User RPG fights - brainstorming and suggestions

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    Votes: 7 87.5%
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Contributor
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Mar 6, 2019
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Wow again :meguupog:
Don't worry Sensei, your posts give valuable insight.

Three things:
  1. Would it help if items that inflict the enemy with a harmful effect end the turn (like the Stun Powder here)? This, however, does make them a bit worse than the skill variant, because of their one-time use.
  2. Should some skills be made "easier" to obtain at the beginning for increased variety?
  3. Because as it stands now the fights only last a short amount of turns, would it help changing the HP Point cost to 2 HP per Point and/or give everyone some starting DP/MDP?
  1. Even with that, nothing about this strategy changes. If someone uses the same build as myself, the results will be determined by the coin throw (the first player renders useless the second and kills them later).
  2. For variety, there would be needed more basic skills, as there's no basic attack (with or without cost) and the utility of the skills the damaging skills depends entirely on damage and MP. Currently, it makes no sense going with more than one because the MP cost (and recovery) was increased and characters start with 40 points.
  3. Increasing the cost of HP would make the battles even shorter, DP/MDP would be irrelevant for skills that bypass that and with the increase cost of HP it would make combats shorter (you can deal 2 base damage each turn with backstab/magic fire without needing any AP/MAP).
 
Dex-chan lover
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  1. Even with that, nothing about this strategy changes. If someone uses the same build as myself, the results will be determined by the coin throw (the first player renders useless the second and kills them later).
  2. For variety, there would be needed more basic skills, as there's no basic attack (with or without cost) and the utility of the skills the damaging skills depends entirely on damage and MP. Currently, it makes no sense going with more than one because the MP cost (and recovery) was increased and characters start with 40 points.
  3. Increasing the cost of HP would make the battles even shorter, DP/MDP would be irrelevant for skills that bypass that and with the increase cost of HP it would make combats shorter (you can deal 2 base damage each turn with backstab/magic fire without needing any AP/MAP).
  1. Perhaps Stun as a mechanic is the problem here :thonk: . Either it doesn't affect the enemy immediately or I just remove the mechanic.
  2. There is the Attack battle option that everyone has. It uses AP for damage and doesn't need any MP. In short we have Attack, Skill, Item and Rest.
  3. I meant exactly the opposite. For 1 point you get 2 HP.
 
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  1. Perhaps Stun as a mechanic is the problem here :thonk: . Either it doesn't affect the enemy immediately or I just remove the mechanic.
  2. There is the Attack battle option that everyone has. It uses AP for damage and doesn't need any MP. In short we have Attack, Skill, Item and Rest.
  3. I meant exactly the opposite. For 1 point you get 2 HP.
  1. Yes, stunning as a free action is usually problematic. At the same time, a skill that simply inflicts stun for one turn and causes no damage is quite useless. Of course being able to use it every turn means the first one striking wins.
  2. Oh, I thought that by "attack" you meant using an offensive skill. So it costs 0 MP, causes full AP and has no cooldown? You're favouring dumb builds there that decide fights on the second turn.
  3. That could help of course. But at the same time no one is going to put points on defence because it's too expensive.
 
Dex-chan lover
Joined
Jan 20, 2018
Messages
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So how do we use that for a detective story

The detective team has skill like:
Deduction
Observation
Logic
Monologing

Criminal:
Lies
Deception
Run
Sneeze

MP are mental points
Items:
Black Tea
Windows 95
Notebook


1689527987-ryo07.png
 

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