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Author Topic: A Quick Combat System and Character Creation Test [Need 6 People + Suggestions]  (Read 30632 times)

Draignean

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Frame 1

Swift Actions
[Empty]

Movement/Dodges
Coraline Moves NE
Horizon moves SE
Grettir Dodge Rolls S
Corrupted Fisherman moves N
Degraded B Dodge Rolls (No Movement)

Attacks/Blocks
Nullius uses Heavy Slash, SE. Threatens Degraded A, Degraded B, and Warped.
Code: (Nullius Vs Degraded A) [Select]
H Vs A
Base Damage: 1d6+2 = 3
Modified Damage: 3*1.5 = 4
Target DR: 1d2 = 2
Final damage: max(2,4-2) = 2
+1 Hope
Code: (Nullius Vs Degraded B) [Select]
H Vs DR, Attack Evaded!
Code: (Nullius Vs Warped) [Select]
H Vs L
Base Damage: 1d6+2 = 6
Modified Damage: 6*1.5 = 9
Target DR: 1d6 = 3.
Final damage: max(3,9-3) = 6
Warped Killed
+1 Hope
+1 Hope to party
+4 Essence to party
A flash of nameless steel and a spray of blood. The townsman that was the focus of the attack slips under the blade, but the start of the swing carves into one, and the finish of the blow half-decapitates the hideously warped thing.
Degraded A uses grab, SW. Threatens Nullius.
Code: ( Degraded A vs Nullius) [Select]
A Vs H
Base Damage: 1d4 = 4
Modified Damage: 4*1.5 = 6
Target DR: Not Triggered
Final damage: 6
-1 Hope
Nullius is Grappled!
Yet these creatures do not fear pain, and they know no awe for heroism. Unnaturally rigid fingers lock around Nullius' neck and shoulders, sharp tips digging in and spreading blood down the plain tabard.
Warped uses strike, N. Threatens Nullius.
Code: ( Warped vs Nullius) [Select]
L Vs H
Base Damage: 1d4+2 = 3
Modified Damage: 3*1.5 = 4
Target DR: Not Triggered
Final damage: 4
-1 Hope
A spasm from the mortally wounded abomination sends bony claws raking across Nullius' front. A wretched parting gift of corruption.
Toege uses lunge, NE. Threatens Warped, Degraded B
Code: (Toege Vs Warped) [Select]
(Already Dead)
+1 Hope
Code: (Toege Vs Degraded B) [Select]
L Vs DR, Attack Evaded!
Toege's spear intercedes swiftly, puncturing the bony armory of the warped thing and driving it to the ground where it can do no more harm.

Warm-Up/Cooldowns
Fierno Winds Up Heavy

Dead/Disabled
[Empty]

Other
[Empty]


Frame 2

Swift Actions
[Empty]

Movement/Dodges
Coraline moves SE
Grettir Finishes Dodge Roll
Degraded B Finishes Dodge Roll

Attacks/Blocks
Horizon Makes a Heavy lunge , SE. Miss.
Toege lunges NE.
Code: (Toege Vs Degraded B) [Select]
L Vs DR, Attack Evaded!
Corrupted Fisherman attacks (14,10). Threatens Nullius.
Code: ( Fisherman vs Nullius) [Select]
L Vs CD
Base Damage: 1d10 = 3
Modified Damage: 3
Target DR: Not Triggered
Final damage: 3
No Hope
The braided rope and thick iron hook of a fishermen that hunted lampfish, once used to feed and create wealth, now a weapon against those who would save this land. Savage hooks graze Nullius' thigh, mercifully failing to catch and hold in soft tissue.

