User RPG fights - brainstorming and suggestions

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    Votes: 7 87.5%
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    Votes: 1 12.5%

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Dex-chan lover
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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:
  • 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 character creation you'll build up your character with a point cost system with which you can buy stats and/or specific items. You'll get a specific number of points at the start and by leveling up.


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.
 
Last edited:
Dex-chan lover
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Jan 20, 2018
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-Wake up General. There is no time to be dead, you have one last war to fight.
The xxx are back, only us can stop them
-Nooo, just 5 more minutes......

Ok I have my story, who wants to be my master?

Generally said, name, race, title, character portrait, etc. is irrelevant from a gameplay perspective and up to each players taste. What counts are the stats, skills and items.
Ehhhhhhhhhhhhhhh No RP in my RPG, all that is left is maths :shamihuh:
 
Supporter
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Apr 30, 2018
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Like BTO said, I'd make it a tournament style, and focus on 1 vs. 1. Another thought, is it might be a better idea to have the winner of each fight get a certain amount of skill points, instead of a leveling and xp system. They can put their points into their stats, new magic, or new items and stuff.
 
Mangodex Derailer Wheezer
Group Leader
Joined
Jul 15, 2019
Messages
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I love RPGs
Don't need any flashy skills
Just sweet melodies.
:pepehmm:
Ah, yes, the classic shrugging charming buff bard.

I should watch The Mighty Nein.

shrug-papadin-shrug.gif
 
Dex-chan lover
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Like BTO said, I'd make it a tournament style, and focus on 1 vs. 1. Another thought, is it might be a better idea to have the winner of each fight get a certain amount of skill points, instead of a leveling and xp system. They can put their points into their stats, new magic, or new items and stuff.
Yeah, 1v1 would perhaps be better, at least now in the beginning. Getting skill points does sound less tedious than keeping track of xp and levels.
 
Dex-chan lover
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Nov 6, 2025
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  • Level, EXP

  • Skill Slots
Causality manipulation, Conceptualization, Karma manipulation, Depravity manipulation, Spacetime manipulation, Universal manipulation, Spatial Manipulation, Time Manipulation, Absolute Destruction, Absolute Manipulation, Cosmology Manipulation, Dimensional Manipulation, Conceptual Manipulation , Paradox Manipulation and Existence, Axiom Manipulation, Law Manipulation, Postulate Manipulation, Theorems Manipulation , Mathematics Manipulation and Probably Language Manipulation , Beyond-Dimensional Physiology, Higher-Dimensional Physiology and Higher-Dimensional Manipulation, Transcendent Physiology, Nonexistent Physiology, Abstract Existence, and Soul manipulation, nya

  • Power:
    • Attack Power (AP)

    • Magic Attack Power (MAP)

    • Defense Power (DP)

    • Magic Defense Power (MDP)

  • HP/MP Regeneration

  • Initiative

Hoshino.


There. I created my character-nya.
 
Dex-chan lover
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Messages
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Causality manipulation, Conceptualization, Karma manipulation, Depravity manipulation, Spacetime manipulation, Universal manipulation, Spatial Manipulation, Time Manipulation, Absolute Destruction, Absolute Manipulation, Cosmology Manipulation, Dimensional Manipulation, Conceptual Manipulation , Paradox Manipulation and Existence, Axiom Manipulation, Law Manipulation, Postulate Manipulation, Theorems Manipulation , Mathematics Manipulation and Probably Language Manipulation , Beyond-Dimensional Physiology, Higher-Dimensional Physiology and Higher-Dimensional Manipulation, Transcendent Physiology, Nonexistent Physiology, Abstract Existence, and Soul manipulation, nya

Hoshino.


There. I created my character-nya.
He even got the Axiom Manipulation, the one thing, that shouldn't be changed :worry: .
Nothing and no one is safe anymore. Pray your last prayers.

