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Fisher



Joined: 26 Nov 2006
Posts: 503
Location: Ohio

PostPosted: Thu Sep 25, 2008 12:22 am Reply with quoteBack to top

I was rummaging through some of the old threads earlier today and I came across one of my old game ideas.

From what I can remember, players purchased their units at the start of the game and fought until only one was left standing. Feeling a little creative I decided to try and restart the idea. Here's what I jotted out today. Comments and suggestions are extremely appreciated. =)

My train of thought tends to jump around on this type of thing, so my apologies if things are scattered about.
---------------------------------------------------------------------------
Starting Off
At the start, Players purchase their teams. Teams consist of units, each which have their own cost and specialties. Players are given 20 points to spend and unit costs are either 4 points, 8 points, or 12 points. This means a team size can be anywhere from 2-5 units.

Each unit consists of the following:
Code:

HP: Measure of the units health
Initiative: Turn in battle
Move: Number of spaces a unit can move on their turn
Damage: Amount of damage dealt on attack
Strike: Related to Hit Chance
Response: How the unit reacts when attacked. This value is either Defend or Counter
Ability: Some units have special skills that aid them in battle.


Here is an example unit
Code:

Soldier
HP: 2
Init: 1
Move: 3
Dmg: 1
Strike: 1
Response: Defend
Ability: None

Cost: 4


Combat
Rounds/Turns is currently up in the air. I'm currently torn between two ideas. The first is the one detailed by Catavarie in the post linked above. The second is based off an Action Point System (APS). In the APS, Players are given 3 points per turn. They have access to all their units but can only spend 3 points. Moving a unit is one point, attacking is one point, etc. Points do not carry over to the next round.

When an attack is performed the attacker and defender attack simultaneously. Once the attack is declared each player chooses one of four types of attack styles: Slash, Stab, Slice, and Sweep. The interaction of each attack style is shown on the chart below

Image
Greater -> Lesser

Normally a hit chance is 1d? + Strike. Depending on the attack style, however, the hit result may be doubled. If one attack is Greater and the other is Lesser, the hit roll that is Greater is doubled. Attack Styles opposite one another on the chart are calculated normally. Hit rolls are compared in the following way:

Code:

If attacker roll > defender roll = Attack Hits

If attacker roll <= defender roll = Defender Response
-Defend: Attack is Evaded
-Counter: The defender deals damage to the attacker instead

Example wrote:

Player A attacks Player B
Player A chooses Stab and has a Strike of 2
Player B chooses Sweep and has Strike of 1
Player A rolls 1d6. Result is 3
Player B rolls 1d6. Result is 2.
Result is 5 vs 6. Defender wins.


During actual combat each player has four cards. One for each attack style. When an attack is announced each player chooses one card and places it face down. Once both have chosen their attack style they roll the dice and reveal their card. Hit roll is then calculated.

Unit Creation
For those who want to create their own units here is the formula I'm currently using. For ease of reference, units that cost 4 points will be referred as Lvl 1, those that cost 8 points as Lvl 2, and those that cost 12 as Lvl 3.

Character Creation Points (Note: These are different from the points used to purchase units.)

Lvl 1: 10
Lvl 2: 14
Lvl 3: 16

HP costs 2 points per rank. Init, Move, Damage, and Strike cost one point each. The only required stat for a unit is HP. The default Response for each unit is Defend. To change Defend to Counter costs 1 point. Special abilities cost either 2 or 4 points. Units can have more than one special ability. So to demonstrate, here is the Soldier exampled above. In parenthesis is the Character creation point cost.

Code:

Soldier
HP: 2 (4)
Init: 1 (1)
Move: 3 (3)
Dmg: 1 (1)
Strike: 1 (1)
Response: Defend (0)
Ability: None (0)

Cost: 4 (10)


Ability List

Key
Ability Name (Point Cost): Description
    Ranged Attack(2): Character can attack a unit that is up to 2 spaces away. For an additional point increase the range by 1. Units that are out of Defend or Counter range use the following formula
    Code:
    Strike + 1d6 vs Strike + 1d6


    Fly(4): Unit is not hindered by terrain obstacles that would decrease their movement allowance.

    Heal(4): Unit can restore 1 HP of 1 adjacent Unit and Remove Poison. For each additional point spent on this ability they can heal +1 HP.

    Poison(2?): If unit attacks successfully their opponent is poisoned. Poisoned units lose 1 HP for 2 turns.


-------------------------------------------------
Well, that's basically what I have so far. A tad tired, so the above is probably not as edited as it should be. Thanks for reading and let me know what you think.
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Fisher



Joined: 26 Nov 2006
Posts: 503
Location: Ohio

PostPosted: Sat Sep 27, 2008 4:15 pm Reply with quoteBack to top

Version 1.2
Changes
v1.2: Removed Initiative and replaced it with Will. Combat Initiative and structure changed. New Abilities added. Attempted to refine and restructure the overall presentation structure. Unit creation point system tweaked. Ranged Attack changed and redefined.

---------------------------------------------------------------------------
Starting Off
At the start, Players purchase their teams. Teams consist of units, each which have their own cost and specialties. Players are given 20 points to spend and unit costs are either 4 points, 8 points, or 12 points. This means a team size can be anywhere from 2-5 units.

Each unit consists of the following:
Code:

HP: Measure of the units health
Will: Unit's Willpower
Move: The number of spaces the unit can move per action.
Damage: Amount of damage dealt when attacking.
Strike: Units ability to hit and evade
Response: How the unit reacts when attacked. This value is either Defend or Counter
Ability: Some units have special skills that aid them in battle.