Warm-Up/Cooldowns
Nullius Cools Down
Fierno Warms up Heavy
Degraded A cools down Ability

Dead/Disabled
Warped Townsman

Other
[Empty]


Frame 3

Swift Actions
[Empty]

Movement/Dodges
Nullius' grapple prevents him from moving! (Grapple Broken)
Co-Ra-Line moves SE
Grettir moves SE
Fierno Moves S

Attacks/Blocks
Degraded B uses heavy Strike, NW. Threatens Nullius
Code: ( Degraded B vs Nullius) [Select]
H Vs CD
Base Damage: 1d4 = 3
Modified Damage: 3*2 = 6
Target DR: Not Triggered
Final damage: 6
No Hope
Desperation Triggered: No
A strong blow slams into Nullius, catching him as he breaks free of the corrupted hands that held him. It's easy to forget the inhuman strength of the corrupted when they take on such pathetic forms. Easy to forget until moments such as this.

Warm-Up/Cooldowns
Horizon Cools Down
Toege Cools Down


Dead/Disabled
Warped Townsman

Other
Degraded A does nothing
Fisherman does nothing


Frame 4

Swift Actions
[Empty]

Movement/Dodges
Co-Ra-Line moves SE
Fierno moves S


Attacks/Blocks
Grettir uses front chop, NE. Threatens Fisherman.
Code: ( Grettir vs Fisherman) [Select]
L Vs O
Base Damage: 1d7+3 = 8
Modified Damage: 8*0.5 = 4
Target DR: 1d4 = 1
Final damage: max(2,4-1) =3
Hope +1
The bit of Grettir's axe grazes the Fisherman, drawing blood and an inhuman hiss, despite fouling in the beast's thick clothing.
Degraded A uses Strike, SE, Threatens Nullius
Code: ( Degraded B vs Nullius) [Select]
L Vs CD
Base Damage: 1d4 = 1
Modified Damage: 1
Target DR: Not Triggered
Final damage: 1
No Hope
Nullius is Disabled
Party Hope -3
Agony Gained: Concussion. Attacks made after moving deal 20% less damage.
How little it takes to push a man over the edge- to bring him back down to the soil from whence he came. The spark that lights a pyre, the whisper that begins a war, the scratch that foments infection...

Humble beginnings to a hideous end.

Warm-Up/Cooldowns
Nullius Cools Down
Horizon Cools Down
Toege Cools Down
Degraded B

Dead/Disabled
Warped Townsman

Other
Fisherman Does nothing

Nullius: H (Heavy Slash, SE) -> CD -> NW -> CD -> CD
Horizon: SE -> H (Heavy Lunge, SE) -> CD -> CD -> CD
Grettir: DR (S) -> DR -> SE -> L (Chop, NE) -> CD
Co-Ra-Line:  NE -> SE -> SE -> SE -> SE
Toege: L (Lunge NE) -> L (Lunge NE) -> CD -> CD -> S
Fierno: WH -> WH -> S -> S -> H (Spin Slash, SE)

Degraded A:  A (Grab, SW) -> CA -> O -> L -> L
Degraded B:  DR (No Move) -> DR -> H (NW) -> CH -> CH
Fisherman:  N -> L(14,10) -> O -> B -> CL

Frame 5

Swift Actions
[Empty]

Movement/Dodges
Toege Moves S, blocked by water. (Sorry, really should have seen that earlier and told you)
Co-Ra-Line moves SE

Attacks/Blocks
Fierno uses Spin Slash SE, Miss

Warm-Up/Cooldowns
Horizon cools down
Grettir cools down

Degraded B cools down
Fisherman cools down

Dead/Disabled
Warped Townsman
Nullius

Other
Degraded A does nothing
Fierno and Fisherman are colocated!
Code: (Father Fierno vs Corrupted Fisherman | Opposed Damage) [Select]
Opposed Damage, Fierno attacking into Fisherman.
Fierno Damage: 1d6 = 1
Fisherman Damage: 1d10 = 9*1.5 = 13
Fisherman Wins...
Fierno bumped N.


Spoiler: Objectives (click to show/hide)

They can be fought, they can be beaten- but so can you. Have a care, for these are hardly the most dangerous foes you will face in your long journey. The corruption will wear you down if you allow it to, destroying valor and will with unending numbers and suicidal determination.