You are still going to get powercreeped in one or two updates by a car mechanic.:02:
 
Dex-chan lover
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Messages
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@a_singular_strike you literally defined what's not a TTRPG, if you want some sort of fighting simulator there's plenty of systems out there, from Jojo's Bizarre Adventure to the most generic ones. A quick tip: videogames are not TTRPGs (not even RPGs like titles from the past such as Baldur's Gate).
Perhaps I didn't write it clear (my bad), but this was never supposed to be a TTRPG.
This has NO story, adventure, quest, etc. like a TTRPG, just fighting.
(Yeah, not the most beautiful of sentences)

Just as you said, two players fighting against each other. I didn't want to use dices for damage calculations, because this is a thread and not the game table, but if better systems exist, we should use those, no question.
 
Dex-chan lover
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First up, I think we can scrape Initiative, at least in 1v1.
Power can be limited by not allowing further investment in AP/MAP/DP/MDP if the sum of all points exceeds 35. If so desired, 2 Power Points can be allocated for the cost of one 1 Skill Point.

I made a basic draft of how character creation could look like. I also made some basic Skills and Items.
You have 60 points to spend and the cost is as follows:

  • Stats:
    • HP/MP (1 Point)
    • Skill Slots (2 - 3 - 5 - 9 - 14 - 20 Points for 1-6 slots, I don't know if we should give free slots)
    • Power: AP/MAP/DP/MDP (1 Point)
    • HP/MP Regeneration (2 Points)
  • Skills:
    • Reduce Guard (2 Points; 2 MP): Lowers target DP by 0.8 for the next two turns
    • Heavy Strike (4 Points; 3 MP): Deals 1.2 of the Damage value.
    • Magic Bolt (MAGIC, 4 Points; 2 MP): Deals 0.9 of the Damage value
    • Weaken (MAGIC, 3 Points; 3 MP): Deals 0.5 of the Damage value, lowers Targets AP by 0.8 for the next turn
    • Shield (MAGIC, 6 Points; 8 MP): Nullifies all Damage taken for the next two turns
  • Items (&Equipment):
    • Healing Potion (3 Points): Heals you for half of your Health
    • Iron Sword (4 Points): Deal 25% more Damage with your AP attacks
    • Leather Armor (5 Points): Increases your DP by 20%
    • Simple Wand (4 Points): Deal 25% more Damage with your MAP attacks
    • Protective Charm (5 Points): Increases your MDP by 20%

Everything accounted for, here an example:

Elf, Destroyer of Worlds
bj1u8w.png
AP: 10
MAP: 6
DP: 11
MDP: 5
Skill Points: 0
Skill Slots: 2

-Weaken
-Heavy Strike
Items:
HP: 11/11HP Regen: 0
MP: 5/5
MP Regen: 0
 
Last edited:
Dex-chan lover
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Messages
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Gao, Oneshoter of the Elf
17610.jpg
AP: 35
MAP: 0
DP: 0
MDP: 0
Skill Points: 0
Skill Slots: 1

-Heavy Strike
Items: Iron Sword
HP: 16HP Regen: 0
MP: 3/3
MP Regen: 0


Maybe we need speed to know who attacks first?
 
Contributor
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Mar 6, 2019
Messages
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First up, I think we can scrape Initiative, at least in 1v1.
Power can be limited by not allowing further investment in AP/MAP/DP/MDP if the sum of all points exceeds 35. If so desired, 2 Power Points can be allocated for the cost of one 1 Skill Point.

I made a basic draft of how character creation could look like. I also made some basic Skills and Items.
You have 60 points to spend and the cost is as follows:

  • Stats:
    • HP/MP (1 Point)
    • Skill Slots (2 - 3 - 5 - 9 - 14 - 20 Points for 1-6 slots, I don't know if we should give free slots)
    • Power: AP/MAP/DP/MDP (1 Point)
    • HP/MP Regeneration (2 Points)
  • Skills:
    • Reduce Guard (2 Points; 2 MP): Lowers target DP by 0.8 for the next two turns
    • Heavy Strike (4 Points; 3 MP): Deals 1.2 of the Damage value.
    • Magic Bolt (MAGIC, 4 Points; 2 MP): Deals 0.9 of the Damage value
    • Weaken (MAGIC, 3 Points; 3 MP): Deals 0.5 of the Damage value, lowers Targets AP by 0.8 for the next turn
    • Shield (MAGIC, 6 Points; 8 MP): Nullifies all Damage taken for the next two turns
  • Items (&Equipment):
    • Healing Potion (3 Points): Heals you for half of your Health
    • Iron Sword (4 Points): Deal 25% more Damage with your AP attacks
    • Leather Armor (5 Points): Increases your DP by 20%
    • Simple Wand (4 Points): Deal 25% more Damage with your MAP attacks
    • Protective Charm (5 Points): Increases your MDP by 20%

