AgentPaper
2008-07-27, 02:36 AM
I've been working on a system as of late, originally inspired by the system that Erfworld seems to be using. While originally I thought to make the actual Erfworld system, as best as possible, I've eventually changed my mind, making a different system, though it is still pretty similar. First, it uses hexes. There are 2 sets of hex maps, the first being the Strategic hex map, with each hex representing swathes of land, forests, lakes, etc. Each hex would be about 10-20 miles wide. Cities and such would also be on these hexes.
The second layer would be the Tactical hex map, with each hex being something like 10-20 feet wide. Each hex would have different terrain here as well, like forest, cliff, road, rough, etc. Formations of troops would take up one hex. This is where the battles would take place, when two armies collide
on the large map. While the main map would go on weekly or so turns, these would happen in real-time, hopefully, using a system like Gametable (http://gametable.galactanet.com/) if possible.
Here are the rules as I've developed them so far. This is a rough draft, so a lot is probably unclear or missing, so tell me if you see something that doesn't make sense, and I will try to explain, and edit this so it does make sense.
Rules:
Each unit has 5 stats, ATK, DEF, HIT, SPD, and MOV. ATK is the attack rating of the unit. DEF is the defense. When you attack someone, each side rolls a d6 and adds their ATK or DEF. If the ATK is higher than the enemy's DEF, you deal damage. For example, let’s say Unit 1 had ATK 5 and Unit 2 had DEF 6. Unit 1 rolls 5, and Unit 2 rolls 3. 5+5=10 ATK versus 6+3=9 DEF. Unit 1 succeeds and hits Unit 2.
HIT is the amount of hit points a unit has. Most have only 1. Unless otherwise specified, all attacks reduce the enemy by 1 HIT, no matter how much more your ATK was than their DEF.
SPD is the speed of a unit. The units with higher SPD go first; if the SPD is equal the units go simultaneously. For example, if Unit 1 had SPD 5 and Unit 2 had SPD 4, the Unit 1 would go first. If Unit 1 killed Unit 2 in the attack, Unit 2 wouldn't get to attack back. If he didn't kill Unit 2, Unit 2 would get to attack back. If both units had SPD 5, however, both would attack each other at the same time, possibly resulting in the death of both.
MOV is the amount of hexes a unit can move in a turn. You have to enter an enemy's hex to initiate a combat. The units stay in each other's hex for the duration of the combat, which could take a few turns. If either side of the combat tries to leave, he can be attacked by the enemy without getting attacked back, unless their SPD is double that of the enemy or more. (If only some of the enemy has enough SPD to attack, then only they can attack)
Multiple units can occupy the same hex. If they do (and are friendly) they get a "stack" bonus. Basically, they operate as one unit, with one set of stats. ATK and DEF are the average value of the units in the stack (rounded down), plus the number of units in the stack -1. So, 3 units, all with ATK 3, would use average 3 plus 3-1=2 for a combined ATK 5. This bonus maxes out at 4 normally, but training can raise this cap. (as long as at least half of the unit has the training) As well, if an attack by this "combined" unit succeeds, it deals an amount of damage equal to the stack bonus it receives. So, a formation of 8 attacking with no training would deal 4 damage if it hit. This damage is allocated by the attacker, as desired, unless the enemy has a higher training rank, in which case the defender chooses where to put damage.
SPD and MOV use the lowest value of the group for all units in the group. So if a group of 6 has MOV 2, 5, 3, 4, and 7, the whole group would have a MOV of 2. If that group then moves 2 hexes, that consumes all of the MOV for the group. Even the unit with 7 MOV now has no MOV left for that turn. For the 7 MOV unit to move 7 hexes, it would have to separate from the group at the start of its movement.
Units with ranged weapons can initiate an attack from a number of hexes away that is determined by their weapon. This basically works the same way as a normal attack, each side rolling ATK and DEF to see if damage is caused.
Turns progress in 4 stages: Movement, Magic, Shooting and Combat. All movement is done first, including units entering combat with other units. Then, and casters use their magic. Then, any units with a ranged weapon shoot, and finally all units engaged get their attacks.
Special Attributes:
Charge: On the first round of combat, if you moved to initiate combat, you get +4 to ATK, +4 to SPD, -4 to DEF, and deal an amount of damage equal to your stack bonus, even if you miss.
Plant: As long as you did not initiate a combat, you always attack first in the first round of that combat.
Unwieldy: This unit does not contribute to the stack bonus of any stack it is placed in.
Crushing: Ignores and bonuses the enemy gets to DEF from armor.