Even the strongest blade can blunt. Even the strongest arm will tire. Even the brightest hope will fade. Your eventual failure is inevitable, but steel yourself! Do not let that failure come this day, do not let this hour be your darkest. Do not surrender your will just yet.


Spoiler: Units (click to show/hide)
Spoiler: Enemy Stats (click to show/hide)

Spoiler: Grettir (Criptfeind) (click to show/hide)
Spoiler: Toege (Ocean Soul) (click to show/hide)
Spoiler: Co-Ra-Line (Irony Owl) (click to show/hide)
Spoiler: Fierno (HeyDude6) (click to show/hide)
Logged
I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

OceanSoul

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1+2. Light Lunges NE
3+4. Cooldown
5. move NE
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

heydude6

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But pride comes before the fall and in Fierno's case, the fall was quite brutal. The poor old man had managed to impale himself on a bloody fishhook for hell's sake!

Still Fierno was a deathless. Though the hook hurt immensely, his body would still find a way to hang on. Who needed an eternity in heaven when you could get an eternity in this hell instead. Hahahahahahahaha!

1. Dodge roll SE
2. Dodge roll finish
3. Active block(heavy)
4. Move SE
5. Active block(light)
« Last Edit: March 27, 2017, 05:58:32 pm by heydude6 »
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

Tiruin

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"The front whites are mine."

>STRONG LEFT SWEEP to the NE
> Cool
> Cooldo
> Cooldown
> Move NE (or N if someone is there at this frame)
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Draignean

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Impolite Cough

Well, after some mulling, I'm changing things again. Why? Because change is fun- just ask babies. They start out in a nice warm womb where all their needs are taken care of and they exist without the burden of foreknowledge. Then things change and they get spilled out into the world in order to experience loneliness, betrayal, and the sinking dread of realizing that the few brief joys they've experienced in their lives were nothing more than a combination of chemical and hormonal incentives to continue existing long enough to spawn another generation of births into the world and doom them to repeat a cycle that inevitably culminates in existential agony as each new child is subject to the realization of their own mortality and the inescapable conclusion that they are nothing more than simple mechanical parts bound together by the whimsy of chaos and broken apart just as easily by the turn of that same whim.

So! Now that we've clarified how Fun change is, lets get to the changes themselves!


Hope Costs
Hope costs for Resurgences reduced by a few points.

Maps, Encounters, Decision Points, and the Gloom

The Overmap

I'm now going to rip off Darkest Dungeon, because that's another game I like and I might as well just cannibalize things that work well. Maps will no longer be large affairs that you move through gradually. Each  combat map will be exactly one screen, so none of that weird 'tracking with the party' shenanigans. These combat maps will be studded into an Overmap that's used for traversing the entire level, a version of which is mocked-up below.



After each combat encounter, you go to this map. The glowing gold cell is your current location, and you can take any path that leads away from your current tile. Your objective is then to get to the glowing red tile and defeat whatever is there so you can transition to the next Overmap. The red terror-circles are decision points, and the square bocks with the glowing lines in them are encounter points.

Decision Points

At a decision point, you hit a text encounter (Think of a cross between a Darkest Dungeon object, a couple Spam* turns, and your typical RTD/FG sequence of actions). During decision points, a sequence of events will occur that will require some or all players to vote on actions. For example,



The sign for the alchemist's shop was all but destroyed, hanging precariously out into the street by a single half-sheared hinge. The wood of the sign was curiously bubbled and splintered, as though it had exploded from within from a dozen different places, destroying nearly all of the design. Yet the sign is not what first catches your attention.

The doorway to the shop has been smashed inwards, but it isn't completely dark inside. An amber glow pulses from within, accompanied by the sweet scent of lilacs.

