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View Full Version : Shining Force-inspired System P.E.A.C.H.



Philemonite
2013-07-23, 11:57 AM
Originally, this was inspired by Shining Force, but it is influenced by Vandal Hearts 2 (weapon system) and 4e. Keep in mind that basic idea is to keep it simple.

There are six stats, somewhat similar to D&D ability score:

Strength-Used as Physical attack
Constitution-Used as Physical defense
Agility-Used for evade and turn order
Intelligence-Used as Magical attack
Wisdom-Used as Magical defense
Willpower-Used as Status attack/defense

Clear and simple, I hope.

Flow of combat is similar to Shining force, every turn you get to move and perform one action (attack, cast a spell, use an item...)
Movement is grid based. To move one square costs 1 movement point on normal terrain and 1.5 or 2 on a difficult terrain.

Weapon system

Your class is determined by a weapon you wield. If you equip a Rod you are a Mage and if you equip a Bow you are an Archer. When you gain a level you get +1 to one of your stats, based on your class. So, if you want to boost your Strength you will stick with an Axe(Warrior). If you want Intelligence you will go with a Rod(Mage). Your weapon also determines what abilities you can use. This is important, since you do not have a basic attack. Every weapon has at least one ability. This can range from healing(Cure) and Elemental attack spells(Blaze) to status attacks(Sleep) and physical attacks(Slash). Every ability has 4 versions labeled from I to IV. First(I) version is the weakest, but it can always be used, like At-Will abilities from 4e. Other versions need to be charged first, by using the basic version.
Every character also has a secondary and a tertiary weapon.
As a standard move action you can switch your primary weapon for your secondary.
When you gain a level you gain +1/2 point for your secondary and tertiary weapon.

Weapons/Classes

Staff(Priest)-A healer, always has access to Cure spell. Wisdom bonus
Rod(Mage)-Elemental attacker, always has access to an elemental attack spell(Blaze, Freeze, Bolt, Blast, Shine, Eclipse, Quake or ???). Intelligence bonus.
Wand(Witch)-Dabbler, always has access to Silence spell. Willpower bonus.
Axe(Warrior)-Attacker, always has access to Chop ability. Strength bonus.
Lance(Knight)-Defender, always has access to Guard ability. Constitution bonus.
Bow(Archer)-Ranged attacker, always has access to Shoot ability. Agility bonus.
Instrument(Bard)-Dabbler, always has access to Sleep spell. Willpower bonus.
Dagger(Thief)-Evasion specialist, always has access to Alertness(Needs better name). Agility bonus.
Glove(Monk)-Balanced unit, always has access to Punch ability. Strength bonus.
Sword(Swordsman)-Balanced unit, always has access to Slash ability. Constitution bonus.
Mace(Shaman)-Summoning specialist, always has access to Dao spell. Intelligence bonus.
Ankh(Mystic)-Purity specialist, always has access to Pure spell. Wisdom bonus.

Abilities

Healing and support

Cure-Heals HP, Wisdom based
Aura-Heals HP to a group, Wisdom based
Pure-Removes negative effects, Wisdom based
Protect-Reduces damage received, Wisdom based
Power-Increases damage dealt, Wisdom based
Shield-Protects from negative effects, Wisdom based

Elemental Magic

Blaze-Fire elemental damage, Intelligence based
Freeze-Ice elemental damage, Intelligence based
Bolt-Lightning elemental damage, Intelligence based
Blast-Wind elemental damage, Intelligence based
Shine-Light elemental damage, Intelligence based
Eclipse-Dark elemental damage, Intelligence based
???-Water elemental damage, Intelligence based
Quake-Earth elemental damage, Intelligence based

Status effects and debuffs

Silence-Blocks use of magical abilities, Willpower based
Sleep-Puts target to sleep, Willpower based
Dispel-Removes positive effects, Willpower based
Dull-Reduced damage dealt, Willpower based
Weaken-Increases damage dealt, Willpower based

Summoning Magic

Dao-Physical damage summoning, Intelligence based
Efreet-Fire damage summoning, Intelligence based
Sylph-Wind damage summoning, Intelligence based
Marid-Water damage summoning, Intelligence based
Fenrir-Ice damage summoning, Intelligence based
Golem-Earth damage summoning, Intelligence based
Thunderbird-Lightning damage summoning, Intelligence based
Angel-Light damage summoning, Intelligence based
???-Dark damage summoning, Intelligence based


So, what does the playground think of this idea?

JBPuffin
2013-07-23, 12:08 PM
Congratulations, you have achieved simple and playable. Once you have rules for actually building characters, we can go from there.

Philemonite
2013-07-23, 12:12 PM
I was actually thinking of making all the characters start with the same stats, maybe a little bonus based on the weapon you choose to start with.
Also, armor can determine movement and add some defense/resistance bonus.

JBPuffin
2013-07-23, 12:55 PM
Huh. That's pretty smart, having everyone start basically evenly. Also, would the armors and other trinkets also possibly provide abilities? I don't know much about the source material, but from what I've seen it sounds like an FFTA game could be made with your framework..."drools in his cerebrum"

Anyway, with an idea that's solid like this one all you need are actual numbers and ability writeups. I'm assuming that you'll be using hit points, right?

