Illevar Combat: 6 Months Later

Illevar Combat: 6 Months Later

In the past 6 months, I've been slowly working on my game and today I have an update significant enough to post about. 

Introducing the new Combat idea:

My new idea for combat is to make the Turn Order the main combat mechanic. Combatants are vying for better places on the Turn Order and hoping to place themselves in the best spots to create combos with their allies to take down monsters. Shifting is the keyword I'm using to show what abilities allow the combatants to move on the Turn Order. Instead of doing tactical movement based on spaces and units of measurement, the combatants are "constantly" moving. Zones represent the areas that the combatants are "in." They add an extra element to combat and make players think about whether or not they want to move up or down the Turn Order or perhaps try to move someone else.


It's hard to summarize in just one paragraph, so I've included the combat rules (or at least what I have). These rules are not set in stone and need A TON of tweaking.


Turn Order

Before combat begins, determine combat order by having each PC and NPC roll 1d10 and add their agility bonus. Highest number goes first with the rest following in descending order. In case of a tie, the highest Dexterity (DEX) bonus goes first.

Players will perform their turns following the combat order.

A Round is the collection of all parties' turns before it resets.


On Each Turn

  1. Resolve any status effects that affect the start of the turn, such as Stun

  2. Choose an action

  3. Resolve action

  4. Resolve any end of turn status effects, such as Poison

  5. Pass turn


ACTIONS:


Attack

Base attack. No AP cost. (STR + Weapon DMG + other effect)


Ability

Use an Ability. Costs AP. Follow card effect.


Use Item

Choose, use and discard an Item Card.


Trade

Trading items in combat counts as an action for the player initiating the trade.


Hit/Miss System

Hits are determined by rolling a d10 and rolling above a 1.

A 1 is considered a miss.

Rolls of 2-9 are determined to be hits unless an ability of a monster or equipment says otherwise.

On a 10, the attacker does max damage: a crit. Crit dmg is determined by the weapon or ability, plus the modifiers.

Ex: 1d6 weapon + 4 PHY would deal 6 (max number able to be rolled) + 4 (modifier) = 10 PHY dmg.


Status Bonus/Bonus Effect

Certain weapons or abilities will bestow Status Effects onto their targets.

These will be determined by a d10 roll and meeting or exceeding the Check* set on the card, if at all.

A Check 4 means that the player must roll a 4 or higher on a d10 to apply the status effect

Ex: Hit. Check 4 - apply Stun 2


Physical Damage/Magic Damage

Abilities and weapons will deal either Physical or Magical damage - noted on the cards

These attack's damage is reduced by the DEF (PHYSICAL DMG) or MDEF(MAGIC DMG) bonus of the PC or NPC.


Status Mechanics:

Different spells and abilities will inflict "statuses" onto PCs and NPCs. Each status will have a different marker for them.


Some statuses can be ignored if the inflicted party passes a check. A pass is determined by a 2 + #. Example: Effect 1 passes are calculated by rolling 1d10 and getting a 3 or greater, (2+1).

The # indicates the number of turns (and checks, if negative) that the effect does to the target. 


Status Lists:


Stun #

target must roll and pass # checks or be unable to do an action on their turn (yellow die)

Start of Turn effect


Poison #

target takes poison dmg, determined by ability/spell card (#d4-#d6?), for # turns at the end of their action (purple die)

ex: Poison 3 deals 3d4 dmg on the first check, then 2d4 as it changes to Poison 2. This is still in need of further testing.

Damage ignores DEF and MDEF.