A. Walk in the front door of the shop to find the source of the amber glow.
B. Circle around into the alleys and try to find a back way into the shop.
C. This is an obvious sign of heresy and must be purged with fire. Clearly.
D. Ignore the shop and keep moving. (+5 Gloom)



Basically they're to give you something to do in between gratuitous murder and break up your adventure with a different kind of thinking. I may also make them more freeform and open-ended, but, well, I'm not sure- hence all the testing.

Encounter Points

Each big square represents a single combat encounter. When you move from one encounter point, complete any decision points in between, and reach the next encounter point, you have to beat the combat encounter there to progress on that path.  The number of bars and the color of the glow around the bars is not arbitrary.

The number of bars on an encounter tile is a rough estimate of how many units you'll be facing. One bar means that the party outnumbers the monsters. Two bars means there's at least as many monsters as party members, but less than twice as many. Three bars indicates at least twice as many monsters as part members. Four bars indicates at least three times as many monsters.  Five bars indicates massive numerical superiority. Six bars indicates that there's a shitload of enemies to kill. Now, enemies might spawn over time and not all immediately attack the party. For instance, the central encounter in the mock-overmap. I'd probably make it so that the player's start in a central area and have to play wave defense against their foes.

The glow around the bars indicates overall difficulty in a very vague way: cooler colors = easier, hotter colors = harder. Again, it's really vague, but the difference between a single bar, deep red glow encounter and a single bar, blue-green glow encounter is pretty important.

Gloom

So, Gloom is a Bad ThingTM. Gloom builds up when you skip through decision point encounters rather than go through them. In essence, it's my stick to make you do potentially dangerous things with your fragile lives. Gloom acts as a filter against gaining hope, building up over time and draining your ability to refill your reserves. Gloom is reset every overmap, and can also be reduced by certain encounters.

Every point of gloom the part accumulates functions as a 5% chance to not receive hope from a hope generating action. So if the party has 5 gloom, there's a 25% chance that, when you kill someone, no hope is generated for anyone. If you actually manage to be silly enough to accumulate 20 gloom, you can't generate ANY hope until you can dispel some of the gloom.

Weapon Movesets

I'm going to be adding a fifth color of tile to weapon movesets, and revamping a couple patterns. Mostly inspired by me realizing that spears objectively suck. In addition to the red (full) and yellow (graze) hit types, there will also be a purple (critical) type of tile that deals 150% damage. So the spear's crappy 'impale' move will get changed to a single purple tile. The first tile of the axe's front chop will also likely get changed to a critical strike.

And no I must go, for my people need me.



Logged
I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

Criptfeind

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Heh heh, sorry about that. I didn't really wanta do anything important this turn so I wanted to see what others would do, but then I just totally forgot the game :P

1. Dodge roll SE
2. Dodge roll finish
3. Move SE
4. Front Chop N
5. Light attack cool down.
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IronyOwl

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1. Vicious Rush S
2. Fade Left SW (as in, red tile SW; movement should be SE
3. Vicious Rush S
4. Fade Left NW
5. Fade Left NW

Some dances were never intended to end.


I would recommend avoiding the vertical line where the two enemies currently are. There will be claws there.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

TheBiggerFish

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Move Upleft
Move Upleft
Block
--
--
« Last Edit: March 30, 2017, 11:12:27 am by TheBiggerFish »
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Sigtext

It has been determined that Trump is an average unladen swallow travelling northbound at his maximum sustainable speed of -3 Obama-cubits per second in the middle of a class 3 hurricane.

Draignean

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Alright, TBF, until you can make an action that doesn't violate at least one rule, I'm just going to auto your character.

