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continuumg
2019-01-02, 10:31 PM
Hey, everyone!
I've been working recently on a system I've designed to bring the quirky style of the various mushroom kingdom RPGs to the tabletop, and decided that it's now good enough to warrant posting online. This system is meant to simulate a style of combat similar to what one might find in Paper Mario, and its GameCube successor. Apart from these two titles, it also takes mechanical inspiration from the more recent Mario+Rabbids Kingdom Battle, as well as Super Mario Party.

The system does not contain rules for any out-of-combat situations, and I created it with the expectation of GMs creating fairly linear narrative-based sections between combat. The mechanics of combat are rules-heavy, but are simple enough that I have been able to run the game with a single player controlling a party of three without difficulty, even after swapping out some of his party members midway through.

The rules feature 20 playable races, or 38 if you include the sub-races (At my last count), which will account for roughly half of your players' ability to customize. Beyond that, player's will choose their age (Young, Adult, or Old), which essentially just gives a free level-up in a correlated stat, pick two starting items, and design their personal die.

The personal die is, of course, the other major source of customization.
During a character's turn in combat, they will be able to take two actions. The caveat is that they may only use each of their dice once in a round, their personal custom dice block, or a basic d6. I designed the system with roll20 in mind, and wrote a character sheet and simple script that allow you to roll the personal clock (or dP) easily. For those of you who prefer physical dice, you can simply roll a d6 and consult a small table to convert the number to your dP.

Attacks can fall into one of 6 different categories (Well 7, but Quake attacks are rare, existing primarily for POW blocks to be possible). Each interacts differently with the dice roll, allowing for various strategies as to how you might want to design you dP. A melee-focused build typically wants to roll low, while a gunner would prefer to be able to hit a certain number or range of numbers consistently, depending on the distance they intend to fight from.


Here is a link to my OneNote Notebook containing the basic rules for combat and character creation.
Pen&Paper Mario Rulebook (https://1drv.ms/f/s!Ai8WwaY034TXgSMMcnZGgKma52QG)

For those that have trouble viewing the notebook, I'm copying the rules into the following spoiler tags. The formatting will be a bit different, and I'll be excluding any images.



All intelligent characters have both a standard six-sided die (d6) and a customized personal die that is unique to that individual (dP). Whenever a character is called to make a roll, they choose one of these dice to roll and use its result. A character can not use the same die more than once in a given round of turns.

Unintelligent creatures have only the standard d6, which they roll at the start of their turns, using its result for all actions they take until their next turn.

Diagonal Adjacency is never considered. Only orthogonally adjacent spaces are considered to be adjacent.

A character's turn is made up of two actions. These may be the same action if desired.


Move
The character rolls a die and moves based on the result. The character can only move forwards, but can rotate 90 degrees between every space moved. A character must move the full number of spaces rolled.

Rotate
The character may rotate to face any direction.

Step
The character moves one space forwards, backwards, or sideways, but does not rotate.

Attack
The character attempts an attack against an opponent.

Use Item
The character uses a consumable item.

Equip
The character swaps their equipped weapon and/or armor with one in their inventory.


Some effects trigger when a creature makes contact with another's body or head.
Bash and Crash attacks make contact with the target's body, with the exception of Bash attacks granted by the attacker's Weapon.
Jump attacks make contact with the target's head.

A character can equip badges to provide themselves with special abilities or to grant passive bonuses
Badges cost a number of Badge Points (BP) to equip. Some badges have a BP cost of 0.
A character can not equip a number of badges greater than double their level.

Some badges allow a character to modify one of their existing attacks, typically at the cost of FP. A given attack action can only have one modification applied to it.

Characters begin at level 1, with one of each of their race's stat bonuses, plus an additional stat bonus based on their age. Each time the character levels up, they gain a new stat bonus of their choice.
The XP cost for levelling equals twice the character's current level.

Some effects might cause a character to Teleport. Teleportation effects move a character a specific distance in any direction, and don't care about facing or rotate the moved character.





Descriptions of an attack use the following format:

Name
Type: Value
Damage: Value
Range: Value
Cost: Value
Special

The "Range", "Cost", and "Special" Properties may be omitted on attacks that don't use them.