Here is an example unit
Code:

Soldier
HP: 2
Will: 1
Move: 3
Dmg: 1
Strike: 1
Response: Defend
Ability: None

Cost: 4


Combat
The game takes place in Rounds. Each player gets one turn per round. At the start of each round all players roll 1d6. The player with the highest roll goes first and then the order proceeds Clockwise around the table.

At the start of their turn, each player is given 3 Action Points(AP). AP can be used on several units or the same unit multiple times. Unused AP carries over to the next round. A player can only have a maximum of 6 AP at any one time.

AP Costs
Move 1 Unit: 1 AP
Attack with a Unit: 1 AP
Use Spin Attack: 2 AP
Load Unit: 1 AP
Drop Unit: 1 AP


When an attack is performed the attacker and defender attack simultaneously. Once the attack is declared each player chooses one of four types of attack styles: Slash, Stab, Slice, and Sweep. The interaction of each attack style is shown on the chart below

Image
Greater -> Lesser

Normally a hit chance is 1d6 + Strike. Depending on the attack style, however, the hit result may be doubled. If one attack is Greater and the other is Lesser, the hit roll that is Greater is doubled. Attack Styles opposite one another on the chart are calculated normally. Hit rolls are compared in the following way:

Code:

If attacker roll > defender roll = Attack Hits

If attacker roll <= defender roll = Defender Response
-Defend: Attack is Evaded
-Counter: The defender deals damage to the attacker instead

Example wrote:

Player A attacks Player B
Player A chooses Stab and has a Strike of 2
Player B chooses Sweep and has Strike of 1
Player A rolls 1d6. Result is 3
Player B rolls 1d6. Result is 2.
Result is 5 vs 6. Defender wins.


During actual combat each player has four cards. One for each attack style. When an attack is announced each player chooses one card and places it face down. Once both have chosen their attack style they roll the dice and reveal their card. Hit roll is then calculated.

Unit Creation
For those who want to create their own units here is the formula I'm currently using. For ease of reference, units that cost 4 points will be referred as Lvl 1, those that cost 8 points as Lvl 2, and those that cost 12 as Lvl 3.

Character Creation Points (Note: These are different from the points used to purchase units.)

Lvl 1: 10
Lvl 2: 14
Lvl 3: 18

HP costs 2 points per rank. Will, Move, Damage, and Strike cost one point each. The only required stat for a unit is HP. The default Response for each unit is Defend. To change Defend to Counter costs 1 point. Special abilities cost either 2 or 4 points. Units can have more than one special ability. So to demonstrate, here is the Soldier exampled above. In parenthesis is the Character creation point cost.

Code:

Soldier
HP: 2 (4)
Will: 1 (1)
Move: 3 (3)
Dmg: 1 (1)
Strike: 1 (1)
Response: Defend (0)
Ability: None (0)

Cost: 4 (10)


Ability List

Key
Ability Name (Point Cost): Description
    Extended Range(2): Character can attack a unit that is up to 2 spaces away. Range +1 for each additional point spent on this ability. Defending units that can't counter because of their own range can only defend. Use the following formula for attacks at a range greater than 3 spaces.
    Code:
    Strike + 1d6 vs Strike + 1d6


    Long Range(4): This character can attack units that are up to 5 spaces away. Range +1 for each additional point spent on this ability. Defending units that can't counter because of their own range can only defend. Use the following formula for attacks at a range greater than 3 spaces.
    Code:
    Strike + 1d6 vs Strike + 1d6


    Fly(4): Unit is not hindered by terrain obstacles that would decrease their movement allowance.

    Heal(4): Unit can restore 1 HP of 1 adjacent Unit and Remove Poison. For each additional point spent on this ability they can heal +1 HP. It costs 1 AP to use Heal.

    Poison(4): If unit attacks successfully their opponent is poisoned. Poisoned units lose 1 HP for 2 turns.

    Encouraging Presence(4): At the start of each round this Unit must roll 1d6+Will vs 4 + 1 for each adjacent ally unit. If the roll succeeds all adjacent ally's Strike +1.

    Carry(2): Unit can carry an adjacent ally unit. It costs 1 AP to load a unit and 1 AP to drop the unit. If the Carrier unit is attacked only the carrier takes damage.

    Intimidating Aura(4): All adjacent enemy units must make a will save against the user of this ability each round. If an enemy unit fails their save they become afraid and unable to attack until the next round.

    Spin Attack(2): For 2 AP unit can attack all adjacent units at once. Each unit attacked is allowed their own defend/counter roll.


Example Units
Code:

Riding Horse
HP: 1 (2)
Will: 0 (0)
Move: 5 (5)
Dmg: 1 (1)
Strike: 0 (0)
Response: Defend (0)
Ability: Carry (2)

Cost: 4 (10)


Code:

Lancer
HP: 2 (4)
Will: 1 (1)
Move: 3 (3)
Dmg: 1 (1)
Strike: 2 (2)
Response: Counter (1)
Ability: Extended Range (2)
Range: 2

Cost: 8 (14)


Code:

Medic
HP: 1 (2)
Will: 1 (1)
Move: 2 (2)
Dmg: 1 (1)
Strike: 0 (0)
Response: Defend (0)
Ability: Heal (4)

Cost: 4 (10)


Code:

Knight
HP: 3 (6)
Will: 1 (1)
Move: 3 (3)
Dmg: 2 (2)
Strike: 1 (1)
Response: Counter (1)
Ability: None (0)

Cost: 8 (14)
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Fisher



Joined: 26 Nov 2006
Posts: 503
Location: Ohio

PostPosted: Mon Nov 10, 2008 1:58 pm Reply with quoteBack to top

So I guess the above design was a total disaster? Was hoping for some kind of feedback, even though it was only a quickly designed system.

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