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?
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?