End of Turn effect


Poison d4 dmg

Bad Poison d6 dmg

Deadly Poison d8


Stop

target is unable to do an action and takes extra dmg until unfrozen by dmg or effect (token)

Start of Turn effect


Silence #

target is unable to use ability/spell cards for # turns or until removed. (gray die)

Start of Turn effect


Weak #

target deals less dmg and receives more dmg (token)

Start of Turn effect


Regen #

target gains back hp equal to effect for # turns (green die)

End of Turn effect


Target 

target must be attacked or targeted for 1 round/until the start of target's next turn. Can be used for protecting weaker party members or shifting attacks. (token)

Start of Turn Effect


Buff #

target receives less dmg equal to effect for # turns

Start of Turn effect


Brawn #

target deals more dmg equal to effect for # turns

Start of Turn effect


Obscured #

Attacker must roll # dice and succeed on every check equal to #. (blue die)

Start of Turn effect


Status Stacks

Statuses are able to be stacked on top of each other which increases their potency/Limit of 5.

Ex: Being hit by Poison 1 attacks twice in a turn, and the first hasn't been removed, will lead to it becoming Poison 2.

Turn Order In Action

  1. Players roll for their initiative position.

  2. Place cards in order on the table. PCs and NPCs take actions in order from top to bottom

  3. If a participant loses or gains an initiative spot, move them on the line accordingly

  4. Participants cannot take more than 1 action in a turn. Even if they change position, they can only do 1 action for the round.

EXAMPLE SCENARIO

  1. Players have their initial Turn Order list.

  2. Player 2 uses a "trip" ability, causing NPC 1 to fall 1 space on the list.

  3. NPC 1 has already done their action, so they are unable to act again this round.

  4. Round 1 has ended. Round 2 shows the new initiative list after Player 2 tripped NPC 1.

  5. Round 2 starts with the new turn order.

Zones

Zone effects are separate from Combatant Turn Order.

They are basically the areas where the combatants are at.

Zone effects stay until something dies/goes unconscious in the zone or its effect is removed by an ability.

Zones and Turn Order are shortened/removed as they are no longer occupied.


Zones can have Zone Effects placed on them. These can be status zones like the statuses previously listed (Stun Zone) or be special, like Zone Lock.

Zone Effects

  1. Burning Zone

  2. Zone Lock

  3. Necrotic Zone

  4. Electrified Zone

  5. Sap Zone (applies weak status)

  6. Healing Zone

Changing Positions (shifting)

Changing positions, or Shifting, on the Turn Order is key to how combat works in Illevar.

Zones provide a way for combatants to influence battle while being moved.

If an Ability creates a zone effect, mark it with the matching square tile.

Entering a zone with an effect causes it to trigger on the character that entered it.

Some zone effects just cause m/dmg while others can apply a status effect, such as Stun or Stop.

Combatants cannot move beyond the limits. If there are 5 combatants and the last one would move down more, they cannot as there is no space for them. The same applies for something in first position. They cannot move above 1 as there is no zero. In order to shift positions, there must be something to switch with. 

Combatants are not damaged by an ability as another combatant is shifted through their space unless stated otherwise. Assume that the combatants are jumping or dodging out of the way.

Shift # refers to Shifting the Character doing the action. Shift Target # refers to Shifting the Target of the action.

Advancing Combat with Terrain

Terrain

  1. Special terrain will affect combat and can be added to increase the challenges and fun of combat

  2. Terrain should complement the area of encounter

  3. Terrain can give buffs or debuffs, damage every round, or recovery every round.

Terrain Tokens will be provided in the box to denote the effects.

Samples

Poison Terrain

  1. This terrain could be used when adventuring in a mushroom filled cavern

  2. At the end of each round the combatants take Poison DMG

Fire Terrain

  1. Fire Magic does more DMG here

  2. Players must make checks every round to not take FIRE DMG

Freezing Terrain

  1. Players make DEX rolls to prevent "Ice" from building up and after X number of fails, they gain the "STOP" Status.

Obscured

  1. PCs and NPCs are harder to hit

  2. Great for those deep dark dungeons and the monsters below

That's all I have for today. I'll be slowly trickling out the updated character class notes as they are completed.
Thanks for reading.

Comments

Popular Posts