Posted 24 September 2011 - 06:39 AM
Hey, I've got a design document for my battle system!
I'd much appreciate input on the balance and feel of this system, especially from those who have played many computer and pen and paper RPGs before.
Battle Design
Character Attributes
Damage (How much damage the character inflicts with a normal attack)
Precision (How likely the character is to inflict damage on an enemy)
Luck (Complex. See explanation later.)
Armor (How unlikely the enemy is to inflict damage on a character)
Speed (Affects close to the top of the turn order the character will end up)
Aptitude (Affects maximum MP and magic damage)
Fortune Level (Chosen by player before game, directly affects attack rolls)
Precision, Attack Rolls, and Armor:
Precision is a modifier added to the base attack roll to help overcome the enemy's armor
Base attack roll is 1-20
Early enemies may be hittable with 0 precision (have armor between 10 and 20) but higher precision will make hits more likely
Later enemies will require a certain amount of precision to even hit (armor greater than 20)
Fortune Level is then added to or subtracted from the base attack roll to provide different levels of difficulty.
Basic attack formula
Base Roll = 1d20
Attack Roll = Base Roll + Precision + Weapon Attributes + Effects + Fortune Level
If (Attack Roll) > (Enemy Armor): Normal Hit
If (Attack Roll) < (Enemy Armor) but > (Enemy Armor - 5): Glancing Blow
If (Attack Roll) <= (Enemy Armor - 5): Miss
If (Attack Roll) = (Enemy Armor): Precision Hit
If (Base Roll) = 20: Lucky
On a Normal Hit, damage is calculated normally.
On a Glancing Blow, damage is halved.
On a Miss, no damage is inflicted.
On a Precision Hit, damage is doubled.
On a Lucky, damage is calculated normally and the character gets to take another turn.
Lucky can be chained up to 4 times, the 4th chain not earning another turn but earning a Precision Hit and the Angel status. This would be very unlikely.
Fortune Level:
The fortune level is one of 5 values selectable when the game starts:
Broken Mirror: -5
Black Cat: -1
Average Joe: 0
High Roller: +1
Leprechaun: +5
In addition there are a few hidden fortune levels only attainable by secret means:
Koji: -10
Son of Koji: -10 and Corruption status
Fortunate Son: +20
Damage and Damage Rolls:
Damage rolls are determined by the weapon used. Lets take a sword for example, which is a 1d6 weapon.
Sword Damage Roll: 1d6+DamageStat
Simple as that.
Aptitude, MP, and Magic Damage Rolls:
Magic damage rolls are determined by the attack used and by aptitude. Flame for example is a magic power 3 attack.
Aptitude is multiplied by 2 to get the dice size used.
Flame Damage Roll: 3dAptitudeStat
As well, the aptitude determines the maximum MP, which is generally Aptitude*5 but may vary per character
Luck:
In early stages, luck does nothing. However, when luck reaches above certain points, it provides permanent effects.
At 10 luck, your precision hit and lucky ranges will double. That is, a precision hit will be scored at both the enemy's armor and the enemy's armor - 1, and a lucky strike will be scored at both 20 and 19.
At 20 luck, your precision hit and lucky ranges increase again. Now, a precision hit will be scored at the enemy's armor, the enemy's armor - 1, and the enemy's armor +1. A lucky strike will be scored at 20, 19, and 18.
At 30 luck (the maximum), you are able to acquire the Angel status after only 2 consecutive lucky strikes.
Speed:
At the beginning of a battle, a 1d20 is rolled for each character (Party or enemy). Their speed attribute is then added to this score, and the resulting scores are compared to one another to determine the turn order for that battle. Player party turn order, relative to one another, is revealed to the player explicitly, however the enemy turn order, even if it interrupts the party, is not revealed.
Statuses:
Negative:
Poison: Suffer 5*Level damage per turn to HP.
Sleep: Unable to act until attacked (by enemy or party)
Stop: Unable to act until cured.
Unlucky: Damage from your attacks is halved. Damage from enemy attacks is doubled.
Silent: Unable to cast magic.
Dead: Acquired at 0 HP. Can not act until revived. If entire party dies, game is over.
Emo: Randomly unable to take turn.
Serge: Attacks continuously at half damage.
Corruption: Suffer 10*Level damage per turn to HP. Random negative status effects have a chance to be afflicted each turn.
<:D: You are a lightning rod! Enemy physical attacks favor you.
Positive:
Protection: Damage from enemy attacks is halved. Can only take a certain amount of damage before the protection breaks.
Well-Adjusted: Immune to negative status effects, other than Death.
Angel: Immune to negative status effects, including Death.
(NOTE: You can only acquire Angel by chaining four Luckys in a row.)
All statuses are only in effect until the end of a battle.
Example character:
JohnQ, Level 1 Warrior:
Damage: 4
Precision: 3
Luck: 5
Armor: 4
Speed: 3
Aptitude: 2
Fortune Level: Average Joe
Max HP: 15
Max MP: 10
Equipment:
Slightly Magical Sword (+1 attack, 1d6 damage)
Chainmail (4 armor)
Example attack rolls by JohnQ:
1d20+3+1+0+0: Rolled 19: +4 = 23
Enemy AC is 15
Normal hit. Normal damage.
1d20+3+1+0+0: Rolled 11: +4 = 15
Enemy AC is 15
Precision hit. Damage doubled.
1d20+3+1+0+0: Rolled 20: +4 = 24
Enemy AC is 15
Lucky strike. Take another turn.
Example attack rolls by JohnQ at Black Cat and Broken Mirror:
Black Cat:
1d20+3+1+0+0-1: Rolled 11: +4 = 15, -1 = 14
Enemy AC is 15
Glancing Blow. Damage is halved.
Broken Mirror:
1d20+3+1+0+0-5: Rolled 11: +4 = 15, -5 = 10
Enemy AC is 15
Miss. No damage.
Example damage roll by JohnQ:
1d6+4: Rolled 5: +4 = 9
Enemy is hit for 9 damage. (18 on precision hit)
Example magic roll by JohnQ:
JohnQ Casts Flame:
3d4: Rolled 4:
Enemy is hit for 4 damage.
Example speed contest by JohnQ and 2 Strabismus:
JohnQ rolls for speed: Rolled 13: +3 = 16
First Strabismus rolls for speed: Rolled 9: +1 = 10
Second Strabismus rolls for speed: Rolled 19: +1 = 20
Turn order:
Strabismus2
JohnQ
Strabismus1
- Your Jumpy Neighborhood Admin
<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this