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Amaiiko

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PostPosted: Wed Aug 18, 2010 6:15 am


Introduction
I've read through and don't really understand how the battle system really works, but I'm going to post up a suggestion anyway.
This battle system I've came up with is compiled by various things used in Trading Card Games and Steve Jackson's SORCERY! series (his role-play story book uses dices too). Apparently, they have very good role-play systems to make their games/books stand out. I took their good points and implemented into my Battle System, making use of Gaia's Roll Dice action, Steve Jackson's SORCERY! battle style can actually be imitated as well as improved here to make things more interesting and fun.

@Bate: By the way, you did say that you were a big fan of YUGIOH and yeah, I find their battle system is quite suitable in this case. So, I did implement YUGIOH's battle system into mine, except with a twist.
Right now, YUGIOH's battle system is somewhat like this:
Quote:

You have three basic stats, Attack, Defense and Health.
When you have, you Attack stats would be your attack power.
Your opponent defend with either his Attack power or Defense power.

If he defended with Attack power and his Attack power is lower, he loses health, if it is the other wait around, you will lose health.

If he defended with Defense power and his Defense power is lower, he don't lose health, if is the other way around, you will lose health.

The damage is equivalent to the difference in both powers.

*Defend with Attack power/Defense power means they are in their Attack stance or Defense stance

I'm not sure if I'm correct, because I don't play YUGIOH or watch the anime, though I have a bit of knowledge on it. But I think those are the basics.
I find their battle system very interesting, though the Attack/Defense stance can't really be implemented into this Battle System, I came up with something very similar. Take a look and you will know. blaugh




The Basic Battle System

Note: Read rules below

Each player starts off with these basic stats:

Level: 1 (Pool - 9)

Pool: 10 (like the current one)

Attack/Defense: Players get to distribute their pool stats into both Attack or Defense.

A minimum of 2 must be distributed among Attack and Defense, both Attack and Defense must add up to a total that is equivalent to your pool. Example:
A: 5 or D: 5 (for all rounded characters) (total : 10)
A: 8 or D: 2 (for offensive types) (total : 10)
A: 2 or D: 8 (for defensive types) (total : 10)

Health: Pool + Defense

It is not wise to put too much into Defense or Attack, you will know why later.

Battle style: So how do you battle?
Like the current system, the person with the lower level (or pool) get to choose who to attack first. Lets get 2 players, shall we (A and B)?
Quote:

A's stats:
-Level: 1
-Pool: 10
-Attack: 7
-Defense: 3
-Health: 13

B's stats:
-Level: 3
-Pool: 12
-Attack: 6
-Defense: 6
-Health: 18


A, having a lower level, gets to choose and chose to start first.

The battle style go by rounds.
Each round will have 3 posts.

So first round, A attacks and B defends.
Next round, A defends and B attacks.
Third round, A attacks and B defends.
So on and so forth, until someone gets defeated.

So A post a new topic and rolls the dice.
A rolls 10 4-sided dice and gets: (Let's give A the maximum) 40 points. This will be his chance on a successful attack.
B rolls 10 4-sided dice also and gets: (Let's give B the minimum) 10 points. This will be his chance on a successful defend.

Since A's roll is bigger than B's (40 > 10), B will have to defend with his Defense stats.
The string will go:
{Defender's Defense} - {Attacker's Attack} = {Damage dealt by Attacker}
So we get:
7 - 6 = 1

Now A has to post up the current stats. Example:
Quote:

A damaged B
A's damaged dealt: 7 - 6 = 1

A's current health: 13

B's current health: 18 - 1 = 17


What happens if B's roll is higher than A's?
B will defend using his Attack stats.
String will go:
{Defender's Attack} - {Attacker's Attack} = {Counter Damage dealt by Defender}
So you get: 6 - 7 = -1

What's the difference?
This will be his counter. If it is 0 or negative number, nothing happens. If it is a positive number, A gets damaged instead.

So a possibility:
Quote:

Quote:

A's stats:
-Level: 4
-Pool: 13
-Attack: 7
-Defense: 6
-Health: 19

B's stats:
-Level: 4
-Pool: 13
-Attack: 9
-Defense: 4
-Health: 17

Process:
A attacks B
A rolls 10 4-sided dice and gets 24
B rolls 10 4-sided dice and gets 36

Outcome:
B counters A
{Defender's Attack} - {Attacker's Attack} = {Counter Damage}
9 - 7 = 2

A gets damaged by 2 points. (19 - 2 = 17)


Requires a bit of mathematics, but subtraction and addition doesn't hurt right?

So a round will look like this:
Quote:

A rolled 10 4-sided dice: 1, 2, 1... 4 Total: 24 (10 - 40)
Quote:

Attack!


B rolled 10 4-sided dice: 2, 3, 1... 4 Total: 36 (10 - 40)
Quote:

Defend!


