Dex-chan lover
- Joined
- Feb 5, 2025
- Messages
- 325
After thinking about this, many ideas came to mind (even though I thought it would take a while), so here I am.
What is this whole thing?
Groups of Users fight against each other, like your typical RPG/JRPG, in a sort of tournament. Each player will create his character beforehand and aims to bring glory and fame to his group. This has NO story, adventure, quest, etc. like a TTRPG, just fighting. The following is my rough draft of the whole system and rules.
Each character has these stats:
During battle you have the following options available:
Before the battle starts the general turn order is decided through Initiative and (perhaps?) dice rolling. The turn order doesn't change (making Initiative a bit useless but I am open to suggestions).
A player starts and chooses one of the options listed above.
Fight:
For the fight, following values will be used: AP/MAP of the aggressor and DP/MDP of the defender.
The calculation goes as follows: (AP modulo DP) + 1 = Hitpower
If Hitpower = 0 the attack misses or does no damage.
If Hitpower >0 the Damage dealt will be calculated as follows: Damage = (Hitpower / DP) * AP
Note: As it stands now, the system can't handle large AP/DP values and will create unfair situations in those cases, but for a moderate amount of AP/DP it should work. I think it would be best to cap Power at some point or make the acquisition of further points harder.
Total damage taken and HP loss is only calculated at the start of the Defender. All attack values are rounded in favor of the aggressor!
After a fight the aggressor gets EXP, which is only counted at his next turn. Less EXP will be given, if the opponent is still alive after your attack or already dead before your attack.
Should multiple players attack one person, the damage taken will be calculated at the same order of the attacks received (A attacks before B; we calculate the damage from A first and then from B). The person who deals the finishing blow will get the full kill EXP.
This would be all from me. While I did try to make a sort of Hit/Miss situation without relying on dices, I'm not 100% sure if it could work like this. That's why I am open for everything, even for possible Skills or Items and whatnot.
Edit: Changed Hitpower calculations.
What is this whole thing?
Groups of Users fight against each other, like your typical RPG/JRPG, in a sort of tournament. Each player will create his character beforehand and aims to bring glory and fame to his group. This has NO story, adventure, quest, etc. like a TTRPG, just fighting. The following is my rough draft of the whole system and rules.
Each character has these stats:
- Level, EXP
- Skill Slots
- HP/MP
- Power:
- Attack Power (AP)
- Magic Attack Power (MAP)
- Defense Power (DP)
- Magic Defense Power (MDP)
- HP/MP Regeneration
- Initiative
During battle you have the following options available:
- Attack (deals low damage)
- Defend (multiply 1.2 to Defend Power for this turn)
- Skills (uses Skills, duh)
- Use Item (doesn’t consume the turn)
- Rest (doubles Regeneration for this turn)
Before the battle starts the general turn order is decided through Initiative and (perhaps?) dice rolling. The turn order doesn't change (making Initiative a bit useless but I am open to suggestions).
A player starts and chooses one of the options listed above.
Fight:
For the fight, following values will be used: AP/MAP of the aggressor and DP/MDP of the defender.
The calculation goes as follows: (AP modulo DP) + 1 = Hitpower
If Hitpower = 0 the attack misses or does no damage.
If Hitpower >0 the Damage dealt will be calculated as follows: Damage = (Hitpower / DP) * AP
Note: As it stands now, the system can't handle large AP/DP values and will create unfair situations in those cases, but for a moderate amount of AP/DP it should work. I think it would be best to cap Power at some point or make the acquisition of further points harder.
Total damage taken and HP loss is only calculated at the start of the Defender. All attack values are rounded in favor of the aggressor!
After a fight the aggressor gets EXP, which is only counted at his next turn. Less EXP will be given, if the opponent is still alive after your attack or already dead before your attack.
Should multiple players attack one person, the damage taken will be calculated at the same order of the attacks received (A attacks before B; we calculate the damage from A first and then from B). The person who deals the finishing blow will get the full kill EXP.
This would be all from me. While I did try to make a sort of Hit/Miss situation without relying on dices, I'm not 100% sure if it could work like this. That's why I am open for everything, even for possible Skills or Items and whatnot.
Edit: Changed Hitpower calculations.
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