Back I am, hopefully with a better version. I am asking
@Manko-sensei to once again be harsh.
First up, to clarify HP starts at 1, so a KO happens when you have less than 1 HP remaining. All the other Stats start at 0.
Second, we do away with the formulaes and keep it simple ->
Damage = Attack - Defense
If no one can defeat the other (=Attack too low to harm each other) a stalemate is reached and you can pat yourself on the back. Naturally, we don't want that, so onto the next one.
Third, character creation was changed to disincentivize this.
Starting points: 40
Points after succesful battle: 4
- HP: 1 Point
- MP: 2 Points
- MP Regen: 3 Points
- Offensive Powers (AP, MAP): 2 Points
- Defensive Power (DP, MDP): 3 Points
- Skill Slots (costs for each slot individually):
- 1.: 2 Points
- 2.: 4 Points
- 3.: 7 Points
- 4.: 12 Points
- 5.: 17 Points
- 6.: 24 Points
Skills (subject to change if needed):
- Offensive:
- Heavy Strike (AP; 3 MP; 4 Points): +2 to your AP for this attack; -1 to enemy DP for your next attack
- Backstab (AP; 4 MP; 4 Points): After normal Damage calculations deal 2 Damage to your opponent (ignores DP)
- Stun (4 MP; 5 Points): Enemy gains [Stunned] and can't act on his round (regenerative/harming effects still happen); can only be used again after 2 turns
- Shield Bash (AP+DP; 6 MP; 5 Points): Add both current DP and AP for this attack
- Enchant (AP+MAP; 6 MP; 6 Points): Add both current AP and MAP for this attack
- Magic Bolt (Magic; MAP; 3 MP; 5 Points): Deal Magic Damage
- Corrosion (Magic; MAP; 6 MP; 7 Points): Deal Magic Damage against enemy DP; after the attack the enemy receives -2 DP for the next 2 turns
- Magic Fire (Magic; MAP; 4 MP; 6 Points): After attacking inflict the enemy with [Burning]; at the beginning of his turn he takes 2 Damage (ignores DP/MDP); this effect lasts for 2 turns
- Defensive:
- Thorn Shield (DP; 4 MP; 4 Points): lasts for 3 turns; +1 to your DP and each time your enemy attacks, he receives 1 Damage (ignores DP/MDP)
- Magic Barrier (MDP; 3 MP; 3 Points): lasts for 3 turns; add +2 to your MDP and +1 to your MAP
- Blink (5 MP; 5 Points): Skill only takes effect after your next round; nullifies all damage; can only be used again after 4 turns (cooldown begins after the turn the skill was cast)
Unless specified, all effects do NOT stack, but refresh their duration!
You can have more skills than you have skill slots. The skill slots represent the number of skills you can take into battle. Naturally you can't change these mid-battle. (chosen skills are marked with -))
If anyone has suggestions for changing skills/cost or adding new ones, feel free to do so.
Items (one can be used without ending the turn; unless specified, the item is consumed upon use):
- Healing Potion (3 Points): Heals half of your HP; healed amount is rounded if necessary
- Bottled Grace (automatic; 5 Points): prevents death once and sets your HP at 1; you can't have more than one at a time
- Stun Powder (4 Points): enemy gains [Stunned] and can't act on his round (regenerative/harming effects still happen); can only be used again after 3 turns
- Armoured Bug (4 Points): gain +2 to your DP/MDP for the next 2 rounds; can only be used again after 4 turns
Same thing here, suggestions are welcome.
Before the battle starts players decide with a coin toss who goes first.
For the first turn only, the second player gets a temporary bonus defense (half of the other players Attack) added. This should ensure that no one can oneshot others by simply being first.
Again, here an example character:
Elf, Distributor of Coal
| AP: 4
MAP: 0
DP: 2
MDP: 1 | Skill Slots: 1
-)Heavy Strike | Items: - |
| Points: 1 | HP: 8/8 | MP: 3/3 | MP Regen: 1 |