In a game, I might be kinder, but you're participating in a test without even understanding how the system works. That's not cool and it just wastes my time.
Logged
I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

Draignean

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Frame 1

Swift Actions
Nullius Uses Tune Weapon, Candlestick of Enlightenment (-1 Vigor)
Nullius Uses Remembered Flame
Nullius Uses Reinforce (-1 Will, -1 Vigor from second Wind, gains 8 points of damage reduction)
Nullius Uses Desperate Attack

Movement/Dodges
Grettir Dodge Rolls SE
Fierno Dodge Rolls SE
Degraded A Dodge Rolls NW

Attacks/Blocks
Nullius Uses Heavy Slash (Swift, Maximized), SE. Threatens Degraded A, Degraded B.
Code: (Nullius Vs Degraded A) [Select]
H vs DR, Automiss!
Code: (Nullius Vs Degraded B) [Select]
H vs L
Base Damage: Max(1d5+4) = 9
Modified Damage: 9*2*1.5 =27
Target DR: 1
Final damage: 26
+1 Hope
+1 Party Hope
+3 Essence
Degraded B Killed
The blade in Nullius' hands morphs with quicksilver fluidity, briefly seeming to assume the shape of Fierno's candlestick before bursting into flame and growing to form a blazing longsword. The blade becomes a burning blur as Nullius sweeps forward. One of the Degraded townsfolk barely managed to roll out of the way, but the other is reduced to nothing more than charcoal statue.
Toege uses lunge, NE. Miss.
Horizon uses heavy left sweep, NE. Threatens Degraded A, Degraded B.
Code: (Horizon Vs Degraded A) [Select]
H vs DR, Automiss!
Code: (Horizon Vs Degraded B) [Select]
H Vs Dead
+1 Hope
The gatekeeper's halberd is a little late to the punch, whistling over the head of the living degraded and smashing apart the charcoal remains of the other.
Co-Ra-Line uses vicious rush, S. Threatens degraded A
Code: (Co-Ra-Line Vs Degraded A) [Select]
L vs DR, Automiss!Degraded B was killed with a swift action, attack lost.

Warm-Up/Cooldowns
Fisherman winds up light attack

Dead/Disabled
Degraded B

Other
[Empty]


Frame 2

Swift Actions
[Empty]

Movement/Dodges
Grettir Finishes Dodge Roll
Fierno Finishes Dodge Roll
Degraded A Finishes dodge Roll

Attacks/Blocks
Nullius uses Lunge, SE. Threatens Fisherman.
Code: (Nullius Vs  Fisherman) [Select]
L vs L
Base Damage: 1d5+4 = 7
Modified Damage: 7*1.5 =10
Target DR: 3
Final damage: 7
+1 Hope
+1 Party Hope
+5 Essence
Fisherman Killed
Nullius follows through on his forward slash with a burning lunge that strikes the fisherman squarely, running the corrupted man through with a blade of fire.
Toege uses lunge, NE. Miss.
Coraline uses Fade Left, SW, threatens Degraded A
Code: (Co-Ra-Line Vs  Degraded A) [Select]
L vs DR(2)
Base Damage: 1d4+4 = 5
Modified Damage: 5*0.5 = 2
Target DR: Not Triggered
Final damage: 2
+1 Hope
+1 Party Hope
+3 Essence
Degraded A Killed.
Despite the corruption, the degraded townsman looks surprised when the living Doll strikes him despite his evasion. As a half dozen steel talons pierce his back and emerge from his front, he betrays no sign of pain, only a bemused sort of confusion.
Fisherman uses ranged strike, (14,10).  Threatens Nullius.
Code: (Nullius Vs  Fisherman) [Select]
L vs L
Base Damage: 1d10 = 6
Modified Damage: 6*1.5 =9
Target DR: 2
Reinforce Reduces damage by 7.
Final damage: 0
The impaled fisherman does his best to sink one last hook into Nullius' flesh, but fails to penetrate the blank-faced soldier's armor, leaving nothing but scratches on polished metal.

Warm-Up/Cooldowns
Horizon Cools Down

Dead/Disabled
Degraded A
Degraded B
Fisherman

Other
[Empty]



So, at this point, the local group has been put down. I really can't articulate how much I don't want to deal with a bunch of move actions while you guys march over to the next group on this map, so, at this point I'd like to transition to the overmap. Considering this was an encounter with four weak units, it doesn't really fit the labeling scheme of the first encounter on the example overmap, but I'm sure you're forgive me someday.

