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Hello! For as much as I like simple text-only roleplay, I really, really enjoy games that use a battle system of some sort. It adds a level of competition to the game and removes power play replacing it with min-maxing. Anyway, I made this system and I'm searching for someone to try it with. First of all, let's explain it! Mechanics: We can talk about stats and character sheets later, let's look at the important stuff first. The problem with roleplays by forum is the impossibility to roll dices (unless you create some intricate scripts or something), but I think I got this. Hitting and evading: By defauls, each attack with more than 0% chance to hit, hits. The chance of hitting is calculated with skill, weapon accuracy and all that stuff, more on that later. In order to avoid an attack, a player must spend a number of "evade points" equal to his opponent's hit chance, provided that this is lower than 100%. What are these evade points? Each character has a gauge for basically every thing that, in the games, involved randomness. The evade gauge starts at 30 + unit SPD*2 points and goes up by the same amount each turn, for a max of 150 (so that you can't have someone making almost-impossible evades one after another). Critical hits: Each character has a critical gauge and an anticritical gauge. The critical gauge starts at 20 + unit SKL*2 points and goes up by the same amount each turn, for a max of 150. The anticritical gauge starts at 10 + unit LCK points and goes up by the same amount each turn, for a max of 150. In order to make a critical hit, a player must spend 75 critical points. In order to negate a critical, a player must spend a number of anticritical points equal to twice his opponent's crit chance. A critical hit can still be normally avoided, but the hitrate is boosted by 20% (if the hitrate goes over 100% this way, it's still possible to avoid). Fighting skills: Each character has a skill gauge for every fighting skill he has. Every skill has a main stat and a secondary stat. Every skill gauge starts at 0 and goes up by main stat + secondary stat/2 (rounded up) each turn. In order to activate a skill, a player must spend 75 skill points. An offensive skill can still be normally avoided, but the hitrate is boosted by 20% (if the hitrate goes over 100% this way, it's still possible to avoid). Base sheet: Now that we covered the essential parts, let's see the stat-related part. Class and Skills: First of all, the player chooses a class for his unit. These are the classes currently aviable: [spoiler=Classes]Unpromoted: Sword Cavalier: C Swords, Canto. Promotes to Paladin, Great Knight, Dark Knight Lance Cavalier: C Lances, Canto. Promotes to Paladin, Great Knight, Mage Knight Lance Knight: C Lances, Armor. Promotes to General, Great Knight, Wyvern Master Axe Knight: C Axes, Armor. Promotes to General, Great Knight, Wyvern Lord Archer: B Bows, Marksman. Promotes to Sniper, Bow Knight, Assassin Myrmidon: B Swords, Way of the Warrior. Promotes to Swordmaster, Weapon Master, Hero Soldier: B Lances. Promotes to Spearmaster, Weapon Master, Paladin Mercenary: B Swords, Tough Body. Promotes to Hero, Bow Knight, General Cleric: C Staves, Enchanted Robe. Promotes to Bishop, Valkyrie, War Cleric Priest: C Staves, Enchanted Robe. Promotes to Bishop, Sage, War Priest Monk: C Light, Enchanted Robe. Promotes to Bishop, Sage, War Monk Bandit: B Axes, Unrestrainable. Promotes to Berserker, Warrior, Weapon Master Fighter: C Axes, Tough Body. Promotes to Warrior, Hero, War Monk Thief: Knives, Steal. Promotes to Rogue, Assassin, Trickster Mage: B Anima, Scholar. Promotes to Sage, Mage Knight, Mage Fighter Dark Mage: C Dark. Promotes to Druid, Dark Knight, Dark Flier Troubadour: C Staves. Promotes to Valkyrie, Mage Knight, Seraph Knight Pegasus Rider: C Lances, Fly. Promotes to Falcon Knight, Seraph Knight, Dark Flier Wyvern Rider: C Axes, Fly. Promotes to Wyvern Lord, Wyvern Master, Sky King/Queen Dancer: Knives, Dance, Civilian. Promotes to Blade Dancer, Entertainer, Trickster Bard: D Light, Rally, Civilian. Promotes to Entertainer, Charlatan, Sage Promoted: Paladin: B Swords, B Lances, +2. Canto, Sacrifice, Aegis. Low MAG. Great Knight: A Swords, A Lances, A Axes. Armor, Canto. High STR, Low MAG, DEF, RES. General: A Swords, A Lances, A Axes. Armor, Tough Body, Pavise. High STR, SKL, Low MAG, SPD, RES. Dark Knight: A Swords, A Dark, +1. Canto, Essence Stealer. Mage Knight: A Lances, A Anima, +1. Canto, Ignis. Bow Knight: A Bows, A Swords. Canto, Never