Results are allocated as follows.
- Both combatants always get 1 Result each.
- The winner gets 1 extra Result.
- If one of the used stats was 30 or more points above the other, then the combatant with the higher used stat gets 1 extra Result.
Results are the outcome of the fight beyond who wins and who loses. The winner will always get either 2 or 3 Results, and the loser will always get 1 or 2 Results - this means that even the loser of a fight can achieve something by fighting.
After the admin announces the winner, the winner should post to specify which Results she's picking and describe how she achieves them. Next, the loser posts to specify which Result or Results
she's picking and describe how she achieves them, but she cannot pick a Result that's opposed to a Result the winner picked (except where explicitly stated otherwise). After that, the thread continues as normal, but any further fights should take place in separate threads.
The list of possible Results follows. Each Result can only be picked when you used an associated stat in the fight - this means that you might sometimes need to use a bad stat in order to accomplish your goals. The letters after each Result show which stats they're compatible with: O for Overwhelming, R for Reliable, and T for Tricky.
- Delay (RT) - Make the fight long and exhausting. Opposed to Speed.
- Destruction (OR) - Deal collaterial damage, wrecking something (or someone) beyond repair. Opposed to Protection.
- Glory (OR) - Make onself look strong or smart. Opposed to Humiliation.
- Humiliation (OT) - Make the other character look weak or foolish. Opposed to Glory.
- Information (T) - The other character reveals a previously-unknown character trait of her choice. No opposites.
- Injury (O) - The other character is seriously injured. No opposites.
- Protection (RT) - Take possession of something or someone, ensuring that the subject is safe. Opposed to Destruction.
- Resistance (ORT) - Only choosable by a loser who has also earned a second Result. The second Result can be the opposite of one of the winner's results, negating it.
- Speed (OT) - Make the fight quick and easy. Opposed to Delay.
- Teamwork (R) - Allied NPCs achieve what they set out to do. No opposites, but cannot contradict winner's results (except with Resistance).
As an example of how this works, say that someone with the Quirk to turn water into soda gets in a heated argument in the town square with someone with the boring (but ordinarily very powerful) Quirk of some sort of super strength. They both PM the admin to say that they're using their strongest stats: Tricky for the soda maker, Overwhelming for the strongman. Thus, the soda maker is the winner and the strongman is the loser.
The admin posts to announce this, gives the winner 2 Results, and gives the loser 1 Result. The winner takes Humiliate and Information. He describes how he jumps into the town square's fountain in hopes of luring his opponent after him, then transforms the surrounding water in order to soak him in sticky, fragrant flavored syrup. Then, the change in viscosity makes the fountain spray wildly, providing cover to escape. The Humiliation is self-evident, but it's left up to the loser to decide what the Information means.
The loser takes the Injure result. He describes how he jumps into the fountain without a second thought and lands a few solid blows before his opponent can escape. As for the winner's Information, the loser decides to expose his social phobia, describing how he flees from the laughing, jeering crowd with tears in his eyes, even more bothered than you'd expect anyone else to be in that situation.
The winner comes away from the fight nursing a few broken bones, and he didn't even manage to put a scratch on his opponent, but he still comes across as the clear victor. Because the system is more about the outcomes than the fight itself, it leaves plenty of plot hooks for future threads: recuperating from injuries, third parties reacting to the humiliating incident, and the revelation of a character trait that might not otherwise have come out. It doesn't really matter who's actually "stronger," because the story is driven by different things.
As a final note, I'd recommend having the advancement system be based on fights, rather than on raw posts or wordcount. This system makes it relatively easy for low-level characters to beat high-level ones, so it's not a huge deal either way, but fight-based advancement would let you put extra incentives in place. I'd probably make it something like 2 stat points per fight, with a 10 point bonus for a fight between combatants who haven't fought each other before - this would be a good way to encourage people to interact with newbies, and since the award is the same for both the winner and the loser, it also lets newbies catch up relatively quickly.