Name - The name of the attack
Type - One of seven different attack types, defining the basics of how the attack works. These will be described in greater detail below.
Damage - The base damage of the attack. This might be modified in various ways depending on the attack's Type.
Range - This sets the distance at which the attack can hit. This might be modified in various ways depending on the attack's Type. The range uses the following format:
Range: 6 <- The attack can hit targets 6 spaces away or closer
Range: 2,5 <- The attack can hit targets 5 spaces away or closer, but no closer than 2 spaces away
Range: 3+ <- The attack can hit targets 3 spaces away or farther
Range: Close <- The attack can hit targets 1 space ahead of you, or 1 space ahead and 1 space beside
Range: Reach <- The attack can hit targets 2 spaces ahead of you, or 2 spaces ahead and 1 space beside
If an effect would modify an attack's range, it modifies both the minimum and maximum ranges, if applicable.
Cost: Any cost required to use the attack. Typically an amount of FP if used at all
Special: This is a description of any other effects, restrictions, or modifications the attack might have that aren't covered by the Type, Damage, and Range.

In order to make an attack, the player first declares the name of the attack they are making, and then declares its target(s).
The player may then choose to modify the attack using a Modification from one of their badges, if applicable, and then pays the attack's Cost and the cost of the Modification, if any.
Unless the attack has the Crash or Quake type, they then roll one of their dice. This becomes the attack's Attack Roll.
Once the roll has resolved, determine the attack's final range and damage.
If the target is still in range, the target loses HP equal to the attack's damage minus the target's DEF





Jump
• A jump attack is successful if the attack roll is within 1 point of the defender’s size plus flying height (if any)
• A jump attack ignores any cover if the result of the attack roll is greater than the cover’s size.
• After the attack is performed, the attacker may move to any empty space within the jump’s range (from the target)
• Jump attacks can flip enemies vulnerable to the Flipped condition, but only if the attack roll was equal to the defender’s size plus flying height.

Bash
• A bash is any attack made with some sort of melee weapon, such as a hammer.
• A bash’s damage is reduced by the result of the attack roll.
• A bash attack can’t hit creatures that fly more than one point of height above your size+height
• A bash attack has a range of Close or Reach

Crash
• A crash is an attack made as part of movement that allows you to pass through an opponent’s space.
• Crash attacks have no Range Property
• A crash can not be performed if there isn’t a free space on the other side of the defender, or if the attacker has insufficient movement to pass the defender.
• A crash deals bonus damage equal to the number of consecutive spaces the attacker moved in a single direction upon reaching the defender.
• A crash ends movement if the attacker fails to damage the target
• A crash attack can’t damage creatures that fly a height greater than your size
• Only one crash attack can be attempted per movement

Shot
• A shot attack is any projectile fired directly towards its target
• The range and minimum range of a shot attack are increased by the attack roll
• Shot attacks deal a constant amount of damage

Toss
• A toss is any projectile lobbed at a target
• A toss attack is successful if the attack roll is within one point of the defender’s distance.
• A toss attack ignores partial cover. They also ignore total cover if the roll was equal to the target’s distance.

Burst
• A burst attack is an attack made in a radius around the attacker
• The range of the burst attack is reduced by the attack roll
• Burst attacks deal a constant amount of damage
• Some burst attacks are cones, rather than spheres

Quake
• No attack roll is made for a quake attack
• A quake attack damages all other characters on the ground and ceiling within range
• Quake attacks deal a constant amount of damage, and ignores defence
• Quake attacks flip enemies vulnerable to the Flipped condition
• Quake attacks damage allies, too!





A block provides total cover to adjacent creatures if it is at least the same size as those creatures.
A block otherwise provides partial cover to adjacent creatures if it is at least half the size of those creatures.

A block provides cover to non-adjacent creatures only if it meets the size requirements to provide cover to both the attacker and defender.

An attacker adjacent to cover ignores that cover, except against targets directly opposite
An attacker adjacent to partial cover ignores that cover, except against targets who are directly opposite, and adjacent to, that cover

A typical battlefield should have no more than two different sizes of cover blocks, for simplicity's sake





The first step of character creation is to choose your character's race. This determines your Size, HP bonus, FP bonus, and BP bonus.
You begin with Max HP, Max FP, and Max BP equal to your race's respective bonuses.
Next, choose your character's subrace, if any. This will decide any special abilities you might start with.
Then decide your character's age. Young characters gain an extra FP bonus, Adult characters gain an extra HP bonus, and Old characters gain an extra BP bonus.
You will also need to decide your character's name and gender.