Off-guard. High SKL, Low MAG, RES. Sniper: S Bows. Marksman, Crit+10. High SKL, SPD, Low MAG, RES. Wyvern Master: A Lances, A Axes, +1. Fly, Armor. High STR, Low MAG, RES. Wyvern Lord: A Axes, A Swords, +1. Fly, Armor, Luna. High STR, Low MAG, DEF, RES. Sky King/Queen: A Axes, A Bows, +1. Fly, Armor. High SPD Low MAG, DEF. Valkyrie: A Light, A Staves. Canto, Enchanted Robe, Miracle. Low STR. Seraph Knight: S Lances, A Staves. Fly, Enchanted Robe. High SKL, SPD, Low DEF. Falcon Knight: A Swords, A Lances. Fly, Enchanted Robe, Sacrifice. High SKL, SPD, Low MAG. Dark Flier: A Lances, A Dark +1 Fly, Enchanted Robe. High SKL, SPD. Sorcerer: S Dark, A Staves. Essence Stealer, Dark Arts. High MAG, RES, Low SPD. Assassin: A Bows, Knives. Shadow, Crit+10. High SKL, SPD, Low STR, MAG, RES. Swordmaster: S Swords. Way of the Warrior, Crit+15. High SKL, SPD, Low DEF. Hero: A Swords, A Axes, +1. Tough Body, Sol. High SKL, Low MAG, RES. Weapon Master: A Swords, A Lances, A Axes. Way of the Warrior, Focus. Low MAG. Spearmaster: S Lances. Way of the Warrior, Crit+15. High SKL, Low MAG, RES. Bishop: S Light, A Staves. Enchanted Robe, Exorcist. High RES, SKL, Low STR, DEF. War Cleric/Priest: A Axes, A Staves. Enchanted Robe, Renewal. War Monk: B Axes, B Light, +1. Enchanted Robe, Renewal. Berserker: S Axes. Unrestrainable, Crit+10, Wrath. High STR, Low RES. Warrior: A Axes, A Bows +1. Tough Body, Colossus. High STR, DEF, Low SPD, RES Rogue: A Swords, Knives. Steal, Shadow. High SPD, Low STR, MAG, RES. Trickster: A Staves, Knives. Steal, Miracle. High SPD, Low STR. Sage: A Anima, B Light, B Staves, +2. Scholar, Enchanted Robe. High MAG, Low STR. Mage Fighter: A Anima, Knives. Flare. High SPD. Blade Dancer: B Swords, Knives. Dance, Way of the Warrior. High SPD, Low STR, DEF. Entertainer: C Light, C Staves, Knives. Dance, Rally, Civilian. High SPD. Low DEF, RES. Charlatan: B Light. Rally, Steal. High SKL, Low MAG, RES. Unpromoted classes have fixed weapon ranks, some promoted classes have a base weapon rank, plus 1 or 2 ranks. High and Low stats refer to promoted caps: Low stats cap at 22, High stats cap at 28, other stats cap at 25. Promoted caps are affected by skills, while unpromoted caps are always 20, regardless of unit's skills. HP and LCK are exceptions, always capping at 60 and 30, respectively, regardles of unit's class. At this point, the player chooses one skill as the unit's personal skill. These are the skills currently aviable. [spoiler=Skills]Special skills (can't be selected as personal): Way of the Warrior: +1 SKL, +1 SPD, can use exotic weapons Marksman: +2 SKL, can use longbows and ballistas Tough Body: +5 HP, +2 CON Steal: +2 SPD, can steal items if faster than the enemy, can open locks Unrestrainable: +3 HP, +1 SPD, can cross mountains and water Armor: -2 SPD, +5 DEF, lower movement (weakness) Enchanted Robe: +2 RES (weakness) Canto: can change location and attack in the same turn, in any order, higher movement. (weakness) Fly: +1 SPD, gain Canto, ignore weaknesses caused by other skills (weakness) Shadow: +2 SPD, -1 DEF, -1 RES, can't be attacked until next turn Scholar: +2 MAG, -1 DEF Crit+15: enhances critical rate by 15% Crit+10: enhances critical rate by 10% Knives: can use knives Dark Arts: can't use healing staves, can use staves on enemies Essence Stealer: when defeating an enemy, heals equal to enemy's level/2 (rounded down) Dance: refresh up to 2 allies in your area. You can change area before refreshing. Rally: lowers damage received and boosts damage dealt for allies in your area by 2 until next turn Civilian: -2 Damage dealt Exorcist: effective damage against enemies with a Dark rank. Fighting skills: Luna - halves enemy DEF, ignores enemy RES. Main: STR, Secondary: SKL Flare - halves enemy RES, ignores enemy DEF. Main: MAG, Secondary: SKL Adept - attack twice, both attacks can miss or be critical. Main: SPD, Secondary: SKL Astra - attack 5 times for halved damage (rounded up), each attack can miss or be critical. Main: SKL, Secondary: SPD Sol - heals fol half the damage done (rounded up). Main: SKL, Secondary: HP/2 (rounded up) Ether - attack twice, the first attack heals for half the damage done (rounded down) and the second halves enemy DEF/RES. Both attacks can miss, but they can't be critical. Main: SKL, Secondary: LCK Ignis - adds half your MAG to your physical attack and half your STR to your magical attack. Main: SKL, Secondary: lower between STR and MAG Vengeance - adds half your damage to your attack. Main: HP/2 (rounded up), Secondary: SKL Aegis - halves magical damage received (rounded