>>5322112To the surprise of absolute nobody, I did not manage to complete everything for the start of the side-quest today.
I'll have to postpone that to tomorrow morning. About 11h from the time of this post.
However, I'll share with you both of the systems I would like to test.
<span class="mu-s">System #1</span>
+ Quite similar to existing system
+ Retain flexibility when using traps
+ Physical attacks target "Defence"
+ Magical attacks target "Saving throws"
- Lots of stats. Complex.
This system is based on D&D 5e, but made more generalized and uses "Dexterity" to increase hit-chance.
Honestly, it's so similar to D&D with fixed damage that I even considered just running with 5e rules and adjusting existing modifiers / saving DCs to bring them in life with D&D challenge ratings.
I also had the plan to keep the health ranges the same as they have been, by simply dividing Constitution by 10 before it was applied to health, but I've shelved that for now.
An example of combat would be:
> Turn order based on Dexterity, highest to lowest> Select target to attack with your sword. Roll d100 + Dexterity> if it beats their "Defence" then you hit. > Deal damage to their health> Next turn<span class="mu-s">System #2</span>
+ Quite simple. Straightforward.
- Very different from the existing system
This system is based on various RPG games, but mostly "Fire Emblem" and "Octopath Traveller"
It no longer uses "Attribute-based" saving throws as those no longer present. (No more Dex / Con / etc)
Instead, the players will roll a 1d100 and add their relevant defensive stat and need to beat the static number of the trap.
An example of combat would be:
> Turn order based on Speed, highest to lowest> Select target to attack with your sword. Roll d100 + Accuracy> if it beats their "Defence" then you hit. > Deal damage to their health> Next turn<span class="mu-s">Applied to both systems</span>
Both systems is a equipment system using four (4) slots.
Where the "Armour" is essentially all body armour combined.
This will be your main way to increase your statistics.
<span class="mu-s">Dice stack</span>
It's essentially an uncapped version of the "Advantage / Disadvantage" from 5e.
Certain spells and abilities can simply grant you an additional d100. This can be done multiple times.
Positive and negative dice cancel each other out, but keep going beyond that.
Let's say you get absolutely slathered with buffs and debuffs.
You get four (4) negative d100s
You get five (6) positive d100s
Then the final result is two (2) positive d100s.
You then roll the base 1d100 + 2d100 (buffs) and take the highest roll.
<span class="mu-s">Considering</span>
- Getting some stat points to apply on level-up (I fear it might get too messy when voting on this)
<span class="mu-s">What system should be tried first?</span>
>1 - System #1>2 - System #2This post also serves as an anchor for discussion on these systems.
There is no better time for input then now.