A says:
Quote:

B counters A
B's counter dealt: 9 - 7 = 2

A's current health: 19 - 2 = 17

B's current health: 17





Spells
Hey, what are wizards/mages without spells? So let's get to it.
First of all, players get to create 4 spells for their character. You start off with 4 spells, you get to create one extra spell as you gain levels. One can have a maximum of 10 spells created.
2 of the spells are Attack-based and the other 2 are Defense-based.
Example:
Quote:

Flaming Punch: Attack +3
Dragon's Breath: Attack +2

Fire Shield: Defense +4
Dragon's Blood: Defense +1


Wait, what do Attack +3 or Defense +1 mean?
Don't mistake this, it does not mean you gain +3 Attack or +1 Defense permanently. It just means you get +3 Attack or +1 Defense for that round.

How do you distribute the points? Can't I do Attack +55?
No. It will be too unbalanced for everyone else isn't it?
To distribute the points among your spells, you must first look at your Pool. Divide your Pool by 2.
So, since you start off with a Pool of 10, dividing it by 2, you get 5 points for each category of spells.
So you have 5 points to distribute among your Attack spells as well as 5 points to distribute among your Defense spells.
Each spell must have a minimum of +1 (stat). So once again, example:
Quote:

Flaming Punch: Attack +3
Dragon's Breath: Attack +2

Fire Shield: Defense +4
Dragon's Blood: Defense +1


What if your Pool is an odd number?
Divide it by two and round it down.
So example.
13/2 = 6.5 (rounding down) you get 6.

How do spells work together with basic attacks/defense?
You can use a maximum of three spells in one round. Just make sure you have at least one Defense Spell and one Attack Spell.
I will pull the example from above:
Quote:

Quote:

A's stats:
-Level: 4
-Pool: 13
-Attack: 7
-Defense: 6
-Health: 19

A's spells:
-AtkSpell One: Attack +2
-AtkSpell Two: Attack +4
-DefSpell One: Defense +3
-DefSpell Two: Defense +3

B's stats:
-Level: 4
-Pool: 13
-Attack: 9
-Defense: 4
-Health: 17

B's spells:
-AtkSpell One: Attack +5
-AtkSpell Two: Attack +1
-DefSpell One: Defense +4
-DefSpell Two: Defense +2

Quote:

A rolled 10 4-sided dice: 1, 2, 1... 4 Total: 24 (10 - 40)
Quote:

AtkSpell One!
A's Attack: 7 + 2 = 9

DefSpell One!
A's Defense: 6 + 4 = 10


B rolled 10 4-sided dice: 2, 3, 1... 4 Total: 36 (10 - 40)
Quote:

AtkSpell One!
B's Attack: 9 + 5 = 14

DefSpell Two!
B's Defense: 4 + 2 = 6


A says:
Quote:

B counters A
B's counter dealt: 14 - 9 = 5

A's current health: 19 - 5 = 14

B's current health: 17



More mathematics? Yeah, well but it is still simple addition and subtraction. Get a calculator if you are too lazy to count.

Can I use one spell or no spell at all?
Yeah, you can. Just that you will be at a disadvantage.

Can I use a spell over and over again?
No. If not, one would create a spell like
Quote:

Flaming Punch: Attack +4
Dragon's Breath: Attack +1

Fire Shield: Defense +4
Dragon's Blood: Defense +1

and keep using Flaming Punch together with Fire Shield. It would unbalance the battle system.
Let's just say all spells have a "One Round Cooldown".
Example:
Quote:

First Round: A used Flaming Punch and Fire Shield.
Second Round: A cannot use Flaming Punch and Fire Shield again. He is, however, able to use Dragon's Breath and Dragon's Blood.
Third Round: A is allowed to use Flaming Punch and Fire Shield again.


What is the maximum number of spells I can create?
As I've mentioned, 10 spells maximum.
You may create 1 spell after each level up.
Be warned though.
More spells means they are less effective.
Less spells means you can't use them as often.

Is there a limit to how many Attack/Defense spells I can created?
Yes. You can only create a maximum of 5 Attack spells. Same goes for Defense spells. So if you did create 10 spells. You only have a maximum of 5 Attack Spells and 5 Defense Spells.






Level System
As for Level system. I'm somewhat ripping it off from Air Gear. I find their Ranking system quite suitable for my Battle System. xp
Anyway, if you are unfamiliar with Air Gear's ranking system, I'm going to explain it.

To level up normally, you have to win 3 battles in total. Once you have done that, you level up. Losing a battle does not affect your leveling process, unlike Air Gear.