Big: This weapon cannot be used with a shield.
Reach: The maximum stack bonus to ATK is doubled.
Shield Wall: The maximum stack bonus to DEF is doubled.
Large: This unit cannot stack with other units. No other units can enter the hex this unit occupies unless they are engaging it in combat. Equipment for this unit costs twice as much.
Flying: This unit treats all squares as normal terrain. They can only be attacked by other flying units, and ranged units, unless they specifically initiate combat against a unit on the ground, in which case they lose the bonuses of flying for the duration of that combat, until they kill the enemy or after fleeing the combat.
# Passengers: This unit gives the effects of being mounted to as many riders as allowed. All Riders of this mount get the bonuses of the mount, but otherwise act as normal, though they are always in a stack together.
Tall: Riders on this mount cannot attack with melee weapons in combat. They can use ranged weapons normally, even in a combat.
Ranged: This unit can attack at its range during the shooting phase. It does not gain the bonuses of its ranged weapons in combat, and cannot shoot if it is in a combat.
Stupid: This unit cannot be trained past Basic Training, which costs twice as much. Does not gain the Veteran bonus.
Small: This unit cannot use Large weapons.
Regenerate: This unit regains 1 HIT at the end of each turn.
Mount: A unit with this equipped replaces its normal base MOV with the MOV of the mount. Apply any modifiers to this MOV as normal.
Weak: Double all negative MOV modifiers on this unit.
Stats:{table]| ATK| DEF| HIT| SPD| MOV| Special|
Races| | | | | | |
Human| 1| 1| 1| 3| 4| |
Orc| 2| 1| 1| 2| 4| |
Goblin| 0| 1| 1| 4| 4| Weak, Stupid|
Ogre| 5| 0| 2| 1| 3| Stupid|
Lizardfolk| 3| 2| 1| 4| 5| |
Elf| 1| 1| 1| 5| 5| |
Dwarf| 1| 2| 1| 2| 4| |
Kobold| 0| 1| 1| 4| 4| Weak|
Troll| 6| 4| 4| 2| 2| Large, Regenerate, Stupid|
Demon| 6| 6| 10| 6| 6| Large|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
Training| | | | | | |
Basic Training| 1| 1| | 1| | Max Stack Bonus +2|
Formation Training| | 1| | | | Max Stack Bonus +4, Requires Basic Training|
Advanced Training| 3| 2| 1| 3| 1| Requires Basic Training|
Veteran| 1| 2| | 2| 1| Max Stack Bonus +2|
Undead| -1| -1| 1| -4| -2| Stupid|
| | | | | | |
Weapons| | | | | | |
Short Sword| | | | 1| | |
Sword| 1| | | | | |
Greatsword| 3| | | -1| | Big, Unwieldy|
Axe| 2| | | -1| | Unwieldy|
Greataxe| 4| | | -2| | Big, Unwieldy|
Short Spear| | | | | | Plant|
Long Spear| 1| | | | -1| Big, Reach, Plant|
Mace| 2| | | -1| | Crushing|
Maul| 4| | | -2| -1| Big, Unwieldy, Crushing|
Shortbow| 2| | | | | Ranged|
Crossbow| 1| | | | | Ranged|
Longbow| 2| | | | | Ranged|
| | | | | | |
Armor| | | | | | |
Light Armor| | 1| | | | |
Medium Armor| | 1| 1| -1| | |
Heavy Armor| | 2| 1| -2| -1| |
| | | | | | |
Shields| | | | | | |
Buckler| | 1| | | | |
Round Shield| | 2| | -1| | |
Tower Shield| | 2| | -2| -1| Shield Wall|
| | | | | | |
Mounts| | | | | | |
Light Cavalry| | | | | 10| Mount, Charge, Weak|
Heavy Cavalry| | 1| 1| | 8| Mount, Charge|
Elite Cavalry| 1| 2| 1| | 10| Mount, Charge|
Flying Cavalry| | | | | 12| Mount, Flying, Charge, Weak|
Huge Cavalry| 4| 2| 8| | 4| Mount, Large, Charge, 8 Passengers, Tall|
| | | | | | |
Mount Equipment| | | | | | |
Barding| | 2| | | -1| |
Light Chariot| | 1| | | | 2 Passengers|
Heavy Chariot| 1| 2| | | -1| 3 Passengers|[/table]
On the main map, armies move around as they need, units can be trained in any city, cities themselves produce upkeep, and all units cost a certain amount of upkeep per round. (None of this stuff is really fleshed out fully yet)
If anyone could tell me how to work a table, I could get the unit stats on here, searching turned up nothing. I'll be doing a test battle or two to try and establish balance and work out the likely numerous bugs. If anyone is interested, we could start as soon as tomorrow, though probably not for a few days.
