Hi, I'm essentially looking for someone or people to help me trial the combat system below. In short it is just the beginnings but I need to get it right before moving on.
Start with a 30 point spend across basic stats. (For now)
Chi total = At chi +Ab Chi Physical total= everything else
Each of your defences has a set advantage against certain attacks and a weakness against others. (-1, 0, +1)
End v Str 0 End v Agi -2 End v chi +2
Aw v Str +2 Aw v Agi 0 Aw v Chi -2
Chi v Str -2 Chi v Agi +2 Chi v Chi 0
Each turn is divided into two halves. Defence/attack. The very first turn (initiation) is just a single attack. The second combatant then chooses a defence to use against it, then retaliates with an attack.
Defence: Exhaustion, every time a defensive manoeuvre is used that score drops by one. Eventually you will tore out and someone will win. Attack: Repeating the same attack twice becomes predictable. If character red (initiator) started with a str attack and chose to use it again on rnd 2 he would be at a accumulative -2 on his score for repetition. To avoid that a different type of attack must be chosen. Defensive manoeuvres can be used up to twice in a row before suffering repetition flaws.
Hi, I'm essentially looking for someone or people to help me trial the combat system below. In short it is just the beginnings but I need to get it right before moving on.
Start with a 30 point spend across basic stats. (For now)
Chi total = At chi +Ab Chi Physical total= everything else
Each of your attacks is strong against certain defences and weak against others. (-1, 0, +1) adjust accordingly to suit yourself
Str v End -1 Str v Aware 0 Str v Chi +1
Agi v End 0 Agi v Aware +1 Agi v Chi -1
Chi v End -1 Chi v Aware +1 Chi v Chi 0
Each turn is divided into two halves. Defence/attack. The very first turn (initiation) is just a single attack. The second combatant then chooses a defence to use against it, then retaliates with an attack.
Repeating the same attack twice becomes predictable. If character red (initiator) started with a str attack and chose to use it again on rnd 2 he would be at a accumulative -2 on his score for repetition. To avoid that a different type of attack must be chosen. Defensive manoeuvres can be used up to twice in a row before suffering repetition flaws.
You'll need a Stamina/Health system to determine who wins / loses. Of course you probably have this already.
By fighting, Wanna slap together a character and give it a go?
I need to experiment first with the basics, and then a few odd characters. The idea is you might be able to build a character with advantage over another but then someone else could do the same to you.
Plus there will be NPC's in the story line.
Hopefully the choice of which attack or defence to use adds a little variability and uncertainty to the match.
Once ironed out I plan to add consumable items for that expenditure boost when needed. Also a LM advancing system.
Haven't decided on a definite number yet as I want players to be able to change it, yet I don't want it tied to a stat that can be heavily favoured.
For now I will just say 10 and see how that works under varied conditions.
Perhaps we could use FF Dissidia's system. Fighters would accumulate and trade bravery. upon activating an Ability, it deals lethal damage and that health is 100. Person who drops to 0 loses.
Red initiates with a powerful punch, str 7 attack Blue defends with a magical barrier, chi 7-2 (resolution -2) Blue retaliates by then electrifying the barrier chi 7
Red bares the attack soaking it with End 7+2 (resolution 0) Red then throws in a quick kick agi 5
Blue is too alert and just dodges, Aw 5 +0 (resolution 0) Having dodged blue quickly throws his own quick attacks Agi 5
Red defends with his chi pushing blue back. 6+2 (resolution 0) Red charges following up with a mighty punch! Str 7
Blue relies on his fading reflexes Aw 5-1+2 (resolution -1(-3)) Blue unleashes a powerful beam. Chi 7
Red braces himself and defends against the attack End 7+2-1 Red quickly throws another kick. Agi 5
Blue can't rely on his reflexes again and summons his chi to protect him. Chi 7+2-1 Angry blue throws a heavy punch. Str 3
Made a few mods to the system, it still looks like it will take too long. Needs to be over by now. 0=damage in favour of the attacker Damage is attack manoeuvre - defence manoeuvre +1