In addition to whatever natural attacks your race might grant you, you also gain the following attacks

Basic Bash
Type: Bash
Damage: 1 + Your Size

Basic Crash
Type: Crash
Damage: 1 - Your Size

Each character also begins with their choice of two of the following:
• One badge of common rarity
• Five copies of a single-use Item of common rarity
• Three copies of a single-use item of uncommon rarity
• One weapon of common rarity
• One piece of armor of common rarity

Finally, you will need to design your Personal Die. This is a dice block that you can use in place of a d6. A personal die must have 6 sides, and each side can contain any number from 0 to 10. A personal die starts with a BP cost of 0. This cost increases by 1 for each number you add to it that already exists on the die, and by 1 for every 2 points of difference between 21 and the sum of the die's values.
A personal die must contain at least two different values.
Characters may revise their personal die every time they level up.

Examples
0 1 3 4 5 7
This die has a sum of 21 and no duplicate numbers. Thus it costs no BP

0 0 0 7 7 7
This die has a sum of 21, but contains 3 zeros and 3 sevens. It cost 4 BP (2 for the duplicate zeros, and 2 for the duplicate sevens)

2 3 4 5 6 7
This die has a sum of 27 and no duplicates. It thus costs 3 BP to equip.

0 0 3 4 5 6
This die has a sum of 18 and 2 zeros. It thus costs 2 BP to equip.

0 0 0 0 0 1
This die has a sum of 1 and 5 zeros. It thus costs 14 BP to equip.

9 10 10 10 10 10
This die has a sum of 59 and 5 tens. It thus costs 23 BP to equip.







Size 1
HP +4
FP +6
BP +3

Explode
Type: Burst
Range : 6
Damage: 3
A bob-omb may pay 1 FP to increase the damage of Explode by 1. He may pay an additional 1 FP when his Max FP reaches 20, and every 10 additional points, in order to increase the damage by an equal amount.

Artillerist
A bob-omb may increase or decrease the result of any die roll he makes for a Toss, Shot, or Burst attack by 1.





Size 1
HP +4
FP +5
BP +4

Peekaboo
Type: Bash
Damage: 6
Range: Close
If the Boo attempts this attack from behind, she can pay 1 FP to startle the target into running straight ahead a number of spaces equal to the attack roll.

Flight
A boo can fly, increasing or decreasing her height by up to 2 as part of her movement.

Insubstantial
A boo can pass through solid objects unhindered, but cannot wear armor



Clingy (Replaces Flight)
A stretch can climb any surface at any angle, including ceilings. (Creatures on ceilings are unable to be the target of jump attacks)

Don’t Blink (Replaces Insubstantial)
A stretch can end his movement by teleporting a number of spaces equal to his remaining movement directly backwards. A Stretch cannot wear armor.





Evasive (Replaces Peekaboo)
A Peepa can pay 1 FP in reaction to an attack made against it in order to increase or decrease her flying height by 1. This may cause the attack to miss.







Size 4
HP +6
FP +4
BP +3

Tough
A Boom-Boom has 1 DEF

Strongarm
The attack power of a boom-boom's Bash and Toss attacks are increased by 1.





Size 2
HP +4
FP +4
BP +5

Rubbery
A bumpty has 3 DEF vs Crash attacks.

Slip Slide
Type: Crash
Damage: 0
The bumpy may reverse movement direction after using this attack.





Size 3
HP +6
FP +4
BP +3

Hard-Headed
Chucks have 2 DEF vs Jump and Toss attacks

Chargin'
Type: Crash
Damage: 0

Passin'
Type: Toss
Damage: 3
Range: 2+





Size 1
HP +6
FP +5
BP +2

Fireproof
Clefts are immune to fire-based damage and the Burned condition.

Rock Solid
Clefts have 2 defense, but are vulnerable to the Flipped condition.



Head Spikes (Replaces Fireproof)
Spiked Clefts have spikes that deal 1 damage to enemies who make contact with their heads.







Size 1
HP +5
FP +5
BP +3

Tattle
A galoomba has the ability to tattle, revealing a target’s strength’s and weaknesses. This also reveals the target's current and maximum HP and FP, and that of all enemies of the same variety.

Sprint
A galoomba can spend 1 FP to add +1 to any movement roll. When their max FP reaches 20, and each 10 points higher, they can pay an additional 1 FP to increase the bonus by +1



Clumsy Flight (Replaces Sprint)
A winged galoomba can fly, increasing or decreasing her height by up to 1 as part of movement. If she is struck by an attack, her height is decreased by 1.