The second layer would be the Tactical hex map, with each hex being something like 10-20 feet wide. Each hex would have different terrain here as well, like forest, cliff, road, rough, etc. Formations of troops would take up one hex. This is where the battles would take place, when two armies collide
on the large map. While the main map would go on weekly or so turns, these would happen in real-time, hopefully, using a system like Gametable (http://gametable.galactanet.com/) if possible.
Here are the rules as I've developed them so far. This is a rough draft, so a lot is probably unclear or missing, so tell me if you see something that doesn't make sense, and I will try to explain, and edit this so it does make sense.
Rules:
Each unit has 5 stats, ATK, DEF, HIT, SPD, and MOV. ATK is the attack rating of the unit. DEF is the defense. When you attack someone, each side rolls a d6 and adds their ATK or DEF. If the ATK is higher than the enemy's DEF, you deal damage. For example, let’s say Unit 1 had ATK 5 and Unit 2 had DEF 6. Unit 1 rolls 5, and Unit 2 rolls 3. 5+5=10 ATK versus 6+3=9 DEF. Unit 1 succeeds and hits Unit 2.
HIT is the amount of hit points a unit has. Most have only 1. Unless otherwise specified, all attacks reduce the enemy by 1 HIT, no matter how much more your ATK was than their DEF.
SPD is the speed of a unit. The units with higher SPD go first; if the SPD is equal the units go simultaneously. For example, if Unit 1 had SPD 5 and Unit 2 had SPD 4, the Unit 1 would go first. If Unit 1 killed Unit 2 in the attack, Unit 2 wouldn't get to attack back. If he didn't kill Unit 2, Unit 2 would get to attack back. If both units had SPD 5, however, both would attack each other at the same time, possibly resulting in the death of both.
MOV is the amount of hexes a unit can move in a turn. You have to enter an enemy's hex to initiate a combat. The units stay in each other's hex for the duration of the combat, which could take a few turns. If either side of the combat tries to leave, he can be attacked by the enemy without getting attacked back, unless their SPD is double that of the enemy or more. (If only some of the enemy has enough SPD to attack, then only they can attack)
Multiple units can occupy the same hex. If they do (and are friendly) they get a "stack" bonus. Basically, they operate as one unit, with one set of stats. ATK and DEF are the average value of the units in the stack (rounded down), plus the number of units in the stack -1. So, 3 units, all with ATK 3, would use average 3 plus 3-1=2 for a combined ATK 5. This bonus maxes out at 4 normally, but training can raise this cap. (as long as at least half of the unit has the training) As well, if an attack by this "combined" unit succeeds, it deals an amount of damage equal to the stack bonus it receives. So, a formation of 8 attacking with no training would deal 4 damage if it hit. This damage is allocated by the attacker, as desired, unless the enemy has a higher training rank, in which case the defender chooses where to put damage.
SPD and MOV use the lowest value of the group for all units in the group. So if a group of 6 has MOV 2, 5, 3, 4, and 7, the whole group would have a MOV of 2. If that group then moves 2 hexes, that consumes all of the MOV for the group. Even the unit with 7 MOV now has no MOV left for that turn. For the 7 MOV unit to move 7 hexes, it would have to separate from the group at the start of its movement.
Units with ranged weapons can initiate an attack from a number of hexes away that is determined by their weapon. This basically works the same way as a normal attack, each side rolling ATK and DEF to see if damage is caused.
Turns progress in 4 stages: Movement, Magic, Shooting and Combat. All movement is done first, including units entering combat with other units. Then, and casters use their magic. Then, any units with a ranged weapon shoot, and finally all units engaged get their attacks.
Special Attributes:
Charge: On the first round of combat, if you moved to initiate combat, you get +4 to ATK, +4 to SPD, -4 to DEF, and deal an amount of damage equal to your stack bonus, even if you miss.
Plant: As long as you did not initiate a combat, you always attack first in the first round of that combat.
Unwieldy: This unit does not contribute to the stack bonus of any stack it is placed in.
Crushing: Ignores and bonuses the enemy gets to DEF from armor.
Big: This weapon cannot be used with a shield.
Reach: The maximum stack bonus to ATK is doubled.
Shield Wall: The maximum stack bonus to DEF is doubled.