Any objections, questions so far, or burning desires to kill everything on this map?

(To answer the question: "What happens to the loot on the ground?" I'm not doing that anymore. After each encounter you may have some guaranteed gear, and you may have an extra decision point to get more/different gear.)
Logged
I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

IronyOwl

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So far so good, though I note that our large party size makes combat wonky. Maybe with more enemies we'll be able/have to spread out more, but with a system where attacks strike all targets in a zone and people have five different opportunities to move, trying to keep track of who's moving/attacking where is a bit overwhelming.

Oh wait, one question: What does winding up or cooling down do to you, now that there's no defensive stats for it to ruin?
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Draignean

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So far so good, though I note that our large party size makes combat wonky. Maybe with more enemies we'll be able/have to spread out more, but with a system where attacks strike all targets in a zone and people have five different opportunities to move, trying to keep track of who's moving/attacking where is a bit overwhelming.

Oh wait, one question: What does winding up or cooling down do to you, now that there's no defensive stats for it to ruin?

The thought occurred to me as well, and I think I might prefer to run a game with four players instead of six. Hell, I might nix Nullius now and see how things go with five.

I actually removed all the penalties for windups and cooldowns from the OP. I'm not happy with that, but I was having difficulty thinking of things on the fly. My first alternative is this: There is no difference between a heavy cooldown/warm up and a light one. If you get hit during wind-up, you lose damage on the attack, 1:1 or 2:1.  If you get hit during cooldown, you lose part or all of your damage reduction.  Again, I'm not entirely happy with that.

I'm also strongly reconsidering my complete opposition to healing.
Logged
I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

OceanSoul

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If true healing isn't optimal, how about fake healing? For now, I'll call it..a barrier. A barrier has health that slowly decays, possibly even 1 every 2 turns. If someone is hit while they have an active barrier, the barrier takes the damage for them. Any leftover damage is then given to the person's HP. It essentially provides someone with extra HP for a short period of time. You might give certain barriers special conditionals, such as not/only absorbing damage of a certain type or above/below a certain amount. Maybe a barrier can regain to a certain amount Heck, if you really wanted, some barriers could have some effect when they are/aren't damaged, such as boosting the next evasion roll by 1/2 as many health that it just lost, healing slightly if it decays without being hit, dealing part/all of the damage it's taken when it breaks, etc. Maybe (some) shields could have their own independent barriers, added to the character when they're blocking...but I'm getting ahead of myself.
Logged
Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

Draignean

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If true healing isn't optimal, how about fake healing? For now, I'll call it..a barrier. A barrier has health that slowly decays, possibly even 1 every 2 turns. If someone is hit while they have an active barrier, the barrier takes the damage for them. Any leftover damage is then given to the person's HP. It essentially provides someone with extra HP for a short period of time. You might give certain barriers special conditionals, such as not/only absorbing damage of a certain type or above/below a certain amount. Maybe a barrier can regain to a certain amount Heck, if you really wanted, some barriers could have some effect when they are/aren't damaged, such as boosting the next evasion roll by 1/2 as many health that it just lost, healing slightly if it decays without being hit, dealing part/all of the damage it's taken when it breaks, etc. Maybe (some) shields could have their own independent barriers, added to the character when they're blocking...but I'm getting ahead of myself.

The Reinforce ability acts basically like that.  It gives 5-10 points of shielding per 2 will. Shields set their minimum block to 0 when you get a timed block, which is essentially the same thing with a highly variable block value.

So yes, that's already a thing provided by various abilities (see Grettir's axes's special ability as well) so I'm not really that concerned about buffing the implementation up.