Size 1
HP +5
FP +4
BP +4

Tattle
A Goomba has the ability to tattle, revealing a target’s strength’s and weaknesses. This also reveals the target's current and maximum HP and FP, and that of all enemies of the same variety.

Tactician
Whenever a Goombaattacks a target that is adjacent to one of the Goomba’s allies, his attack power is increased by 1.



Wing Stomp (Replaces Tactician)
Type: Jump
Damage: 3
Range: 2







Size 3
HP +5
FP +5
BP +3

Shell Armor
A koopa has 1 Defense, but is vulnerable to the Flipped status condition.

Shell Crash
Type: Crash
Damage: 1
This attack does not make contact.



Clumsy Flight
A parakoopa can fly, increasing or decreasing her height by up to 1 as part of movement. If she is struck by an attack, her height is decreased by 1.
A parakoopa is only affected by her Shell Armor ability while her height is 0.

Winged Shell Crash (Replaces Shell Crash)
Type: Crash
Damage: 0
This attack does not make contact.





Sturdy Skeleton (Replaces Shell Armor)
A Dry Bones has 2 DEf, but cannot regain HP from items.

Bone Toss (Replaces Shell Crash)
Type: Toss
Damage: 3





Magic Missile (Replaces Shell Armor)
Type: Shot
Damage: 3 (Magic)
Range: 0 - 1
Magikoopa can pay 1 FP after rolling to increase or decrease the range by 1. He can pay 1 additional FP when his max FP reaches 20, and every 10 following FP to increase or decrease the range by 1 again.
This attack deals double damage to blocks.

Teleport (Replaces Shell Crash)
Instead of moving normally, a Magikoopa teleports any number of spaces up to his roll during movement.





Flight (Replaces Shell Armor)
A toady can fly, increasing or decreasing her height by up to 2 as part of movement.

Airlift (Replaces Shell Crash)
A toady can pick up an adjacent character with size equal to the toady’s height in place of one square of movement, dropping the ally off in an adjacent square at the end of the move. A toady can airlift only one character at a time.





Hammer Throw (Replaces Shell Crash)
Type: Toss
Damage: 4
Range: 2+





Boomerang Throw (Replaces Shell Crash)
Type: Toss
Damage: 3
Range: 3+
This attack hits twice if the attack roll is equal to the target’s distance.





Fire Throw (Replaces Shell Crash)
Type: Toss
Damage: 2 (Fire)
If the attack roll is equal to the target’s distance, the target becomes burned for 5 turns.





Bulky
A Sledge Bros subtracts 1 from the result of all of its movement rolls. Additionally, a Sledge Bro has a size of 4.

Tough (Replaces Shell Armor)
A sledge bro has 1 DEF

Sledge Throw (Replaces Shell Crash)
Type: Toss
Damage: 5
Range: 2,4

Sledge Quake
Type: Quake
Damage: 1
Range: 3
Cost: 1 FP







Size 3
HP +4
FP +5
BP +4

Graceful Flight
A lakitu can fly, increasing or decreasing her height by up to 3 points as part of her movement each round.

Spiny Toss
Type: Toss
Damage: 2
Cost: 1 FP
Range: 3
The lakitu spawns a Spiny on a space adjacent to the target:
HP 2
DEF 2
Size 1
A spiny is Flip Vulnerable
A spiny deals 1 on contact
A spiny attacks the nearest character each turn





Size 2
HP +5
FP +4
BP +4

Burrow
A Monty can, in place of 1 point of movement, dig himself into the ground or back out again. He can not do both in the same action. While underground, a Monty has total cover, but can’t move or step.
When a Monty leaves the ground, his attack power is increased by 1 until the end of his turn.



Bunker (Replaces Burrow)
A Rocky can, as an action, dig himself into the ground or back out again. While underground, a Rocky has total cover, but can’t move or step. A Rocky gains the following attack while buried:
Wrench Throw
Type: Toss
Damage: 4
Range: 2+
The buried Rocky’s total cover becomes partial cover until his next turn.







Size 2
HP +5
FP +4
BP +4

Sprint
A Noki can spend 1 FP to get +1 to any movement roll. When their max FP reaches 20, and each 10 points higher, they can pay an additional 1 FP to increase the bonus by +1

Amphibious
A Noki takes no movement penalties from being underwater or standing in goopy terrain.





Size 4
HP +5
FP +5
BP +3

Chuckster
Type: Toss
Damage: 3
Range: 2+
To perform this attack, the Pianta throws an adjacent ally at the target. The ally lands on any space adjacent to the target after the attack is made. The ally thrown makes contact with the target’s head.
Alternatively, the pianta may roll a die and teleport an adjacent ally a distance equal to the die's result.

