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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.
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.
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.
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.
There is no leveling up in this system for different reasons
(like wizard or rouge) and 4 for the more tanky classes like the Guardian.
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
what about a battle-mage/red mage?
i would like to hear these reasons.
any other classes?
But one real problem that i have is how to handle party battles.
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..
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.
READ THIS YOU MIGHT FIND THIS HELPFULL
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 determines who goes first at the start of the battle (kind of like rolling initiative in D&D).
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.
Thank toy for your posts.
first off: initiative is rolled and determined by d6, not d20
being the D&D man i am, thats not how block works. block is determined generally by the roll of a d20, but the DM makes the decision. dodges are normally judged by the players speed stat, and blocks come from armor not an armor rating.
SPIKEABC= you are welcome to playtest this game, just comment on my profile.
In addition, you should try running D&D on the AG forums... It might be popular...
I said i would talk about skills, also i need to address why there is an xp count, yet no leveling up.
READ THIS
in addition to what was said earlier...
So as you can see, if I were to add levels in the game, people might have lvl 5 Fortune Telling, Lvl 21 Gambling and 2 in Fishing. So waht would their actual 'level' be? An average, perhaps? An average would make outliers lower the person's averga level by a lot.
Skills
Melee Battle (most classes start with this)= 75 {xp}
Scimitar Profiency= 68
Sailboating= 31
Cartography=79
Leather Profiency=49
Gardening=40
D&D is a really flexible game as far as really, anything. However, I am basing my statement about d20 initiative on the D&D 4e Players Handbook, pg 267,
In this game, Im trying to cut down on the cliche attributes (Strength, Dexterity, Wisdom ect.) and put more emphasis on learning skills.
flawed. these skills dont make any sense in any game. i'm just saying that because if they really are learnable skills i dont think anyone would want to use them.
you base it off a book, yet you say its a flexible game. so which is it?
i dont have one of those either. that means what i learned in D&D is what my uncles and friends have taught me.
you can learn practically anything.
Do you know what version your uncle taught you?
i know how to DM, but i tweak my game to fit my liking.
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