I say if people do not take their turn withing 24 hours, we just skip them.
Ok, so I'll just do an auto-battle on Jimbo. (Preforming a basic attack on a random enemy, usually)
OT:
Jimbo throws a rock at Gold Snurp. 1 damage.
ENEMY TURN
Snurp Beta attacks! 1 damage to Daniel.
Snurp Beta is angry! 1 damage to Daniel.
Snurp Centuari attacks! 1 damage to Daniel.
Snurp Centuari is angry! 1 damage to Daniel.
Gold Snurp attacks! 1 damage to Daniel.
Gold Snurp is angry! 1 damage to Daniel.
Snurp Delta attacks! 1 damage to Daniel.
Snurp Delta is angry! 1 damage to Daniel.
Snurp Enem attacks! 1 damage to Daniel.
Snurp Enem is angry! 1 damage to Daniel.
Snurp Fiyah attacks! 1 damage to Daniel.
Snurp Fiyah is angry! 1 damage to Daniel.
PC TURN
Connor uses Fire on Gold Snurp! 7 damage. 2/10 MP remaining.
Items are (somehow) available for all party members to use. Using an item, by either using it on yourself or another character, costs an action. For example, if Connor had an action, he could throw an HP Banana to another character to allow them to use that item without using up their turn, though he uses an action by doing so. Some quirks can cause items to be used at the cost of 0 actions for all parties involved (unless the item ITSELF takes actions).
GM Player_Miner: “Don’t even ask how that works...”
OT: 3 damage. Snurp Fiyah has been defeated.
Connor: “I think that we all have it, if you know what I mean...”
By harnessing the universes randomness, I can deal lots of damage for little mp, plus a bad effect for the foe. Unfortunately, the universe is random, and the reverse can happen, with a bad effect for me.
Mp cost: Random
Damage: Random
Effect: Random
Mp, Damage, and Effect determining. I role a 12 sided die for the mp cost (MP cost is equal to the number rolled), then another 12 sided die for the damage (damage equal to the number rolled) . I then role a 6 sided die to determine the effect.
Role a 1: I absorb half the damage
Role a 2: Hits anyone beside the target for half the damage.
Role a 3: Causes the Entropy effect. (Entropy effect is basically 3 turns of def ignoring poison, dealing 2 damage per turn)
Role a 4: I take half the damage I dealt to the target.
Role a 5: Doubles the MP cost, if i cant meet the new cost, I loose all my MP and the attack is canceled.
Role a 6: Halves the damage I deal for 3 turns.
I attack the Gold Snurp with Entropic Channeling, costing 7 MP, dealing 3 damage, and hits the two enemies beside it for 2 damage.
Dj: You know, for channeling pure randomness, that really wasnt so bad!
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"Oh I see that large metal dude has things under control"
Jimbo then falls asleep standing up again
"Jimbo fell asleep!" +0 HP (Sleeping restores HP every turn, whilst preventing actions.)
An ally has experienced a negative status effect, unlocking the Safe Spot for Connor.
Safe Spot: Put a character in a safe place to rest, where negative status effects harmlessly wear off after one turn, and stats like HP and MP are recovered over time. Any character can use and cancel this at any time if they aren't inhibited from performing an action by a status effect besides Moved(Info Effect). ONLY one character can be in the Safe Spot at a time. Cannot be used with only one party member active (For example, if everyone BUT Connor gets KOed and Connor is affected by Poison with 1 HP remaining, there's nothing he can do about it unless he can do a free-action revive or an item auto-triggers.).
Connor: *facepalm*
Jimbo has been moved to the Safe Spot by Connor.
By harnessing the universes randomness, I can deal lots of damage for little mp, plus a bad effect for the foe. Unfortunately, the universe is random, and the reverse can happen, with a bad effect for me.
Mp cost: 1-12
Damage: 1-12
Effect: Random
Mp, Damage, and Effect determining. I role a 12 sided die for the mp cost (MP cost is equal to the number rolled), then another 12 sided die for the damage (damage equal to the number rolled) . I then role a 6 sided die to determine the effect.
Role a 1: I absorb half the damage
Role a 2: Hits anyone beside the target for half the damage.
Role a 3: Causes the Entropy effect. (Entropy effect is basically 3 turns of def ignoring poison, dealing 2 damage per turn)
Role a 4: I take half the damage I dealt to the target.
Role a 5: Doubles the MP cost, if i cant meet the new cost, I loose all my MP and the attack is canceled.
Role a 6: Halves the damage I deal for 3 turns.