Springy
A pianta has 3 DEF vs Jump attacks





Size 2
HP +4
FP +5
BP +4

Sprint
A shy can spend 1 FP to add +1 to any movement roll. When their max FP reaches 20, and each 10 points higher, they can pay an additional 1 FP to increase the bonus by +1

Weapon Proficiency
Attacks a shy makes with a weapon have their attack power increased by 1.



Clumsy Flight (Replaces Sprint)
A Fly-Guy can fly, increasing or decreasing her height by up to 1 as part of movement. If she is struck by an attack, her height is decreased by 1.

Whirligig (Replaces weapon proficiency)
A Fly-Guy can rotate 90 degrees before and/or after movement, in addition to between moving spaces.





Thieving Dash (Replaces Weapon Proficiency)
Type: Crash
Damage: -2
The Bandit steals 1 Coin from the target if the attack is successful.





Spit Bullet (Replaces Weapon Proficiency)
Type: Shot
Damage: 3
Range: 0,3







Size 4
HP +6
FP +4
BP +3

Tough
A Spike has 1 DEF

Spike Toss
Type: Toss
Damage: 5
Range: 2-3



Crush Club (Replaces Spike Toss)
A Clubba always begins with the following weapon for free:
Clubb
Type: Bash
Damage: 8
Range: Reach







Size 1
HP +4
FP +5
BP +4

Mouse Burglary
Whenever a squeek damages another character from behind, she steals 1 coin from the target.

Sneaky
Whenever a Squeek rolls a 0, 1, or 2 during movement, she becomes invisible until her next turn. (Attacking ends invisibility)





Size 2
HP +4
FP +6
BP +3

Sprint
A toad can spend 1 FP to add +1 to any movement roll. When their max FP reaches 20, and each 10 points higher, they can pay an additional 1 FP to increase the bonus by +1

Mushroom Affinity
Toads regain 1 HP more than normal from HP-restoring items.





Size 6
HP +7
FP +4
BP +2

Bulwark
A whomp can serve as cover for characters directly in front of or behind itself.

Bulky
A whomp subtracts 1 from the result of all his movement rolls.

Rock Solid
A whomp has a 2 DEF, but is vulnerable to the Flipped condition.

Crush Flat
Type: Bash
Damage: 8
Crush flat targets a character either directly behind or in front of the whomp, rather than a bash's usual range. This attack Flattens the target and Flips the user.
The whomp may use this attack for free whenever he would become Flipped due to damage taken by an attack.





Size 5
HP +6
FP +5
BP +2

Unbridled Rage
When a wiggler takes damage from an attack, until the end of her next turn, the wiggler adds 1 to the result of all movement rolls and gains the following attack:
Raging Stampede
Type: Crash
Damage: 0
The wiggler can use this attack multiple times during a single movement.



Flight (Replaces Unbridled Rage)
A Flutter flies through the air, and can increase or decrease her height by up to 2 during movement.

Magical
A flutter regains 1 FP at the start of each of her turns.







Size 3
HP +5
FP +5
BP +3

Tongue Grab
A Yoshi can, as an action, grab a creature of size 3 or smaller within 2 spaces. If that creature is still in the Yoshi’s mouth at the end of Yoshi’s next turn, it takes 3 damage, ignoring DEF. If this damage defeats the creature, Yoshi swallows it. Otherwise, Yoshi spits the creature onto an adjacent space. While Yoshi has a creature in his mouth, he gains the following attack:
Spit Launch
Type: Shot
Damage: 3
Range: 0,3
Yoshi spits the creature from his mouth at the target. If the attack hits, it deals damage to both the target and the spat creature. The spat creature lands on a space adjacent to the target.
When Yoshi Swallows an enemy, he gains the following item:
Yoshi Egg
Type: Toss
Damage: 3
Range: 2+

Flutter Jump
Type: Jump
Damage: 2
Range: 2,3



Rather than being determined at birth, a delphinoan Yoshi’s colour is based on the last fruit it ate.

Juice Blast (Replaces Tongue Grab)
Type: Shot
Damage: 1 (Hydro)
Range: -1,1
Cost: 1 FP
This attack ignores DEF
When the Yoshi’s max FP reaches 20, and every 10 above that, he may pay 1 FP more to fire an additional shot. Each additional shot may have its range increased or decreased by 1 from the previous shot.
If this attack defeats a creature, that creature becomes a cover block with a size 1 greater than that creature’s size.











