Frozen Aqua Admin
Posts : 7 Join date : 2014-08-14
Character sheet HP: (120/120) MP: (80/80) EXP: (0/150)
| Subject: Game Mechanics Fri Aug 22, 2014 2:44 am | |
| Battle: - Spoiler:
So basically we will need an IRC chat for our forum to function with turn based battles properly. Essentially players will be given 5 stats: Attack, Magic, Defense, Speed, and Evasiveness. Characters with higher speed stats will typically be able to move first every turn.
Players will have 4 main commands to use in a battle they are as listed below
-Fight! -Basic Attack! -Skill! -Items! -Magic! -Limit!
Fight is self explanatory, with fight a player will be able to use a basic attack. However as the game progresses and players reach level 10 they will be able to learn Physical abilities to use in battle Items is where a player chooses an item he or she can use in battle Magic is where a player can select a kind of magic to hit the enemy with or heal themselves with Limit is where after a certain amount of attacks a players limit counter will reach a point in which he or she can use their equipped ability. Skill is where a player can use 1 of 3 equipped skills they have learned for physical combat, this is designed to put them on par with magic users who can use magic and basic attacks.
Coupled with HP and MP obviously used to gauge how much health a player has left and how much magic he or she can use.
Solo Combat:
Now that we have covered the basic combat mechanics I will explain Solo and Team Combat.
In solo combat a player will obviously be fighting one on one with another player or an NPC, should a player's health be reduced to 0 they are dead. I will cover the meaning of death in another section of this post
Solo combat will work much like it does in pokemon where players will select a skill and whoever is faster will go first. Note: there are no priority speed attacks in this game, all attacks have the same chance of going first depending on the player's speed.
Solo combat can be interrupted by other players depending on where it takes place. If a player aligned with Traverse Town ends up fighting another player in Radiant Garden, any other player in Radiant Garden can join in the battle to help their ally. This is still considered solo combat.
Team Combat
Next is team combat.
Team Combat is similar to in final fantasy where one team can fight another team.
In team combat a player's health being reduced to 0 does not exactly mean death right away. Another player may use an item or magic to heal his fallen ally, but only within 3 turns of defeat. The fallen player is considered "Dying"
Team combat is also dependent on speed to decide who goes first in each team. In this mode of battle a player may be able to move two times should his speed stat be 200% of the lowest speed player in the battle.
Team combat can not be interrupted.
Each team must be comprised of at least 2 players and at most 3 players.
Players in each team can use items on their allies, that would heal HP or MP, or fix status ailments.
Ambush:
An ambush can be conducted by a player within proximity of an opposing player. However this would require the admin on duty to approve such an action.
Because the players themselves will know what is going on at all times in all the boards just by reading, the "Dramatic Irony Clause" must be inserted here. While a player knows that his enemy is lurking near by, his character does not unless a story event agreed upon by one party and an admin occurs.
When an ambush is initiated the abusher will always get the first move before the ambushee can select a move.
Determining Hit chance, Crit Chance and Damage
We will be using a D-20 system to determine hit chances. Of course this system will be slightly different from conventional ones. We will be using battle steps to determin hit chances and damages, below is the order and process.
-Select attack Step: Player selects his or her attack (Certain attacks will increase damage done by the player)
-Roll D-20 step: Both players will Take a turn rolling a D-20 dice. (Below I will describe what happens in this step and the next. Magic based attacks will require additional Rolls.) -Check: Players Compare their roll, and their stat modifiers. (Depending on the Roll this step may be the final step in the attack phase.) -Damage: Players compare stats to calculate damage done to the defending player if any.
Roll D-20 step - in this step both players will roll a 20 sided dice to determine hit chance, if any.
Check - this step is where both players will check their Dice to see if an attack is defended or Successful by comparing modifiers. Basically the player with the higher number wins.
