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View Full Version : [New System] Time-Spend [PEACH]



qwertyu63
2013-10-02, 10:16 AM
I am making a new system, and what to hear what you guys think. I will be reserving a few posts before opening up, so please let me do that.

Thus far, I only have the combat system written down, but I am working on more.
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Time-spend combat:
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Each round of combat in this system is 12 seconds long.
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Each round of combat, each person in the battle gets 12 seconds of combat time.

Each round is broken into instants. During each instant, all of the combatants bid to determine who gets to act. Each of them must declare what action they are doing. Each of the various actions cost seconds of combat time as follows:
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Attack with a broadblade: 6
Cast a spell: 5
Attack with a longblade: 4
Attack with a sling: 3
Attack with a shortblade: 2
Move 15': 1
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The person who declares the action with the lowest cost is the one who gets to act in that instant. They must spend seconds equal to the cost of their chosen action.
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No person can preform any action more then once per round.
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You can also choose to over-spend on an action. If you want to over-spend, you declare thus while declaring your action. The amount you over-spent by is subtracted from the cost for determining if you get to act, but the actual cost that you spend is increased by the same amount.
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When an attack is made, the target of the attack (the victim) must choose if they will evade the attack. Doing this costs a number of seconds based on the weapon, as follows:
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Broadblade: 1
Longblade: 2
Sling: 1
Shortblade: 2
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These costs assumes the attacker is a novice in the weapon. Greater skill in the weapon increases the cost.
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If you have a shield, the cost to avoid an attack is reduced by 1 to a minimum of 1. This assumes novice skill in shields, and gets better as your skill rises.
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If the attack isn't avoided, the victim gains an injury condition. Most weapons inflict the injured condition, which has no effect other then making future attacks worse and goes away in about an hour.
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The broadblade can (at the attackers option) inflict the maimed condition instead, which reduces the time the victim has in each round to 10 seconds and only goes away if healed with magic.
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If you are already injured or maimed when you are hit by an attack, you instead receive the downed condition instead, which denies you the ability to act and goes away in an hour. After the downed condition ends, you gain the injured condition.
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Partial skills list:
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Skills:
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In the time-spend system, everything is measured in time. This includes

character advancement. Time of peace is measured in blocks of three months. With

this time, characters can improve their skills. The costs are as follows:
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Level 0: None: Free
Level 1: Novice: 3 months
Level 2: Journeyman: 6 months
Level 3: Master: 9 months
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The skills in the game are as follows:
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Black Magic:
The magic of death, allowing you to inflict it upon your foes.
-Novice: Cast a spell to inflict a minor curse on your target, reducing their

time in each round by 2 seconds, for as long as you concentrate.
-Journeyman: Cast a spell to kill your target instantly, unless they have

greater willpower.
-Master: Cast a spell to channel a spirit of death, killing the next person your

target touches, unless that indvidual has a higher willpower.
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White Magic:
The magic of life, allowing you to restore life to your target.
-Novice: Cast a spell to remove magic effects from your target. This ends any "for as long as you concentrate" effect.
-Journeyman: Cast a spell to speed up natural healing of illness. This spell instantly counts as 1 month of rest for removing illness.
-Master: Cast a spell to remove 1 injury confition of your choice.
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Grey Magic:
The magic of names, allowing you control of names.
-Novice: Cast a spell to learn the name of your target (Remember, you must know someone's name to target them).
-Journeyman: Cast a spell to flag your target. You are mentally notified when a flagged target's name changes. This does not tell you their new name.
-Master: Cast a spell to name/re-name your target. You know their new name.
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Blue Magic:
The magic of defense, allowing you to protect others.
-Novice: Cast a spell to increase your target's defences. This reduces all dodge costs by 1 to a minimum of 1.
-Journeyman: Cast a spell to counter the next spell of a color you choose that targets your target.
-Master: Cast a spell to reverse the next spell your target is targeted by, effecting the caster instead. If the reversed spell can be resisted, the original target is treated as the caster.
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Red Magic:
The magic of emotion, allowing you to read and alter emotions.
-Novice: Cast a spell to determine your targets emotions. You continue to get information for as long as you concentrate.
-Journeyman: Cast a spell to supress emotion in your target for as long as you concentrate, unless they have a higher willpower.
-Master: Cast a spell to alter the emotions of your target for as long as you concentrate, unless they have a higher willpower.
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Green Magic:
The magic of the body, allowing you to enhance and alter the body.
-Novice: Cast a spell to increase the physical power of your target, increasing the cost to dodge their attacks by 1, for as long as you concentrate.
-Journeyman: Cast a spell to increase the speed of your target, increasing their

