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Quoted By: >>5324734
Welcome to this side-story of The Little Dungeon That Could. This will be a one-shot.
Here’ll we’ll test some new mechanics that we might be able to introduce into The Little Dungeon afterwards.
Keep in mind that I might update the mechanics are we are working our way through the quest, the purpose of this thread, other than to entertain, is to close it out with proper system of mechanics.
I hope I don’t have to change the mechanics, but I might.
Just mentioning that for people who hate that sorta thing.
<span class="mu-s">What we will be testing in the one-shot</span>
- Limited equipment system
- Explicit ranking system for items and skills (Similar to games like World of Warcraft)
- Alternate combat system
- Slight change to the writing format
<span class="mu-s">The New Combat System</span>
- Is based on things like Darkest Dungeon, Pokémon, Fire Emblem, Octopath Traveller, Dragon Quest
- Will NOT include movement
- Will involve rolls for both sides, though dungeon monster rolls are done by the QM in bulk to keep things moving along.
- Will use D100s and a "Dice stack" mechanic instead of advantage / disadvantage
- Has no "Classes" just like "The Little Dungeon", your "role" in a party is a result of the equipment, statistics, and skills/spells you have
- Will include rounds and turns similar to D&D. With turn order being decided by statistics and skills.
- Will retain "Essence" based casting system and "Per invasion / Per room" mechanics.
- The goal is simplicity
<span class="mu-s">System</span>
>Health - Flat stat gained by equipment. Allows you to take more damage before falling
>Essence - Used for spellcasting.
>Strength - Increases damage done when hitting an enemy with physical weapons
>Magic - Increases damage done when hitting an enemy with magic
>Accuracy - Increases hit chance for both magical and physical damage
>Defence - Physical resistance that attackers need to beat to hit with physical attacks
>Magic Resist - Magical Resistance that attackers need to beat to hit with magical attacks
>Speed - Determines “Turn Order” placement
<span class="mu-i">All stats can be increased through equipment.</span>
<span class="mu-i">All rolls outside combat will be done using flat d100s.</span>
<span class="mu-s">Equipment</span>
The equipment system uses 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-i">Slots: Armour, Weapon (+shield), Amulet, and Ring</span>
Here’ll we’ll test some new mechanics that we might be able to introduce into The Little Dungeon afterwards.
Keep in mind that I might update the mechanics are we are working our way through the quest, the purpose of this thread, other than to entertain, is to close it out with proper system of mechanics.
I hope I don’t have to change the mechanics, but I might.
Just mentioning that for people who hate that sorta thing.
<span class="mu-s">What we will be testing in the one-shot</span>
- Limited equipment system
- Explicit ranking system for items and skills (Similar to games like World of Warcraft)
- Alternate combat system
- Slight change to the writing format
<span class="mu-s">The New Combat System</span>
- Is based on things like Darkest Dungeon, Pokémon, Fire Emblem, Octopath Traveller, Dragon Quest
- Will NOT include movement
- Will involve rolls for both sides, though dungeon monster rolls are done by the QM in bulk to keep things moving along.
- Will use D100s and a "Dice stack" mechanic instead of advantage / disadvantage
- Has no "Classes" just like "The Little Dungeon", your "role" in a party is a result of the equipment, statistics, and skills/spells you have
- Will include rounds and turns similar to D&D. With turn order being decided by statistics and skills.
- Will retain "Essence" based casting system and "Per invasion / Per room" mechanics.
- The goal is simplicity
<span class="mu-s">System</span>
>Health - Flat stat gained by equipment. Allows you to take more damage before falling
>Essence - Used for spellcasting.
>Strength - Increases damage done when hitting an enemy with physical weapons
>Magic - Increases damage done when hitting an enemy with magic
>Accuracy - Increases hit chance for both magical and physical damage
>Defence - Physical resistance that attackers need to beat to hit with physical attacks
>Magic Resist - Magical Resistance that attackers need to beat to hit with magical attacks
>Speed - Determines “Turn Order” placement
<span class="mu-i">All stats can be increased through equipment.</span>
<span class="mu-i">All rolls outside combat will be done using flat d100s.</span>
<span class="mu-s">Equipment</span>
The equipment system uses 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-i">Slots: Armour, Weapon (+shield), Amulet, and Ring</span>
