[Defensive Point]
You know about something about RP without Stat? It'll take long, way too long in a fight for one guys to be KO, and there's some who don't want to use dice roll for everything.
This is where the Defensive Point come in.
You'll recognize it from the Stats content as DP. Defensive Point, also be known as Dodge Point, is a feat where you has to spend a certain number of DP to either reduced the damage coming from the enemy or fully evade it. Usually, all normal technique can be fully dodge by spending 4 DP.
There are four way to use DP strategically: one-quarter damage(1/4), half-damage(2/4 or 1/2), three quarter damage (3/4), and full dodge(4/4).
Be note that there's some technique can raise the cost of DP to fully dodge. For example, if an enemy have a technique with +1 DP, then you had to spend a total of 5 DP to fully dodge them; and with a technique with +4 DP, spending 4 DP is considered taking half-damage.
However, there are certain ability that can reduce the cost, and a passive ability that - if being hit by a certain element - then not only you can absorb it without taking damage, it cost no DP to even dodge it.
[Positive and Negative Status Effect]
Like any classic RPG, there will be Status Ailments, Bluff and Debuff.
Some technique may have other conditioning effect that could buff their allies and/or themselves, or debuff on their enemies. Note that you cannot two instances of the same kinds; for example, you cannot be inflicted by [Poison] if you're still under the effect of poison. Like any offensive technique, you can spend DP to reduce the number of turns or damage that you would from the effect.
There's a list for all status ailments, buff and debuff:
Short Terms Effect
[Burn (x)]: Unit take x damage for 4 turn, can be from being in extreme heat; damage can kill burnt unit.
[Poison (x)]: Unit take x damage for 4 turn, from being poisoned by toxic agent; damage can only reduce to 1 on poisoned unit.
[Headache (x)]: Unit lose x MP for 4 turns, don't ask how that work.
[Hinder (x): Unit's offensive technique will be sluggish or less precise than normal, reducing the cost of DP by x for 4 turn. Cannot make any Technique cost less than 1 DP to dodge.
[Ability Seal (x)]: Prevent x amount of ability to be use for 4 turn.
[Technique Seal (x): Prevent x amount of Technique to be use for 4 turn.
[Drain (x)]: For 4 turns, the amount of damage you receive will the x amount of health the enemy will recover.
[Curse (x)]: For x amount of turn, you are unable to recover or regenerate any HP or SP from anything, including direct healing, regeneration, etc.
Long Term Effect
[Wounds (x)]: Until it is cure, target will take x amount of damage from wounds.
[Silence (x)]: For x turns, unit will be unable to use any Techniques that use MP.
[NP Seal (x)]: For x turns, target will be unable to use Noble Phantasm.
[Rule Breaker (x)]: For x turns, you will be unable to use CP and unable to use all Servants.
[Charm (x)]: For x turns, targeted Servants will act as the Charmer's Servants; cannot use CP on them.
Turn-Affecting Effect
[Paralyze (x)]: You are unable to act for x turns.
[Lull (x)]: For x turns, you are unable to take action in any ways. This effect can be expelled shortly by being attacked.
[Stun]: Unit cannot take action for a single turns.
Debuff Effect
[Break {Type} (x)]: For 4 turns, units receive additional x damage from incoming {Type}.
[[Element] down (x)]: For 4 turns, technique deal x less [Element] damage.
[{Type} down (x)]: For 4 turns, technique will deal x less damage from certain {Type}
[Hamper (x): Unit deal x less damage from all technique for 4 turns.
[Softer (x): Unit receive additional x damage from all attack for 4 turn.
[Despair (x)]: Targeted unit cannot be buff for x amount of. Cannot remove the buff that is already in effect and must wait for a full turn to reapply the target.
[Dispell (x)]: Remove x buffs from the target.
Healing and Dodging Effect
[Slow Healing (x)]: For 4 turns, unit regain x amount of health in each turns.
[Regeneration (x)]: Unit regain x amount of health in each turns till the end of battle.
[Agility (x)]: For x turns, unit will grant a free 1/4 dodge from incoming attack so long as DP is use; must wait for a full turn to reapply it.
Buff Effect
[Protection {Type}]: Any damage from incoming {Type} will be reduce by x for 4 turns.
[Strengthen {Type} (x)]: Target's {Type} attack will be increase by x for 4 turns.
[Barrier (x): For 4 turns, all incoming attack will be reduce by x.
[NP Regeneration (x)]: Unit regain x percent of NP for 4 turns.
[Strengthen NP (x): Unit's NP will be increased by x for 4 turns.
Restoration/Purity Effect
[Vega (x)]: Become immune to all negative effect for x turns. Does not remove status ailments already in effect; each turns are separate buff against [Dispel (x)].
[Cleanse (x)]: Dispell x amount of Debuff from an ally.
Turn Affecting
[Haste (x)]: For x turns, unit can take additional action in a single turns. Must wait for one full turns after it's wear off before it reapply on the same unit.
[Invincible (x): For x turns, unit cannot take any damages. Must wait one full turn after it's wear off to apply on the same unit.
[Armor Piercer (x)]: For x turns, unit can damage invincible foes.