time in each round by 2 seconds, for as long as you concentrate.
-Master: Cast a spell to alter the form of your target. You can change your target to look like any physical form their species can take.
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Purple Magic:
The magic of the mind, allowing you to contact other minds.
-Novice: Cast a spell to send a message to the mind of your target.
-Journeyman: Cast a spell to see through your targets eyes, for as long as you concentrate.
-Master: Cast a spell to read all of the thoughts of your target. You continue to get information for as long as you concentrate.
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Yellow Magic:
The magic of location, allowing you to detect and alter locations.
-Novice: Cast a spell to detect the exact location of your target.
-Journeyman: Cast a spell to levitate your target, for as long as you concentrate. You control the path they take while levitating.
-Master: Cast a spell to teleport yourself to your target, along with up to touched indviduals. You appear in the closest open location to your target.
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Longblade Combat:
The skill of fighting with a longblade, which is a 1-handed weapon.
-Novice: When you make a longblade attack, the cost to dodge the attack is 2 seconds.
-Journeyman: When you make a longblade attack, the cost to dodge the attack is 3 seconds.
-Master: When you make a longblade attack, the cost to dodge the attack is 5 seconds.
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Shortblade Combat:
The skill of fighting with a shortblade, which is a Off-handed weapon.
-Novice: When you make a shortblade attack, the cost to dodge the attack is 2 seconds.
-Journeyman: When you make a shortblade attack, the cost to dodge the attack is 3 seconds.
-Master: When you make a shortblade attack, the cost to dodge the attack is 5 seconds.
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Sling Combat:
The skill of fighting with a sling, which is a 1-handed weapon.
-Novice: When you make a sling attack, the cost to dodge the attack is 1 seconds.
-Journeyman: When you make a sling attack, the cost to dodge the attack is 2 seconds.
-Master: When you make a sling attack, the cost to dodge the attack is 4 seconds.
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Broadblade Combat:
The skill of fighting with a broadblade, which is a 2-handed weapon.
-Novice: When you make a broadblade attack, the cost to dodge the attack is 1 seconds.
-Journeyman: When you make a broadblade attack, the cost to dodge the attack is 2 seconds.
-Master: When you make a broadblade attack, the cost to dodge the attack is 4 seconds.
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Shield Combat:
The skill of fighting with a shield, which is an Off-handed item.
-Novice: If you have a shield, the cost to avoid an attack is reduced by 1 to a minimum of 1.
-Journeyman: If you have a shield, the cost to avoid an attack is reduced by 2 to a minimum of 1.
-Master: If you have a shield, the cost to avoid an attack is reduced by 3 to a minimum of 1.
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(Non-combat skills are in the works, WIP)

The magic system will be the one here (http://www.giantitp.com/forums/showthread.php?t=304651).

qwertyu63
2013-10-02, 10:18 AM
Reserved Post 1

qwertyu63
2013-10-02, 10:19 AM
Reserved Post 2

This is the last post I am reserving. Feel free to post from here.

Milo v3
2013-10-04, 12:46 AM
Why does the cost increase the more skilled you are with a weapon? I would've thought that if you were skilled in using a sword you could probably swing it faster than a novice could.

qwertyu63
2013-10-04, 06:59 AM
Why does the cost increase the more skilled you are with a weapon? I would've thought that if you were skilled in using a sword you could probably swing it faster than a novice could.

The cost to dodge the attack increases. Not the cost to make the attack. The idea is the more skilled you are, the harder your attacks are to dodge.

Milo v3
2013-10-04, 07:01 AM
The cost to dodge the attack increases. Not the cost to make the attack. The idea is the more skilled you are, the harder your attacks are to dodge.

Ahh... That makes more sense. :smallredface:

Vadskye
2013-10-05, 11:08 AM
Are you familiar with the "tick" system used in Exalted and a few other systems? If not, it would be worth researching. It shares a number of similarities with what you're proposing.