Everything accounted for, here an example:

Elf, Destroyer of Worlds
bj1u8w.png
AP: 10
MAP: 6
DP: 11
MDP: 5
Skill Points: 0
Skill Slots: 2

-Weaken
-Heavy Strike
Items:
HP: 11/11HP Regen: 0
MP: 5/5
MP Regen: 0
Since you've given an example, sit tight as I show all the problems this system faces.​
  • Initiative is really important, as it can render useless a defensive strategy the second player has, favouring one-hit characters like @BlackGeneral already did. Simultaneous fighting can lead to both combatants being defeated, and you there's no rulling for that so far.​
  • There's also no rulling about how one gets defeated, the number of actions each player can take per turn or the priority of the different actions. This includes Hit Points, taking into account you haven't specified if HP have to be brought to negatives or zero. When this is not specified and, considering that even the first HP costs points, I have to assume 0 HP is still valid to continue fighting (basically, you can choose not to assign any).​
  • Since you've added an optimal defensive option such as Shield, anything else is useless. As a cost-effective option, even in a long combat, just use Shield + Magic Bolt.​
  • What happens when MP drop to 0? If both combatants reach that number and are not yet defeated, the combat becomes a tie? HP and MP are reset after combat (I assume so?).​
As for the most optimised character for simultaneous turns (what is suggested in the end), here the stats:
  • HP: 0/0 (if 1 is the minimum then just remove it from MAP)
  • MP: 24
  • Skill Slots: 2 (3 points)
  • AP: 0
  • MAP: 25
  • DP: 0
  • MDP: 0
  • HP Regen: 0
  • MP Regen: 0
  • Skills: Shield + Magic Bolt (10 points)
This build gives four turns of immunity and 4 magic bolt uses. GG well played?
Edit: I confused one value.
 
Last edited:
Dex-chan lover
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Messages
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Since you've given an example, sit tight as I show all the problems this system faces.​
  • Initiative is really important, as it can render useless a defensive strategy the second player has, favouring one-hit characters like @BlackGeneral already did. Simultaneous fighting can lead to both combatants being defeated, and you there's no rulling for that so far.​
  • There's also no rulling about how one gets defeated, the number of actions each player can take per turn or the priority of the different actions. This includes Hit Points, taking into account you haven't specified if HP have to be brought to negatives or zero. When this is not specified and, considering that even the first HP costs points, I have to assume 0 HP is still valid to continue fighting (basically, you can choose not to assign any).​
  • Since you've added an optimal defensive option such as Shield, anything else is useless. As a cost-effective option, even in a long combat, just use Shield + Magic Bolt.​
  • What happens when MP drop to 0? If both combatants reach that number and are not yet defeated, the combat becomes a tie? HP and MP are reset after combat (I assume so?).​
As for the most optimised character for simultaneous turns (what is suggested in the end), here the stats:
  • HP: 0/0 (if 1 is the minimum then just remove it from MAP)
  • MP: 24
  • Skill Slots: 2 (3 points)
  • AP: 0
  • MAP: 25
  • DP: 0
  • MDP: 0
  • HP Regen: 0
  • MP Regen: 0
  • Skills: Shield + Magic Bolt (10 points)
This build gives six turns of immunity + 3 magic bolts you can throw in that span of time or four turns of immunity and 6 magic bolt uses. GG well played?
Wow, just wow. :meguupog:

Yeah, everything is wonky and I didn't define everything clear enough.
Thanks for the further insight. Back to the drawingboard.
 

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