Note that the script will crash if character names contain spaces. (And perhaps some other non-alphanumeric characters)

API Script


var myDie = function(character, who) {

var result = randomInteger(6)
if (result == 1) {
sendChat(who,"&{template:default} {{name=Personal}} {{character="+character+"}} {{roll=[[@{"+character+"|num1}]]}}");
} else { if (result == 2) {
sendChat(who,"&{template:default} {{name=Personal}} {{character="+character+"}} {{roll=[[@{"+character+"|num2}]]}}");
} else { if (result == 3) {
sendChat(who,"&{template:default} {{name=Personal}} {{character="+character+"}} {{roll=[[@{"+character+"|num3}]]}}");
} else { if (result == 4) {
sendChat(who,"&{template:default} {{name=Personal}} {{character="+character+"}} {{roll=[[@{"+character+"|num4}]]}}");
} else { if (result == 5) {
sendChat(who,"&{template:default} {{name=Personal}} {{character="+character+"}} {{roll=[[@{"+character+"|num5}]]}}");
} else { if (result == 6) {
sendChat(who,"&{template:default} {{name=Personal}} {{character="+character+"}} {{roll=[[@{"+character+"|num6}]]}}");
} else {
sendChat(who, 'DIE ERROR');
}}}}}}

}


on("chat:message", function (msg) {
/* Exit if not an api command */
if (msg.type !== "api") {
return;
}

var tokenized = msg.content.split(" ")
var command = tokenized[0];
var character = tokenized[1];

if (command == "!pd") {
myDie(character, msg.who);
} else {
//sendChat(msg.who, 'PARSE ERROR');
}

});



Charsheet HTML:


<div class="sheet-3colrow">

<div class="sheet-col">

<label>Name:</label><input type="text" name="attr_character_name" />
<label>Level:</label><input type="number" name="attr_level" /><br>
<label>Coins:</label><input type="number" name="attr_gp" /><br>
<label>XP:</label><input type="number" name="attr_xp" />

</div>

<div class="sheet-col">
<p style="text-align: center;">
<img src="https://files.gamebanana.com/img/ico/sprays/_1590-.png" style="max-height: 100px;" />
</p>

</div>

<div class="sheet-col">

<label>Race:</label><input type="text" name="attr_race" />
<label>Subrace:</label><input type="text" name="attr_subrace" />
<label>Age:</label><input type="text" name="attr_age" />
<label>Gender:</label><input type="text" name="attr_gender" />

</div>

</div>

<hr/>

<div class="sheet-3colrow">

<div class="sheet-col">

<h3 style="margin-bottom: 10px;"><button type='roll' value="&{template:default} {{name=Standard}} {{character=@{character_name}}} {{roll=[[1d6]]}}"></button> Dice <button type='roll' value="!pd @{character_name}"></button></h3>

<label>1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</label><input type="number" name='attr_num1' align="right"><br>
<label>2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</label><input type="number" name='attr_num2' align="right"><br>
<label>3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</label><input type="number" name='attr_num3' align="right"><br>
<label>4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</label><input type="number" name='attr_num4' align="right"><br>
<label>5&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</label><input type="number" name='attr_num5' align="right"><br>
<label>6&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</label><input type="number" name='attr_num6' align="right">

<hr/>

</div>

<div class="sheet-col">
<h3 style="text-align: center;">Attributes</h3>

<table style="width: 100%;">
<thead>
<tr>
<th>Current</th>
<th>&nbsp;</th>
<th>Maximum</th>
</tr>
</thead>
<tbody>
<tr>
<td><input type="number" name="attr_hp" /></td>
<td>HP</td>
<td><input type="number" name="attr_hp_max" /></td>
</tr>
<tr>
<td><input type="number" name="attr_fp" /></td>
<td>FP</td>
<td><input type="number" name="attr_fp_max" /></td>
</tr>
<tr>
<td><input type="number" name="attr_bp" /></td>
<td>BP</td>
<td><input type="number" name="attr_bp_max" /></td>
</tr>
</tbody>
</table>

<h3 style="text-align: center;">&nbsp;</h3></h3>
<h3 style="text-align: center;">DEF</h3>

