Well, apparently, there is a following already
So, here are some thoughts:
First we need to settle on a primarily turn based or primarily action based model. The two will be very different, since the first focuses on tactics and abilities while the second will definitely need a time limit and revolves mostly around the users' descriptive abilities and skills in writing.
For a more turn based approach:
- Dices to determine hits, misses and criticals are necessary. So we can make use of our nifty features in the site to let it progress smoothly A good model would be to roll a d20 for hits and a d14 for criticals so that one may roll them both off in a single post. But the system that way would need to take stats into account, as I cannot think of another way to make it work with Dice without some form of speed 'grades' between characters. In case we go for the turn based model, I have a half worked-on stat system that I was planning for an RPG so maybe we can use some elements from there, namely, with speed strength and endurance to determine every aspect of a character
- An element system seems like a good place to start. Elements need to be strong and weak against other elements. This will add a layer of strategy. My current element collection and the one I intend to use is:
Physical
Poison
Lightning
Water (& Ice)
Fire
Tech
Dark
Light
(possible additions:
-Earth
-Psychic
-Life/Holy
-Celestial
-Demonic)
With:
-
- Lightning destroying water,
- water hitting fire,
- fire hitting poison,
- poison hitting physical,
- physical hitting tech,
- tech hitting lightning
- and dark and light hitting each other.
Of course this is just a simple model to work with, there are many things that can be added. Also, the number of elements each user can pick for his character must be limited, so as to nerf the capabilities I suggest 3 as the maximum number xD
- In a turn based model, like explained, things become more tactical. So abilities with simple additional effects aside from damage or healing can make this very interesting. Like, stunning a target, or making it deal less damage. However, in order to avoid having users draw abilities out of magic hats during the battle, ful disclosure will be a necessary condition. With set limits, each user must reveal the abilities he or she has at his disposal before the game that way. Users must agree with each other, since if your opponent reasonably thinks your character to be too overpowered, then there is a high enough chance that this is the case*
*= each user's abilities can be reviewed by the game moderator and altered if deemed too powerful (see below)
In an action based model:
- Things start to rely on the ability of each user to adequately describe his actions. Each user will have to be able to write down his attack or defense flawlessly. If your opponent attacks you with a horizontal high sword swipe a simple *dodges* cannot be enough on your part Dodge where? maybe crouch?
- In an action based model, the best way to go will be with points. No actual health or anything, users just score points when they land a succesful attack on their opponent and the match is over when a fixed amount of points is reached. If the other user defends or dodges, then you don't get a point. However if his/her defense is flawed or in any way not well described, you get a point. This can also go with the turn based model but it will vary somewhat
- Elements can still be applied with the action based model but their effects will be severely limited as you can see. You cannot just have one type of elemental attack score more points against a user of the equivalent weak element.
- Some kind of speed and endurance limits, even if not actual numbers must be set. If a user 's character doesn't have any sort of armor and is more of a passive magical being, then he/she cannot block a sword attack for example. And to avoid fights that last forever, defenses and dodges must be very seriously contained and must, as explained above, be described flawlessly in order to count
- The biggest problem with the action based model is that it is most suited for swift action and battles so, it is best to use it with a chatbox as dice and coins cannot be used to determine whether an attack hits We have a chatbox but it has a flood limit and a very strict one too. let alone that we cannot occupy the whole chatbox to conduct a fight between two users obviously.
- Some kind of deadline must still be established in an action based model. Maybe the 'defender' can have 24 hours to defend against the oncoming attack, otherwise, it is an automatic point for the attacker.
For both models:
- A moderator or referee of sorts is required. In the turn based model, he will need to be there to work out damage, effects, take modifiers into account and all that, to allow the complexity of the game to leave the fighting users untouched. In the action based model, he will have to rule whether an attack or defense is valid and make sure that it is descriptive enough to count. We still have a long way to go towards that but I volunteer as a referee