Large: This unit cannot stack with other units. No other units can enter the hex this unit occupies unless they are engaging it in combat. Equipment for this unit costs twice as much.
Flying: This unit treats all squares as normal terrain. They can only be attacked by other flying units, and ranged units, unless they specifically initiate combat against a unit on the ground, in which case they lose the bonuses of flying for the duration of that combat, until they kill the enemy or after fleeing the combat.
# Passengers: This unit gives the effects of being mounted to as many riders as allowed. All Riders of this mount get the bonuses of the mount, but otherwise act as normal, though they are always in a stack together.
Tall: Riders on this mount cannot attack with melee weapons in combat. They can use ranged weapons normally, even in a combat.
Ranged: This unit can attack at its range during the shooting phase. It does not gain the bonuses of its ranged weapons in combat, and cannot shoot if it is in a combat.
Stupid: This unit cannot be trained past Basic Training, which costs twice as much. Does not gain the Veteran bonus.
Small: This unit cannot use Large weapons.
Regenerate: This unit regains 1 HIT at the end of each turn.
Mount: A unit with this equipped replaces its normal base MOV with the MOV of the mount. Apply any modifiers to this MOV as normal.
Weak: Double all negative MOV modifiers on this unit.
Stats:{table]| ATK| DEF| HIT| SPD| MOV| Special|
Races| | | | | | |
Human| 1| 1| 1| 3| 4| |
Orc| 2| 1| 1| 2| 4| |
Goblin| 0| 1| 1| 4| 4| Weak, Stupid|
Ogre| 5| 0| 2| 1| 3| Stupid|
Lizardfolk| 3| 2| 1| 4| 5| |
Elf| 1| 1| 1| 5| 5| |
Dwarf| 1| 2| 1| 2| 4| |
Kobold| 0| 1| 1| 4| 4| Weak|
Troll| 6| 4| 4| 2| 2| Large, Regenerate, Stupid|
Demon| 6| 6| 10| 6| 6| Large|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
Training| | | | | | |
Basic Training| 1| 1| | 1| | Max Stack Bonus +2|
Formation Training| | 1| | | | Max Stack Bonus +4, Requires Basic Training|
Advanced Training| 3| 2| 1| 3| 1| Requires Basic Training|
Veteran| 1| 2| | 2| 1| Max Stack Bonus +2|
Undead| -1| -1| 1| -4| -2| Stupid|
| | | | | | |
Weapons| | | | | | |
Short Sword| | | | 1| | |
Sword| 1| | | | | |
Greatsword| 3| | | -1| | Big, Unwieldy|
Axe| 2| | | -1| | Unwieldy|
Greataxe| 4| | | -2| | Big, Unwieldy|
Short Spear| | | | | | Plant|
Long Spear| 1| | | | -1| Big, Reach, Plant|
Mace| 2| | | -1| | Crushing|
Maul| 4| | | -2| -1| Big, Unwieldy, Crushing|
Shortbow| 2| | | | | Ranged|
Crossbow| 1| | | | | Ranged|
Longbow| 2| | | | | Ranged|
| | | | | | |
Armor| | | | | | |
Light Armor| | 1| | | | |
Medium Armor| | 1| 1| -1| | |
Heavy Armor| | 2| 1| -2| -1| |
| | | | | | |
Shields| | | | | | |
Buckler| | 1| | | | |
Round Shield| | 2| | -1| | |
Tower Shield| | 2| | -2| -1| Shield Wall|
| | | | | | |
Mounts| | | | | | |
Light Cavalry| | | | | 10| Mount, Charge, Weak|
Heavy Cavalry| | 1| 1| | 8| Mount, Charge|
Elite Cavalry| 1| 2| 1| | 10| Mount, Charge|
Flying Cavalry| | | | | 12| Mount, Flying, Charge, Weak|
Huge Cavalry| 4| 2| 8| | 4| Mount, Large, Charge, 8 Passengers, Tall|
| | | | | | |
Mount Equipment| | | | | | |
Barding| | 2| | | -1| |
Light Chariot| | 1| | | | 2 Passengers|
Heavy Chariot| 1| 2| | | -1| 3 Passengers|[/table]
On the main map, armies move around as they need, units can be trained in any city, cities themselves produce upkeep, and all units cost a certain amount of upkeep per round. (None of this stuff is really fleshed out fully yet)
If anyone could tell me how to work a table, I could get the unit stats on here, searching turned up nothing. I'll be doing a test battle or two to try and establish balance and work out the likely numerous bugs. If anyone is interested, we could start as soon as tomorrow, though probably not for a few days.