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Tabletop RPG Combat System That I Made, Need Revision

Posted Jan 30, '13 at 5:46pm

hardigra

hardigra

191 posts

OK, so I'm making a tabletop Role Playing Game, and I wanted to sort of make my own combat system.
I have sort of a rough draft, and I need help revising it so it can become better and have less flaws. If you could help me that would be great.
How it works
This system is largly automatic, so players don't really get to control their every action in combat. However, they can set a sort of auto attack pattern so they can control their character to a certain degree. If they character takes a substantial amount of damage, then i do let them control whether they choose to flee, keep fighting, use a potion, ect.... I do this because if you die in this game setting, then you really can't come back, which might be strict or harsh, but it would make people make better decisions with their character and they would sort of 'bond' with it.
Anyways, players hit points (or hearts) are in the range of 2-4. 2, for the more frail classes (like wizard or rouge) and 4 for the more tanky classes like the Guardian.
At the start of the battle, players would roll a d20, or i would for them, and the enemy would roll this also a d20. This detirmines who goes first at the start of the battle (kind of like rolling initiative in D&D). If they get the same number, then monster goes first. (also kind of cruel on the players, but then again, most likely the monster will know their own territory you're invading) If it is Player vs Player Combat, then i just re-roll.
So lets say Bob the Builder is facing an evil creature, lets say the Keebler elf. Bob rolls a 14 for his initiative and Keebler rolls a 4. Bob goes first.
Bob's player attacks the Keebler elf. Bob's To-Hit-Bonus (or THB) is a +3 (that +3 comes from his weapon, lets say a rusty shovel). So he rolls another d20, lets say 10, and adds his +3 THB, along with any other bonus, and that would be his total Attack Value. In this case its 13.
The Keebler Elf does the same thing, and adds his To-Block-Bonus (TBB), usually coming from armor or potions. So lets say that Keebler gets like a 16. He would have blocked the attack, therefore ending Bob's turn and giving Keebler an attempt to strike now.
But let's say Bob got like an 18, so he beat Keebler's 16. He would deal one heart of damage to Keebler(or depending on the type of weapon he has he might do more). Normal low level creatures have one heart, so Keebler would be dead and Bob would loot the elf's cookies and sweets in his inventory.
On the roll of a 1 or 20, that is an automatic critical or failure. On a 20, you automatically block the attack or hit the target. On a one, well, you can probably guess that you automatically miss the target or don't block the attack. If both people get a 20, or if both people get a 1, then that is a stalemate and the round is over and its the next person's turn.

That should be all..... There is no leveling up in this system for different reasons, but you do keep track of your xp for questing purposes, like you might need an xp count for doing a certain quest or task.
You do't gain any xp for killing a foe or completing a task that is extreamly easy to you, that way farming low level people is reduced.
Ok, feedback is well wanted and if I didn't mention something clearly, comment and i will make it clearer.

 

Posted Jan 30, '13 at 6:54pm

BlazingZelda

BlazingZelda

884 posts

my comment from just one scan through, is that when you get better equipment and get bonuses like plus 15. The die roll has less effect than it does when you get plus 1.

 

Posted Jan 30, '13 at 7:05pm

hardigra

hardigra

191 posts

Hmm this is true...
Maybe if the Attack roll worked like a percentage increase to your THB, then it would be better
Like you said if i had plus 15 and i rolled a 7, then that would increase my THB by 35% (if max is 20, 20 x 5 is 100, so 7x 5 =35)
So that would be about 5, rounding down as a bonus....
So your THB would be 20.
Thank you nice advice.

 

Posted Jan 30, '13 at 10:33pm

dragonball05

dragonball05

1,800 posts

Well from the few times I attempted playing D&D (attempted because the friends I tried with eventually moved on to other things), I recall items like weapon and armor having a set amount, yes, but rather than it always being a +whatever, it was a certain sized die, allowing for a mistaken swing to also be taken account into the natural strength or other factoring attribute need more prevalence as well. To me, it seems like you tried to simplify things, which is good, but almost over simplified it, making it hard to make much progress.

The not leveling thing is fine. However, depending on how high you plan on making enemy hp, 2-4 hp for all characters could cause potential death to even a seasoned veteran of your gaming world. Possibly up the hp, even for the weak enemies as well, since another point is that these battles wouldn't last very long.

Also, I think maybe blocking should deal with a percentage of armor or something like that. Say the d20 is based on 5% per number, that effective % being applied to the armor rating in some way. Maybe not 5% for each if you're inexperienced with the armor, or something like that. Then the second die mentioned earlier (and I mean like d4-10 or something like that depending on the quality of the weapon) could be the actual damage. If you wanted to start out low with blocking and attacking bonuses, you could even start with a coin flip as a "d2."

That stuff may not fit in with how you wanna do things, but hopefully it at least gives you some ideas.

 

Posted Jan 31, '13 at 10:57am

xAyjAy

xAyjAy

4,903 posts

Anyways, players hit points (or hearts) are in the range of 2-4. 2, for the more frail classes (like wizard or rouge) and 4 for the more tanky classes like the Guardian.


what about a battle-mage/red mage?

There is no leveling up in this system for different reasons


i would like to hear these reasons.