<table style="width: 100%;">
<thead>
<tr>
<th>Jump</th>
<th>Bash</th>
<th>Crash</th>
</tr>
</thead>
<tbody>
<tr>
<td><input type="number" name="attr_jumpd" /></td>
<td><input type="number" name="attr_bashd" /></td>
<td><input type="number" name="attr_crashd" /></td>
</tr>
</tbody>
<thead>
<tr>
<th>Toss</th>
<th>Shot</th>
<th>Burst</th>
</tr>
</thead>
<tbody>
<tr>
<td><input type="number" name="attr_tossd" /></td>
<td><input type="number" name="attr_shotd" /></td>
<td><input type="number" name="attr_burstd" /></td>
</tr>
</tbody>
</table>

</div>

<div class="sheet-col">

<label>Size:</label><input type="number" name="attr_size" /><br>
<label>Weapon:</label><input type="text" name="attr_weapon" />
<label>Armor:</label><input type="text" name="attr_armor" />

<h3 style="text-align: center;">Special</h3>
<textarea name="attr_background"></textarea>

</div>

</div>

<div class="sheet-3colrow">

<div class="sheet-col">

<h3 style="text-align: center;">&nbsp;</h3>
<h3 style="text-align: center;">Badges</h3>
<fieldset class="repeating_powers">
<label>Name</label><input type="text" name="attr_badge" /><br>
<label>Cost</label><input type="number" name="attr_badge_cost" /><br />
</fieldset>

</div>

<div class="sheet-col">

<h3 style="text-align: center;">&nbsp;</h3>
<h3 style="text-align: center;">Attacks</h3>

<fieldset class="repeating_skills">
<label>Name</label><input type="text" name='attr_attack_name'><br>
<label>Type</label><input type="text" name='attr_attack_type' class='sheet-short'>
<b>&nbsp;Cost&nbsp;&nbsp;</b><input type="text" name='attr_attack_cost' class='sheet-short'><br>
<label>Atk</label><input type="number" name='attr_attack_atk' >
<b>&nbsp;Range&nbsp;&nbsp;</b><input type="text" name='attr_attack_range' class='sheet-short'><br>

</fieldset>

</div>

<div class="sheet-col">

<h3 style="text-align: center;">&nbsp;</h3>
<h3 style="text-align: center;">Items</h3>

<fieldset class="repeating_items">
<label>Name</label><input type="text" name="attr_item" /><br />
<label>Quantity</label><input type="number" name="attr_item_num" /><br />
</fieldset>

</div>

</div>



Carsheet CSS: (Yes, I am this bad at web-design)


.charsheet label {
display: inline-block;
width: 75px;
text-align: right;
}

.charsheet input {
display: inline-block;
width: 165px;
}

.sheet-col strong.sheet-dee {
font-size: 1.4em;
font-weight: bold;
padding-right: 4px;
}

.charsheet input.sheet-short {
width: 3.5em;
}

.charsheet {
background-image: url("http://freeseamlesstextures.com/images/28-faded-parchment-background-sml.jpg");
}

.charsheet table td, .charsheet table th {
font-size: 1.2em;
font-weight: bold;
text-align: center;
}

select.sheet-dtype {
width: 60px;
vertical-align: top;
}




Known Issues:

The game is designed with both depth of strategy and simplicity of combat in mind; However, I realize the flight and cover systems are a bit clunky; both cause a lot of unnecessary number tracking, while cover can be simply confusing. It is, after all, a work in progress. Additionally, the items section is not fully fleshed-out.

I hope you all like it regardless, and I would love to hear any feedback you might have.
Take a look!

continuumg
2019-01-14, 12:09 PM
Just giving this a bump, as I've spent the morning copying the rules directly into the post, hoping for some feedback. As of the moment, the rules text in the above post contains pretty much everything except for the information about specific items and enemies.

MoleMage
2019-01-14, 02:03 PM
This is a lot to take in at once, and I won't be sure the balance of different components without trying, but I will say that it looks very interesting. Some simple feedback.