Modifiers - Basically a modifier is a point added onto your D-20 roll. Every Stat has it's own modifier and players will get one per 10 points in a stat. ie: 200 Attack = Modifier of 20. The modifier works in combat after a D-20, where it is added to the result of the D-20. This number does NOT reflect the overall damage done by an attack it is simply a modifier added in to determine hit chances
Damage - Each value on the D-20 represents a 5% increment of your stat. For example, the 10 on the dice is worth 50% of your stat that is being checked, if you're the attacker that would be your magic or your attack stat, and if you're the defender it would be your defense stat. Now should an attack land, we find out what percentage of our attacking stat and defense stat our dice gave us. For Example: 200 defense rolling a 10 would give us 100 Usable defense. What this means is that only 100 of your defense points will be allowed to count in this attack. The attacker has 220 attack and rolls a 10 as well, this allows for him to use 110 of his attack points. Since the law of modifiers is 1 for every 10 stat points the attacker has won... But how do we calculate damage? Simple we subtract the values each character is allowed to use in this attack. So the defender would take 10 damage, since 100-110=-10.
Magic - Magic works a little differently... Each spell has 3 stages, in the first stage we will roll a D-6 for it, in the second stage a D-12 and in the Last a D-20. Now a mage will roll his D-20 against the defender when using a magic based move, should he beat the defender's check, a new step is created; Magic Calculation. In this step we roll a dice depending on which stage of magic we are using. Each level of the spell has a set Damage count for it's dice. However Magic users can only use 75% of the power the dice has called upon. Why? Simple; because a mage would also be allowed to use his spell's magical damage to improve his attack which would simply make the game unbalanced. there is an example below
Player A uses Fire against Player B. Player B has 200 Defense, and Player A has 220 Magic. Both will roll their D-20 to determine hit chance. Player B rolls a 15, and with his multiplier that becomes a 35, player A rolls a 17 and with his multiplier it becomes a 39. Player A is successful in Attacking. But what now? Player B Is allowed 150 of his defense, and the Dice has given player A 170, but since player A is using Magic that 170 has become a 128. By normal logic this attack wouldn't be allowed to do damage. But because the player is using fire he is allowed to Roll another Dice to determine how much damage his Fire Spell will add on. Each Value on the Fire Dice does 20 damage so if the player Rolls a 5 his attack becomes 178. The defending player then loses 8 HP and the battle continues.
That covers Attacks, the rest of battle including items works like any other turn based game, you just use your item or healing magic instead of fighting. That also sums up our battle system.
Character Creation: From Character and Key Blade to death. Character creation will be posted onto a sheet, the sheet will ask for details such as name, gender, age, nation, likes, dislikes, description, small backstory and so on. However on our character sheets at the bottom we will ask each player to pick from a list of weapons. These choices will determine a player's role in battles, builds, and stat progression. The Sword: Attack+/- The Sheild: Defense+/- The Wand: Magic+/- The Rapier: Speed+/- The Dagger: Evasiveness+/- Each player will be required to pick 2 and abandon one. The weapons they choose will determine what stats will grow at a faster pace. The weapon the abandon will determine which stats grow at a greatly reduced rate, and the weapon left behind will be a neutral growth stat. Players are also expected to record their stats on these sheets as they progress, so that it is public knowledge to all players. These Sheets must be approved by an admin. Key Blade Sheets: These are slightly more simple, they will ask a player to input a name, and a description. However they will also have to make bonuses and draw backs for their blades. Players can Choose to have an Elemental key Blade with the Element Fire, Ice, Water, or Thunder. Only those four. A player can also choose to have a neutral key blade. Bonuses must be balanced, and custom, no two key blades can have he same skill, but two key blades may have the same draw back. Here is an Example Fiery Dragon: +Fire Damage to all Basic Attacks, deals 50% damage to Water Key Blade users. Heated Steel: +Fire Damage to all skills, Deals 50% damage to Water Key Blade users. Notice that the Fiery Dragon deals fire based damage to all enemies hit by it's basic attack, this is different from Heated Steal which only deals fire based damage on skills. However in battle both have the same weakness against water key blade users. Each key Blade is allowed two bonuses but may only have 1 draw back. These sheets must also be Admin Approved. Death: Considering that this is a war, when a character is killed in battle he is gone forever. Whoever dealt the finishing blow is allowed to loot him, unless he was also killed. Looting a dead character includes taking all their Munny, Items, and even their Key Chain. if the player is not looted, then the items including the key chain are destroyed. If a player is killed he is allowed to Roll another character with the same level as the fallen one and access to all the skills a player can have at that level to build a new character. However this character may not be the same or very similar to the previous, and the key blade will not be created by the player but rather by the admin. Why? Because death is the very thing we try to avoid in this game, so if you die you are punished by the system. A player may seek his previous killer and try to win back his original key blade however granted that it's still in the game and not destroyed. | |
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