(like wizard or rouge) and 4 for the more tanky classes like the Guardian.


any other classes?

what about races, special abilities for each class AND race, something to get more life/hearts, learning new abilities/spells everytime you complete five heavy tasks in a row or something like that (would be a great reason for levels) and something like a class-change (rogue to ninja, wizard to battle-mage, priest to paladin, healer to cleric, warior to weaponmaster, archer to magic archer and guardian to shield-fighter/defender (a warior who has a high defence and who uses razor sharp blade-shields as weapons). not to forget the druid, the necromancer and all the other classes...
 

Posted Jan 31, '13 at 9:08pm

hardigra

hardigra

191 posts

The not leveling thing is fine. However, depending on how high you plan on making enemy hp, 2-4 hp for all characters could cause potential death to even a seasoned veteran of your gaming world

Different bonus's like equipment abilities ect will boost your max Hearts, along with quests and xp... I do plan on this being a hard game, so that people 'bond' with their characters and don't make stupid decisions like deciding to try to take down some hard beasts with poor equipment and stats. It will make you more careful
(look at the third post, I kind of touch up on THB and TBB related to percentages)

what about a battle-mage/red mage?

Regular Mages (along with all the classes) Can take paragon paths once they get to a certain xp count. Priest-->Warpriest or Healer, Mage--> Blue Mage or Red Mage ect.

i would like to hear these reasons.

For realism and originality. If people are fighting a hard boss and they kill it and one 'levels up', the problem is that in cliche rpgs and on the standard of lvling up is that there is some sudden flash of life, the player is healed, they automatically learn new abilities and a boost of stats.. I don't see this as being realistic. Sure he (and his party) would gain the xp for killing it and get the drops but the idea of leveling up just doesnt appeal to me. Also, not many games deny leveling up (at least that I've played) and the games that people play are the ones that are different, original and stick out from the rest of the gaming crowd.
any other classes?

There are 15 classes. They are posted on my page, but if you want a full character class analysis then i would be happy to give it to you.
Concering Races.... I do plan on adding races in due time--- I want to get the groundwork for the game set out and after the beta test if players really wwant more races, then i will certainly add them. Personally, I LOVE CUSTOMIZATION. Thats why I made 15 classes. There should be one for everyone, not to mention more paragon options at higher xp counts. And if there isn't? I will add more and more!

Hope this helps justify myself.
But one real problem that i have is how to handle party battles.
 

Posted Feb 1, '13 at 12:01am

dragonball05

dragonball05

1,800 posts

But one real problem that i have is how to handle party battles.


Yeah, that is always a problem. Lack of consistency can lead to issues later. You'll probably want a speed skill to determine order of attacks, and possibly frequency, like a person with 5 speed attacks twice, then the enemy with 2 speed attacks, then the player twice more, then a coin flip for who takes their final attack in the series of attacks first, then the pattern repeats. Or it could be/probably should be with this system, another dice roll percentage thing. Speed determines the size of the die, and then the die is rolled, showing who in that round attacks when, simply one attack per round could suffice as well.

As for the problem of if players (assuming you ARE doing this on the forums) are gone for one reason or another, that halts the progress of their company. So, maybe set a time limit. Two days before your attack gets skipped. Or, have the company discuss and possibly allow another to temporarily control that character while the player is away for their reasons, and then if they don't come back, you keep controlling them until out of the place you're in danger. Once safe, you drop off the missing player in the town, and if they return, they missed out on the loot and can join back in the action.
 

Posted Feb 1, '13 at 1:10pm

xAyjAy

xAyjAy

4,903 posts

For realism and originality. If people are fighting a hard boss and they kill it and one 'levels up', the problem is that in cliche rpgs and on the standard of lvling up is that there is some sudden flash of life, the player is healed, they automatically learn new abilities and a boost of stats..


you could make it so that everyone can level up (if you want to use xp) but so that they will not get their health/hearts restored. you could add special gear/weapons/items that require a certain level so a low-level player can not use it.

for the abilities, you could make it so that they need to learn something (like training or studying) but so that they need a required level to be able to study/train it.

also, their stas would not rise when they level up. the only benefit to level up is that the players can buy better items/weapons/gear, enter new areas and to be able to learn new abilities by studying and/or training them.
 

Posted Feb 1, '13 at 5:48pm

hardigra

hardigra

191 posts

Well, then what is the point of leveling up? Prestige?

 

Posted Feb 1, '13 at 5:54pm

hardigra

hardigra

191 posts

Yeah, that is always a problem. Lack of consistency can lead to issues later. You'll probably want a speed skill to determine order of attacks, and possibly frequency, like a person with 5 speed attacks twice, then the enemy with 2 speed attacks, then the player twice more.......

for the abilities, you could make it so that they need to learn something (like training or studying) but so that they need a required level to be able to study/train it.



You can learn different speed skills in the game You just need to find the mentor. Usually you have to do a quest for the trainer before he trains you. If the skill is good, then the quest will be hard. This way there is no need for an xp prerequisite, If the player can complete the quest he will get the skill. (For fairness, you couldnt do the quest with someone of a higher xp count than you. That way you wont have somebody with an xp for 400 assist a n00bs in quest, which could make it easier.)
 
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