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Evomon Battle System Idea?

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HeartSeeker Sora

Dangerous Member

PostPosted: Thu Mar 04, 2010 8:43 pm


All right. There is a nifty little guild out there known as The Evodex. Someone in there suggested a Battle System and some people think it'll be too complicated. I decided to bring the idea over here because we already had Battled with a system and some of us thought it was confusing. So, I hereby Give you:

[url=http://www.gaiaonline.com/profiles/?u=7755010]Salaura[/url]'s Dice Battle System
I have an idea how Evomon battles might work in a RP way.
Has anyone in the guild played a gaming system called Cortex? its a multi-genre system that involves dice steps to promote skill levels and I think I can use the concept for Evomon battling.

Lets say that my Gimpi is a fifth-level evomon. In pokemon the six stats are
*Hit Points
*Attack
*Defense
*Special Attack
*Special Defense
*Speed
Lets work with these for Evomon.

Now lets say that a fifth level Gimpi has higher stats in Attack, Defense and Speed then its Sp. Attack and Sp. Defense. Lets set average stat die at D6 and below average at D4. Saying that this Gimpi has average Attack, Defense and Speed would put those stat dice at a D6, and the Sp. Attack and Sp. Defense at D4
So our stats look like this.

*Attack biggrin 6
*Defense biggrin 6
*Special Attack biggrin 4
*Special Defense biggrin 4
*Speed biggrin 6

Now lets talk about attacks.[the ones that do damage] Lets say that the damage for attacks were also divided up into dice steps. More powerful moves [like Earthquake or Thunder] would have damge dice at D12+D12 while weaker moves would be at a D4 or a D6.
Lets say my Gimpi has three damage-dealing moves at his current level.
*Pound [a Normal Physical]
*Swift [a Normal Special]
*Aerial Ace [a Flying Physical]

Now lets say that Pound and Swift have a D6 as their damage die, and that Aerial Ace has a D8. So moves would look like this:

*Pound biggrin 6
*Swift biggrin 6
*Aerial Ace biggrin 8

Now for Stat-reducing moves
Lets say that Gimpi knows one stat-reducing move
*Growl

Now Growl only minimally reduces the Attack stat, so lets say that it did D2 stat damage [meaning that when used you would roll a D2 and take the result an take out that many dice steps to the stat die in question]
So now we have:
*Growl biggrin 2 [Stat]

Hit Points
Now lets look back at Gimpi's stats:

*Attack biggrin 6
*Defense biggrin 6
*Special Attack biggrin 4
*Special Defense biggrin 4
*Speed biggrin 6

Lets add up all the numbers 6+6+6+4+4=26
Lets say that HP is 26

So In total Gimpi would look like this:

Gimpi [Normal/Dark] Level 5:
Stats:
*Hit Points:26
*Attack biggrin 6
*Defense biggrin 6
*Special Attack biggrin 4
*Special Defense biggrin 4
*Speed biggrin 6
Moves
*Pound biggrin 6
*Swift biggrin 6
*Aerial Ace biggrin 8
*Growl biggrin 2 [Stat]

So, lets say I go walking in the grass and run into a wild third level Coocoon

Coocoons stat dice and move set might look like this at third level:

Coocoon [Bug] Level 3
Stats:
Hit points:17
*Attack: D4
*Defense biggrin 4
*Special Attack biggrin 3
*Special Defense biggrin 4
*Speed biggrin 2
Moves:
*Harden biggrin 2[Stat]
*Tackle biggrin 4
I choose to engage the Coocoon:

Because Gimpi has a higher Speed stat die he goes first, and goes to use Pound on the Coocoon. Pounds damage die is D6 and the stat that powers it is Attack [because Pound is a physical attack type] Gimpi's Attack stat die is D6.
So I would roll D6+D6 for how much damage Gimpi's Pound does
Lets say I rolled a 5 and a 2 for a total of 7.

Then the Coccoon would roll its defense stat die to see how much its defense stat protected it. Coocoon's Defense stat die is D4, and it rolled a 3.

So you take the total of my Gimpi's damage roll of 7, minus the Coocoon's defense roll of 3, and you get 4 damage
That damage is reduced from Coocoon's total HP. HP is now at 13

The Coocoon chooses to use Harden to up its Defense stat die.
Harden's die is a D2, so it rolls and gets a 1.
That means that Coocoon's Defense stat die just went up by one step, from a D4 to a D6.

After seeing this I tell Gimpi to use Aerial Ace. Aerial Ace is a Flying Physical move that has a D8 as its attack die. Now, as we all know, Flying-type moves are super-effective against Bug-type Poke'mon Evomon. because I'm using this type advantage, Aerial Ace's damage die goes up by two dice steps to a D12!
So I roll a D12+D6 for the attack. I get 11 and 4 for a total of 15. Again the Coocoon rolls its defense [now a D6 thanks to harden] and it gets a 2 [again]

Again its damage [15], minus the defense roll [2] for a total of 13 damage to the Coocoon. and seeing as it was at 13 HP it faints!



Now this is still a work-in-progress, so I haven't decided on status effects, experience, or how the whole capture mechanic might work, but for straight bash 'em up battles this might work.
Comments?
 
PostPosted: Fri Mar 26, 2010 6:40 am


What puts me off is the huge amount of thinking you have to do just before you even make your move. Even if this might be easier, I'm still confused. It doesn't help when you have the attention span of a flea though.

Yilanti Midnight

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HeartSeeker Sora

Dangerous Member

PostPosted: Mon Mar 29, 2010 4:12 pm


____________✖Aphrodite ✖ Knight✖____________

It was just a suggestion. sweatdrop Any way we can tweak it? ninja  
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