*I'm not sure if this can be implemented but just take a look*
Quote:

You can level up if you fight against other guild members too!
As you know, the current Ranking goes like this
Quote:

Rank F: 4-sided dice
Rank E: 6-sided dice
Rank D: 8-sided dice
Rank C: 10-sided dice
Rank B: 12-sided dice
Rank A: 20-sided dice
Rank S: 100-sided dice


So how do you level up when you fight against guild members?
The system goes like this:
For Rank F members:
Win 3 battles against members of the same rank to level up
Win 1 battle against a member of a higher rank to level up

For Rank E to B members:
Win 6 battles against members of a lower rank to level up
Win 3 battles against members of the same rank to level up
Win 2 battles against members of a higher rank to level up
Win 1 battle against a Rank S member to level up

For Rank A and S members:
Win 6 battles in a row against members of a lower rank to level up
Win 3 battles in a row against members of the same rank to level up
Win 1 battle against an Rank S member to level up (unless you are an Rank S member already)
Losing a battle against a lower rank member will cost a point deduction from your Pool, in other words, a level down

Wait. Level down? Will I drop a Rank as well?
No. Your Pool will always remain as 10 as the minimum as well.

A battle competition will affect your process in leveling. Whether you win or lose, it does not add to your streak.
Try not to abuse the system.
This system can be excluded if it is not well-liked by majority.


So will my pool reduce to 10 when I Rank Up?
This really depends on how majority view this. I have two system plotted out.

Note: Each time you level up, you get a point to add to your Pool.
So a Level 4, Rank F member will have 14 points in his/her Pool.
Quote:

System A
When you reach 20 points in your Pool. You get to choose whether or not if you want to Rank Up. If you choose to Rank Up, your points in your Pool will reset back to 10.
Hence, before Rank Up
Quote:

Rank: F
Dice used: 4-sided dice

Level: 11
Pool: 20
Attack: 10
Defense: 10
Health: 30

Spells: blah, blah

After Ranking Up
Quote:

Rank: E
Dice used: 6-sided dice

Level: 1
Pool: 10
Attack: 5
Defense: 5
Health: 15

Spells: blah, blah


This would mean you can remain as the master of that Rank.
Example: Rank E with Pool 20 points.
Note that the dice used is changed, from 4-sided dice to 6-sided dice.


Quote:

System B
When you reach 20 points in your Pool. You get to choose whether or not if you want to Rank Up. If you choose to Rank Up, your points in your Pool will not be reseted back to 10.
Hence, before Rank Up
Quote:

Rank: F
Dice used: 6-sided dice

Level: 11
Pool: 20
Attack: 10
Defense: 10
Health: 30

Spells: blah, blah

After Ranking Up
Quote:

Rank: E
Dice used: 6-sided dice

Level: 11
Pool: 20
Attack: 10
Defense: 10
Health: 30

Spells: blah, blah


So, for every 10 points, you get to Rank Up, this however, means you are force to Rank Up.
Note that the dice used does not change.


Note: In my Battle System, dice does not determine your damage, rather your chance in winning.




Rules
4 very simple rules.
1) Each round consist of two people, the Attacker and the Defender.
2) Attacker rolls first. Defender rolls afterwards.
3) There will be three outcomes in each round: Successful, Countered or Repelled
Quote:
Outcome: Successful
Conditions: Attacker's dice roll is larger than Defender's dice roll
Calculation:
[Attacker's Attack] - [Defender's Defense] = [Damage Dealt]
Outcome:
[Defender's Health] - [Damage Dealt] = [Health Left]

Quote:
Outcome: Countered
Conditions: Attacker's dice roll is smaller than Defender's dice roll
Calculation:
[Defender's Attack] - [Attacker's Attack] = [Counter Damage]
Outcome:
[Attacker's Health] - [Counter Damage] = [Health Left]
Taking negative number = zero

Quote:
Outcome: Repelled
Conditions: Attacker's dice roll is equal to Defender's dice roll
Outcome: Both side takes no damage

4) Every member begins with 4 spells. Members get to create more spells later on (one spell on each level up). Maximum 10 spells can be created, 5 for each category (meaning: 5 Attack Spells and 5 Defense Spells maximum).




Effects with implementation of this Battle System
Here I will say how will implementing this Battle System change the original Battle System.

To my understanding, right now the current Battle System is dependent on luck and Rank, other than that, it is all quite confusing to me (as I have mentioned).

Correct me if I'm wrong
A Rank S member with 3 lives can actually lose a Rank F member with 300 lives.
Given situation if a Rank S member rolls 10 100-sided dice and got a 20 for instance (very unlucky) and a Rank F member rolls 10 4-sided dice and got 40 for instance (super lucky).
The Rank F member wins immediately?

Anyway, for my Battle System, I made it so that a battle is quite like a real RPG, based on stats, spells as well as a bit of luck.

