Monday, May 2, 2016

Combat first test; Variable damage?; Initiative

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

Getting ready to test a battle

In writing the Fighter information down, I notice that I had written +2 defense in the definition. That on top of the +4 plate feels too high for a starting character, so I switch the definition from defense to rescue, meaning they can give a +2 defense to any friendly ally to help defend them.

Fighter Stats
1PL Fighter
1PL Fighter; 3PL life; 4PL defense; 3PL speed; 4PL damage; 2 rescue


Battle of two fighters:
Fighter A; 1PL; 3PL life; 4PL defense; 3PL speed; 4PL damage; 2 rescue

Fighter B; 1PL; 3PL life; 4PL defense; 3PL speed; 4PL damage; 2 rescue

Fighter A attacks Fighter B. Fighter A attacks and rolls a 4 + 1 + 1 + 4 = 10. Fighter B defends and rolls a 5 + 1 + 1 + 4 = 11. Fighter B successfully defends against Fighter A.

Fighter B now attacks Fighter A. Fighter B attacks and rolls a 10 + 1 + 1 + 4 = 16. Fighter B defends and rolls a 5 + 1 +1 +4 = 11. Fighter B does 4 damage to Fighter A killing Fighter A who has 3 PL life - 4 PL damage.


Right away, I notice that Fighter damage can kill another character in one swing. I don't have variable damage at the moment built into the game system. If I did, I might do a roll/3 rnd up for fighters so that the results could be 1 to 4. Testing this out real quick another roll results in a 5 which would round up to a 2 damage. Thief would be roll/4, healer roll/6, and magic user would still be just 1. Like many other games, the healer and magic user would rely more on powers.

I pencil in the alternative damage system tentatively in brackets for now, just so I don't forget.

In the scene above, had Fighter A done only 2 damage, Fighter A would still be alive with 1 PL Life remaining.

Secondary thoughts

I also note down two skill information into the master page.

rescue- the character gives the defense bonus to a friendly character. This is because they are helping to defend that other character.

covert- the character uses skill to become hidden, hides behind objects, stays in the dark, is less noticed, pretends to be dead, or other techniques to gain an advantage over opponents. They can then do a covert attack with increased PL for attack and damage.

I also do not have a initiative system, so I create on quickly.

1d12 + PL + Speed
Who goes first? In situations where everyone must know when they act, initiative can be figure. Each character rolls and adds their PL and any Speed bonus. Ties mean simultaneous actions.

The 1d12 represents the random nature of events. The PL represents awareness gained by experience - the recognition of causes and effects. Speed represents a quicker skilled action or natural quickness.


I've added the new skill information, initiative, noted variable damage, and made the change to the Fighter definition on the master game page.

A Basic System 12 (ABS12)
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