Edit: One last thing, if a weapon has a higher-level ability, does it also automatically have the lower-level versions as well?

Philemonite
2013-07-23, 01:10 PM
In a way, yes. Weapons will provide the action abilities and armor will add some bonuses. Haven't played FFTA for years.:smalltongue:
Shining Force is a Turn Based Strategy made waaaaaaaaay back for Sega Genesis.
I hate the crunchy part, but I guess need to start crunching.:smallwink:
I'm still unsure how to determine HP. I don't want to cripple casters, but I don't want everyone to have the same HP.

Yes, if it has a basic ability it has all ranks of that ability.

erikun
2013-07-23, 01:37 PM
Seems functional and useable, although I note that lance/bow users need to pick up an axe occasionally because their damage is based off their STR, which only wielding an axe increases. For that matter, axe users would probably need to pick up a lance occasionally for the CON boost to stay healthy in melee combat. Bow users, ironically enough, would need to pick up both, because they'd need to CON to stay in combat while they're using the axe to boost STR.

Magic users don't seem to have that problem. Rods boost INT for more damage, wands boost CHA for better effects, and staves boost WIS which doesn't mean much as they're healing.


You'd probably want to implement some kind of "dual-classing" or "dual-weapon wielding" because character who can only heal others for the whole battle or can only make ranged attacks are going to find themselves bored when they don't need to do that particular action. Something like a primary weapon and a backup weapon, perhaps? With the primary granting +1 stat/level and the backup granting +1 stat/2 levels, your archer wouldn't need to give up archery have the time to jump into melee with an axe, and others can have the option for a melee weapon or healing without that being their only means of attack.

Philemonite
2013-07-23, 01:45 PM
That sounds like a great idea, I will have to incorporate it. I will also add 6 more weapons, to have 2 weapons for every stat.
Wisdom will affect support magic, I'm not sure I made that clear.

JBPuffin
2013-07-23, 06:10 PM
Swords being Con based seems odd to me...maybe trade with axe? Anyway, I've never even seen a SAGA Genesis, so it's no surprise I've heard of this game. Sounds cool.

The things that are really bugging me to the point of breaking immersion is that attacking with a bow requires strength to kill stuff ad maces being used by shamans...I can get over the bows, but seriously? Change the maces to totems or something and I'll feel better.

Philemonite
2013-07-24, 09:44 AM
Swords being Con based seems odd to me...maybe trade with axe? Anyway, I've never even seen a SAGA Genesis, so it's no surprise I've heard of this game. Sounds cool.

Swords aren't based of Constitution, you just get boost to your Constitution if you wield a Sword. Axe grants Strength bonus since Axe is all about the offense. Swordsman is secondary defender, right after Knight. I could make Sword Con/Str, but that would complicate things.


The things that are really bugging me to the point of breaking immersion is that attacking with a bow requires strength to kill stuff ad maces being used by shamans...I can get over the bows, but seriously? Change the maces to totems or something and I'll feel better.
Adding Dexterity would complicate things, Archers are the only class that would have any use for it, and it would make them incompatible with all the other classes, and the biggest advantage of the system is the ability to change class whenever you want.
In the GBA remake of original SF there is a Shaman girl that uses Mace. (But she is actually Healer/Buffer.)
If it is bothering you so much I can change the class name. I could go with Summoner, but that's a bit generic. In SF2 alternate promotion for a Mage was Sorc(erer) who used summoning spells.

JBPuffin
2013-07-24, 12:34 PM
Swords aren't based of Constitution, you just get boost to your Constitution if you wield a Sword. Axe grants Strength bonus since Axe is all about the offense. Swordsman is secondary defender, right after Knight. I could make Sword Con/Str, but that would complicate things.

Ahh, sorry, understand now. Logic makes sense.


Adding Dexterity would complicate things, Archers are the only class that would have any use for it, and it would make them incompatible with all the other classes, and the biggest advantage of the system is the ability to change class whenever you want.
In the GBA remake of original SF there is a Shaman girl that uses Mace. (But she is actually Healer/Buffer.)
If it is bothering you so much I can change the class name. I could go with Summoner, but that's a bit generic. In SF2 alternate promotion for a Mage was Sorc(erer) who used summoning spells.

Did I say Dexerity? Meant Agility there. Seeing your Sword argument, however, that's no longer an issue.
Sorcerer works for the name, really just couldn't see someone called a Shaman using maces for magic.

Philemonite
2013-07-24, 12:42 PM
But a Mace wielding Sorcerer that uses summoning magic makes sense?:smallwink:

JBPuffin
2013-07-24, 10:29 PM
...Yes?:smallwink::smallbiggrin::smalltongue:x3 emoticon combo!

Philemonite
2013-07-25, 07:36 AM
Then Sorcerer it is.:smallwink::smallbiggrin::smalltongue:

I just need to find some time to do the crunchy-crunch. I already started the ability list.