The dice is merely a tool to determine the outcome: Successful or Countered (since there's only two outcomes in a battle). It is quite impossible to get the third outcome, Repelled, though it is possible, you are rolling a minimum of 10 4-sided dice after all. The chance of two person getting the same number is 1 in 31.
The stats determine the damage and survivability of a member.
The Pool determines the Rank and Level.
The spells make things interesting and more fun.

So when battling, just remember the four simple rules.





Basic Skeleton
So here are some examples what a skeleton would look like. I included two examples (same profile, one for System A and one for System B) and a skeleton. I left out the Appearance, Biography and Personality though.


Quote:
This is an example. I'm following System A for this.

Role-play Name: Leo
Level: 5
Pool: 14
Class: C (Diced used: 10-sided dice)
Attack: 8
Defense: 6
Health: 20
Streak: 4

Spells:
-Attack Based-
Thousand Stabs [Attack +2]
Strike one thousand times at his foe. Leo will show no mercy.

Hurricane [Attack +2]
Leo has the ability to unleash a huge hurricane upon his enemies, destroying everything ahead of him

Wind Slayer [Attack +3]
Legend says that Leo got his powerful wind-based spells by slaying the Spirit of the Wind. No one knows if it is really true.


-Defense Based-
Lion Heart [Defense +4]
Leo was raised by the tribal warriors of the Lion Tribe. His heart is as courageous as a lion and no one can weaken his will.

Agility [Defense +3]
Though Leo has a build for a body, he can be very agile.


Quote:
Same thing. I'm following System B for this.

Role-play Name: Leo
Level: 35
Pool: 44
Rank: C
Attack: 20
Defense: 24
Health: 68
Streak: 4

Spells:
-Attack Based-
Thousand Stabs [Attack +3]
Strike one thousand times at his foe. Leo will show no mercy.

Hurricane [Attack +3]
Leo has the ability to unleash a huge hurricane upon his enemies, destroying everything ahead of him

Wind Slayer [Attack +5]
Legend says that Leo got his powerful wind-based spells by slaying the Spirit of the Wind. No one knows if it is really true.


-Defense Based-
Lion Heart [Defense +6]
Leo was raised by the tribal warriors of the Lion Tribe. His heart is as courageous as a lion and no one can weaken his will.

Agility [Defense +5]
Though Leo has a large build for a body, he can be very agile.



So here's the skeleton:
[b]Role-play Name:[/b]
[b]Level:[/b]
[b]Pool:[/b]
[b]Rank:[/b]
[b]Attack:[/b]
[b]Defense:[/b]
[b]Health:[/b]
[b]Streak:[/b] your current winning streak, how many 'wins-in-a-row' have you got already.

[b]Biography:[/b]

[b]Personality:[/b]

[b]Appearance:[/b]

[b]Spells:[/b]
[i][size=12]-Attack Based-[/size][/i]
Spell name [Attack +??]
[i]spell description[/i]

Spell name [Attack +??]
[i]spell description[/i]


[i][size=12]-Defense Based-[/size][/i]
Spell name [Defense +??]
[i]spell description[/i]

Spell name [Defense +??]
[i]spell description[/i]



So, tell me what you guys think of my suggestion for the Battle System?
PostPosted: Mon Aug 23, 2010 1:25 am


OMG! Amaiiko! You are so AWESOME! I am loving this system. There's practically no flaws to which I can find. The way you solved that rank up problem was genius(the one with resetting back to 10 when they rank. Giving them two options was something I didn't think of). I love how it involves simple math, spells, and HP. It feels so much like an RPG. My one suggestion would be a lag between higher powered spells. Like for spells that have a higher effect than others, it would take two rounds to reuse. That way, players can prioritize their spell use. But other than that, I love your battle system!

I was wondering if you would like to be promoted to crew, so you can apply your battle system to the guild. You can be Vice Captain in charge of the Battle System. You can make changes to rules, improve on it when you feel like it, and get members to use it. If that's not too much work for you, I would love you to reply by sending me a PM. Thanks so much for your idea!

BaTe0o7

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Guilao Rian

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PostPosted: Mon Aug 23, 2010 3:25 am


I'm thinking yu gi oh but my Idea, is every person has a set exp, at each rank, however we have attack and Defence, if the defence is higher then the attack, the opponent loses the difference to his defence, for example I have 27 Defence and My attack roles 26 he loses 1 to his defence, his defence was 24 he loses, as for that as many spells can be created as they have no effect, and the system is very similar to the old, which was very simple compared to the new ones, to most people they are just walls of text, and on to exp like any good rpg exp you need to level up increase as you get higher, anyway the dice rolls will still go up so will your defence.
PostPosted: Sun Sep 05, 2010 11:48 pm


We got a new Discussion thread!
Click here to go to the thread. Your suggestions, comments and feedbacks are always welcome.
All I ask of you is to put them in a more polite manner ^^

Amaiiko

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