Alright, you guys, just about to start up a Zelda RTD on
my forum (which is currently down for now as they're doing server maintenance on the one I'm hosted on
)
This is what I've got of the rules and stuff so far.
Long, long ago, before the first Hero of Time, there were merely regular heroes, and regular villains. The races of Hyrule had nothing to hold against each other -- they worked together for a common goal: world peace. However, in this ancient time, evil gripped the world in its grubby little hands.
The year is 730. The first King of Hyrule is about to be appointed. The coronation is five days from now. You and your consorts have had word that three groups of assassins are out to make sure that the King won't be able to rule with an iron fist. Your mission is to infiltrate their lairs, and bring back their most precious treasures as proof of your conquest. Fail this mission, and the King will be assassinated.
KokiriHylianGerudoGoronZora 1: Overfailure, you suffer the worst possible effects.
2: Failure, you suffer negative effects and fail what you were trying to do
3: Barely success, you mostly do what you were trying to do, but usually without any positive effects at all
4: Success, you definitely succeed in you action, but without any greatly positive effects
5: Major success, you succeed in what you were doing to a full extent
6+: Oversuccess, you succeed in what you were doing to beyond its fullest extent, usually with additional positive effects
Each character has six stats. The first two, HP and MP, start out at 5 and 0, respectively, for most characters. The rest are calculated in a series of pluses and minuses:
Armor value (aka "Dodge"/"AV"): Starts at +0. When an enemy makes a roll to attack you, your Armor Value bonus is subtracted from their roll. Can be increased in various ways.
Pierce/Slash/Crush: Each start at +0. These are your "attack bonuses"; for instance, when you use a piercing weapon, your piercing bonus is applied to your attack roll.
As for combat:
When attacking with or without a weapon, a character or enemy rolls 1d6. On a success (3+), the rate of your success is subtracted by 2 (thus making a 3 be, by default, 1 damage). The target's armor value is additionally subtracted from this roll, and your relevant damage type bonus is added, given you're using a weapon that uses said damage type. The final value is the amount of damage done to the target.
Example:
The target enemy has 1 AV. You're using a broadsword which gives you +1 to slashing damage. You roll a 4, which, when subtracted by the base 2, leaves 2 damage total. This would be subtracted by the target's AV (1), but that is canceled out by your broadsword's slashing bonus (1). So, you do 2 damage total.
Skills and spells are learned in tiers: I/II/III. A tier one skill/spell takes two related 6+ rolls to increase to tier 2. A tier two skill/spell takes three such rolls to increase. The base values of the skill are multiplied by two for each tier. For instance, compare:
Fireball I,
Fireball II,
Fireball IIIGaining skills and spells usually requires rolling an 6+ on an action, but there are other ways.
Here's an example of what your character might look like quite a good few turns in.
Name: Cronos Ballor
Race: HylianHP: 4/5MP: 1/1Other stats:Armor Value +1
Slashing +0
Piercing +1
Crushing +0
Active skills/spells:Lightning Thrust IPassive skills/spells:Chrushing Resistance IEquipment:Ancient spear |
Hylian Squire armorDo you foresee any fatal flaws in my combat system or other things?