04-10-2024, 08:25 PM
This is just a funny side project that we're working on. It won't be public for a few months. This discussion thread is to consolidate information since Discord was getting messy, as well as suggestions.
Summary of how it'll works:
Summary of how it'll works:
- Both players have a Grimoire of 15 Skill Cards. They draw 5 cards at the start of the battle, then once at the start of their turn.
- They have a Movement Phase and Action Phase. They can also expend MP for special actions (such as countering an incoming projectile with one of your own Skill Cards). MP is gained passively and via effects.
- During the Action Phase, you can cast a Skill Card. Only one. It's then cycled back into your grimoire, and if it has a cooldown it'll ignore RNG and not be drawn until that's expended (so a big signature attack might have a long CD/cost extra MP).
- It converts existing affinities/stats for your character; you cannot cast the 'Ice Dragon' Skill Card unless you have X points invested into the tree, f.ex. Your HP and Power scales to your stats, including items.
- You have a Grimoire Item. Skills are obtained as items and shifted over, not sure how they'll be accessed yet. You can use this to build your magic, https://i.imgur.com/QBGyX62.png
- Skills are all designed in-game/custom built, rather than coded. There will be a skill database and then a DM can add a skill by selecting the type, stats, customizing the flavor, the visuals, the requirements, additional effects, etc etc. Basically the goal is for a lot of this to be personalized by character and let you really snowflake it up.
- Big group battles will be possible, Fire Emblem style with units etc. In such situations, you'll be on a giant battle map and will need to use your movement to be in range of enemies/interact with them.
- No, this won't replace realtime combat. When starting up a battle, you'll have the option of 'Realtime' and 'Turn-Based'; the former will be the default.
Reaction Phase
You can cast a Skill during your opponent's turn as a counter, if they declare a Skill that one of your own can intercept. Intercepting Skills are highlighted in your hand for 15s if the option is there; if not it'll just skip the phase.
If a counter isn't declared even if one is available within the 15s, then the opponent's Skill is cast per normal.
If a Skill is used as a counter, then its Mana cost and Cooldown are doubled.
Counter example,
They cast a projectile Skill. You have a projectile of your own can 'clash' with this, so you d so; both projectiles meet in the middle and the one with the highest damage wins, dealing the remainder of the damage to the enemy (f.ex Mana Missile of 8d/300pow 2400 is defeated by Lightning Arc 6d/450pow 2700, so the incoming Magic Missile is negated and the Lightning Arc deals 300 damage)
Mana
Proper mana management is especially important. High grade Skills often take multiple turns to charge and a chunk of mana. You gain 10 at the start of every turn. Excessive use of counters will quickly deplete your mana and grant an upper hand to your opponent, so you'll want to pick and choose these moments carefully.
Cooldown
Similarly, cooldown management plays a role. Each time a Skill is cast its cycled back into the grimoire, but it's 'inactive' until the cooldown period ends. It's a big risk to cast Eruption as a Counter, because its base cooldown of 5 is now 10. That means less options overall, and a potential dead draw. The more you counter the more you risk putting yourself into a corner.
Team Battles
Skills will be balanced with 2v2s and 3v3s (and greater) in mind. You can defend a party member if they're a range with a counter, or by just being in the line of fire to take incoming hits in their place. Coordination and placement matters. Combo attacks will also be incentivized.
Roleplay
There will be no 'turn timer', purposely. Only counters/the reaction phase has a countdown of 15s, for the sake of battle smoothness. There will be rules and courtesy around 'taking too long', but this IS a writing platform. Opting not to have a timer to rush people when something interesting is happening is for the best.