I'm more thinking about implementing something more similar to the recent Shadowrun Game's heal spell. In those games, the heal spell ONLY reverses the damage done by the last hit. Thus it's a powerful way to step back the clock on a single unlucky hit, but its utility diminishes sharply if you start making multiple mistakes.  For example, I don't really like the fact that a character can get nailed by a fairly low level heavy attack (The Remembered Flame heavy slash) and get hit for 27 damage. Granted, that strike was maximized, centered, and a counter, but still. If a player got hit by that, and thus earned a new agony, it's quite justifiable that they'd feel rather hard done by. Critical strikes aren't fun when healing costs XP.

So let me float this and see what people think

Tears of Denial

Defiance: Defiance is a special ability in common with all player characters, and reflects a heroic ability to withstand damage that would destroy lesser individuals. Defiance does not have charges, but is instead either 'active' or 'inactive'. Characters always start encounters with Defiance active. When defiance is active, a character can choose to negate the damage they received from any single attack on the most recent combat round. This causes Defiance to become inactive and can ONLY be done immediately after one round ends but before the next begins.

In addition, if a character's HP is reduced to 0 or below while Defiance is active, they will automatically expend it in order to reverse the most damaging attack received up to and including the blow that reduced them to 0 HP or below.

When Defiance is inactive, it can be reactivated in one of two ways: waiting, or a Defiant Resurgence. Defiance will reactivated naturally after 5 rounds have passed since it was used, functionally a 25 frame cooldown. However, it can also be restored through the use of the Resurgence ability described below,

Defiant Resurgence: Spend 5+X charges from any combination of attributes to reactivate Defiance early. X is the number of times the ability has been used in the current encounter. Swift Action.

 
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Q: "Do you have any idea what you're doing?"
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heydude6

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With the corrupted villagers dead, Fierno begins performing a ritual to make sure the souls successfully pass on to the next life and do not linger in their vessels. He annoints their bodies with oils, first dabbing some on the forehead, then the left leg. Next the right arm, afterwards the left arm, and finally the right leg before returning to the head. With the anointing of oils done, Fierno then burns the bodies.

As the fire roars, Fierno mutters a small curse about Nullius for imitating an unholy relic before returning to prayer.

After the fire dies down, Fierno begins opening up his thurible. Faint whispers can be heard as he scoops up the ashes of the deceased and places them inside in the metal vessel.

"Where shall we go next?"

Suddenly the whispers become louder and more complex. Many different voices and can be heard chattering to each other, but slowly they fade away as one opinion gains dominance.

East! There is great danger up north and we do not see you as capable.

"If that is what you wish..."

The voices become disorganized whispers once more and Fierno closes the lid.

Suddenly he looks to the rest of the party and for one of the first times ever, speaks to them.

"You heard the voice, do you agree?"



As for how I think it's going so far, personally I think it's too early too tell. It does get a bit chaotic with large amounts of people, but so far it's fine.

I like the patterns system a lot since I feel that if you figure it out, then it makes you feel like a badass for exploiting the AI of a statistically superior foe in order to get an edge. My character despite having 7 health still has not gained an agony yet because I acted smart and exploited the enemy's pattern (well at least I would have if the enemy didn't get killed before I could active block).

Anyway, as for opinions on warmups and cool down penalties. Personally, I already think there already is penalty, predictability. If you use a heavy attack, then there are 3 or 4 frames where you are standing completely still. That can be punished by ranged attacks or other heavy attacks or other things. To compare it to MOBAS, it's like having an attack that inflicts stun on you. A lot of things can happen while you are defenceless and unable to do anything. I don't think an external penalty is needed though it does feel that a lot of the time, the optimal strategy is to make a heavy attack on the first frame that you can since that is when the enemy has moved the least. Thankfully you have patterns that can counter that (active block heavy anyone?)

As for Defiance, I think defiant resurgence may get a bit Op in the late game when you have lots of attributes and therefore lots of expendable charges. I don't think an ability as powerful as defiance should ever be spammed.
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.
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