up). Main: RES, Secondary: LEVEL/2 (rounded down) Pavise - halves physical damage received (rounded up). Main: DEF, Secondary: LEVEL/2 (rounded down) Miracle - if the attack would kill you and you have more than 1 HP, it brings you to 1 HP. Main: LCK, Secondary: LEVEL/2 (rounded down) Other skills: Focus: unit gauges go up to 175, gain 5 more skill points for every skill gauge each turn Colossus: when your CON is higher than the enemy's, +1 damage, +15% hit rate Never off-guard: When attacked, switch to the first weapon in the inventory you can counterattack with Sacrifice: heal ally by sacrificing your HP by half the amount (rounded up), or heals poison for 5 HP Renewal: heals for HP/5 each turn Wrath: enhances critical rate by 10% when low on HP Awareness: negates the effect of enemy's active combat skills (the enemy can still use them for the 20% bonus hit) Parity: negates the effect of both yours and your enemy's active combat skills (they can still be used for the 20% bonus hit) and terrain bonus Elite: gains double exp, all growths over 10% are decreased by 5% Blossom: gains 2/3 exp (rounded down), all growths are increased by 10% Shadow gift: can use dark magic. Dark rank is equal to the higher rank between Anima and Light Vantage: always attacks first when low on HP Gamble: lowers hit rate by 20%, enhance critical rate by 10% Charisma: enhance hit and avoid rate for allies in your area by 10% Proximity Shot: can attack enemies at 1 range with a Bow (except longbows), but the attack can't be critical and fighting skills can't be activated. Stats: The player distributes 30* points in the various stats (HP, STR, MAG, SKL, SPD, LCK, DEF, RES, CON). You can't put more than 10 points in a stat. Note that classes have no bases of their own, but some classes have class skills that affect stats. After this, the unit has 1 bonus point for every 3 points spent in HP, LCK or CON. These points are to be distributed in those same stats. Then, 15 more points are added to HP and 5 more points are added to CON. *This assumes unit starts at level 1 unpromoted. Growths: The player distributer 300* points in the unit's growths, in multiples of 5. HP growth gets doubled and, if both STR and MAG growth are 25% or more, they get 5% bonus growths. *This assumes unit starts at level 1 unpromoted. Equipment: Each unit starts with an equippable weapon/staff and either a vulnerary or an usable E rank weapon. This is the list of current items and weapons: [spoiler=Items and weapons]Items: Delphi Shield: Negates enemy's effective bonus towards flying units. Iron Rune: Negates enemy critical attacks. 1x Universal key: Opens a door or chest. 5x Vulnerary: Restores 10 HP. 3x Potion: Restores 20 HP. 2x Elixir: Restores all HP. 3x Pure Water: Raises Resistance by 7. Effect decreases by 1 each turn. 1x Angelic Robe: Permanently increases HP by 7. 1x Energy Ring: Permanently increases STR by 2. 1x Spirit Dust: Permanently increases MAG by 2. 1x Secret Book: Permanently increases SKL by 2 1x Speedwing: Permanently increases SPD by 2. 1x Goddess Icon: Permanently increases LCK by 2. 1x Dracoshield: Permanently increases DEF by 2. 1x Talisman: Permanently increases RES by 2. 1x Body Ring: Permanently increases CON by 2. Swords: Name - Rank - Range - Weight - Might - Accuracy - Crit. Bonus - Uses - Worth - Special Iron sword D 1 5 5 90 0 46 460 Slim sword D 1 2 3 100 10 30 480 Poison sword D 1 6 4 75 0 40 480 Applies 5 turns of poison Steel sword D 1 10 8 75 0 30 600 Iron blade D 1 12 9 70 0 35 980 Armorslayer C 1 11 8 80 0 18 1260 Effective against classes with the "Armor" skill Longsword C 1 11 6 85 0 18 1260 Effective against classes with the "Canto" skill Wo dao C 1 5 8 75 40 20 1320 Only usable by classes with the "Way of the Warrior" skill Steel blade C 1 14 11 65 0 25 1250 Killing edge C 1 7 9 75 30 20 1300 Wing clipper sword C 1 5 7 75 0 20 1400 Effective against classes with the "Fly" skill Light brand C 1~2 9 9 70 5 30 1500 Casts Light magic "Divine"ù Lancereaver C 1 9 9 75 5 15 1800 Reverses the weapon triangleù Brave sword B 1 12 9 75 0 30 3000 Allows 2 consecutive hitsù Wind sword B 1~2 ]9 9 ]70 5 30 3000 Casts Anima magic "Wind" Silver sword A 1 8 13 80 0 20 1500 Silver blade A 1 13 14 60 0 15 1800 Rune sword A 1~2 9 9 70 5 30 4500 Casts Dark magic "Nosferatu" Regal Blade S 1 9 20 85 5 25 7500 I'm going to edit later, adding other weapons and talking about reclassing and status ailments. Anyway, what do you think? I'm honestly not sure about the critical hit system, maybe it should be exactly like normal hits instead?