I especially like your use of Super Mario Party personal dice. This is an inspired way to make each character feel unique for their Race.
I would like to see more dimensions for action choice (right now it looks like race). At creation the only way to get a non-racial attack is to pick "start with a weapon" or "start with a badge" options. Also, Weapons are fully interchangeable between characters as I see it, so it feels less like an identity and more like "I've got this thing until something better comes up". A second dimension of action choice at creation would be nice. Maybe choose an archetype and that gives you a guaranteed starting weapon and then make weapons and badges archetype limited? That way I
I like the existence of racial variants.
Movement seems more complicated than is convenient for a tabletop game, especially height. Instead of integer height I would just do different categories (Walk, Hover, Fly, Soar, Ceiling or something like that), and remove size. Though I guess that limits you to flat battlefields which is less interesting. Call this one mixed feelings, though I still lean towards simpler height.
I do like facing, but it's weird to me that the only ways to move to a space three spaces behind me are to either A: run in a big circle or B: use my whole turn. I haven't played Kingdom Battle yet but I'm guessing that mechanic comes directly from it?
Cover is pretty complicated also, and the rules for cover don't explain some of the samples (the written rules don't say that you only get cover if the block is between you and the attacker, let alone how to determine "between"). The samples help but as with movement above, I think that removing size and simplifying cover to complete and partial would make this more manageable at the table.



I actually tried to make a Paper Mario adaptation myself a few years back, and it's interesting to me where we stayed the same (HP/FP/BP being based on race, racial variants, no playable humans) and where we differed (I kept the linear battle lineups from TTYD instead of going to a grid system and used a race/class combination). Yours is a lot more cohesive and complete than mine ever was though.

continuumg
2019-01-14, 02:32 PM
Awesome feedback!

I particularly agree about the flying and cover. Your suggestions on flight mirror my own personal thoughts. My only caveat about such a simplification is that I'll have to rework the Jump attack type, which I suppose isn't too big a deal. Perhaps flight should do nothing more than cause characters with it to be able to ignore terrain effects and quake attacks.

Most of my playtests so far simply ignore height altogether, which shows that it is in DRASTIC need of change. My notebook, however, has tables of examples when it comes to cover that clear up most of the confusion, although it does seem to bog down gameplay somewhat.

Badges, and even some consumables, do add a variety of possibilities of playstyles, and I am pleased so far with the level of options I am offering the players.

The movement is also from Super Mario Party, actually; there's a mode with this style of it. Mario+Rabbids provided a lot of inspiration, but didn't actually end up being mechanically significant, except with my current revisions of crash attacks being a part of movement.

Thanks so much!

sandmote
2019-01-14, 02:42 PM
This looks interesting, but I'm having a bit of trouble following along.

For example, if a bob-omb uses her (racial) explode attack and pays 0 FP, the range is 6-dP and the damage is 4 (3+1 from Artillerist)? Is that in the ballpark of right?

continuumg
2019-01-16, 01:21 PM
Nearly; artillerest lets the Bob-Omb add or subtract 1 from the dice roll, which for Burst attacks alters the range.
So the damage would be a flat 3, plus however much FP they pay, and the range would be either 6-d6 or 6-dP, and then they could increase or decrease the range by 1 after seeing the result of the roll using Artillerist

sandmote
2019-01-16, 03:05 PM
Nearly; artillerest lets the Bob-Omb add or subtract 1 from the dice roll, which for Burst attacks alters the range.
So the damage would be a flat 3, plus however much FP they pay, and the range would be either 6-d6 or 6-dP, and then they could increase or decrease the range by 1 after seeing the result of the roll using Artillerist
Missed that, sorry.

Okay, my main suggestion (in addition to MoleMage's notes) is that it might be better to have range only affect the shape of the blast, and to list the range as part of the attack. let me rephrase that: it might be better to separate range into shape (of the attack) and range (with the dice roll).

So Bob-omb's explode could specifically have a range of 6-dP. That way you can add a wider variety of attacks, such as blast attacks with a set range, with a range of 1+dP, ect.

Otherwise, I think this needs a race/specialization/more options for leveling system.

I see two ways this could work. First, a psuedo-class system, where some of the subclass modifications are turned into a class that you can choose.

Alternatively, add Paper Mario's Super Blocks, and let player choose extra attacks by using them. So (for example) when you hit 5th level, you gain the ability to be upgraded to super rank, and at tenth level the ability to be upgraded to ultra rank. When you use it, you can choose one of a couple of extra attacks based on your base race.

continuumg
2019-01-16, 06:02 PM
I like the idea of being able to upgrade your racial abilities, and will have to look into that.

I’d rather not mess with the attack types too much at this point; I like how the balance there is atm, and keeping things mostly consistent is a good aid to newer players.

That said, the system does allow for deviations from the norm, if you’ll look at the Whomp’s racial attack for example.

Similarly; If I wanted to have the die be added to the range, I would be able to design a shot attack that hits all targets within range, rather than using a burst attack. (And in fact I have a badge that allows you to do so. Sorry I haven’t uploaded items yet. Should have them there by this weekend.)