I attack the Gold Snurp with Entropic Channeling, costing 7 MP, dealing 3 damage, and hits the two enemies beside it for 2 damage.
Dj: You know, for channeling pure randomness, that really wasnt so bad!
So, you could get 1-12-2 for a 1 MP, 12 1-spread splash damage attack with this, for instance? Also, what happens if you get 12-12-3 or something and you don't have 12 MP or whatever? Does it end up wasting your MP and your turn as if you got a 5 for the effect and couldn't afford the new cost?
OT:
Snurp Centuari has been defeated.
Snurp Delta has been defeated.
An ally has run low on MP, unlocking MP Sprinkles for Connor.
Connor: "Judging by what you just said, I'm pretty sure that I wouldn't want to try that myself..."
Connor uses 2 MP Sprinkles on DJ. 2 MP has been recovered.
Player_Miner, that was the whole point of that move. It can be very powerful, but can also go very wrong. Also, if I roll an MP amount higher than the MP I currently have, all my MP is used, but nothing happens. I figured that it balanced out.
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Player_Miner, that was the whole point of that move. It can be very powerful, but can also go very wrong. Also, if I roll an MP amount higher than the MP I currently have, all my MP is used, but nothing happens. I figured that it balanced out.
Good to know that it fails with the MP 100% Drain backfire effect if the random MP cost turns out to be too much. Otherwise, there might be problems with the resulting MP overdraw and what would happen as a result (overdrawn MP is drawn as double or something HP compared to the overdraw?). (Also, I won't allow intentional MP overdraw. Unless I change my mind about that, that is.)
Actually, I have an idea. If you MP overdraw, you can possibly transfer LP into MP, taking the missing MP as damage. Perhaps call this the Sacrifice Effect. If this isn't going to be a universal thing, it is going to be a skill at my next level up.
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Actually, I have an idea. If you MP overdraw, you can possibly transfer LP into MP, taking the missing MP as damage. Perhaps call this the Sacrifice Effect. If this isn't going to be a universal thing, it is going to be a skill at my next level up.
So, exactly what I was thinking if a character somehow managed to overdraw their MP. I also got the idea of having the HP --> MP conversion become less and less efficient the more you use it (for example, overdraw event 1 causes 1:1 HP-MP conversion, the second one does a 1.2:1, next 1.5:1, next 1.9:1, ETC. or something?). Also, it'll remain specific to skills and random events/effects.
//nullpost
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[Avatar] A render of two of my OCs in a Minecraft format.
I agree, at my next level up, add that to my roster of skills. It would be optional, so it wouldn't happen every time, only when I want to. Also, better way to balance it. If you convert more HP than you have, you are left with 1 HP and the skill fails.
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I agree, at my next level up, add that to my roster of skills. It would be optional, so it wouldn't happen every time, only when I want to. Also, better way to balance it. If you convert more HP than you have, you are left with 1 HP and the skill fails.
So, double-action preventing yourself from accidentally Entropic Channeling away your character’s life.
OT:
Jimbo is resting. +0HP +0MP
Jimbo woke up!
Jimbo has been moved out of the safe spot by Connor.
ENEMY TURN
Snurp Enem attacks! 1 damage to Daniel.
Snurp Enem is angry! 1 damage to Daniel.
PC TURN
Connor attacks Snurp Enem. 4 damage. Snurp Enem has been defeated.
Team Connor wins!
+14 EXP
+530 G (Gold Snurps carry a LOT of G with them.)
Yes, it is a double action (like One More Time from the game you are basing this whole combat system on. Thought no one would catch it, did ya). It is optional so that if I have low HP, I wont weaken myself further and get myself KOed.
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Yes, it is a double action (like One More Time from the game you are basing this whole combat system on. Thought no one would catch it, did ya). It is optional so that if I have low HP, I wont weaken myself further and get myself KOed.
That wasn’t exactly what I meant by double-action... I was more thinking preventing yourself from accidentally killing yourself in TWO ways when I wrote that. Also, perhaps that ability could have the “Free Modifier” trait? (Like you can apply it to a spell at any point in the casting process)
OT:
The party continues on.
1-to-10 RNG: 7
Nothing happens.
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[Avatar] A render of two of my OCs in a Minecraft format.
Ok, so I'll just do an auto-battle on Jimbo. (Preforming a basic attack on a random enemy, usually)
OT:
Jimbo throws a rock at Gold Snurp. 1 damage.
ENEMY TURN
Snurp Beta attacks! 1 damage to Daniel.
Snurp Beta is angry! 1 damage to Daniel.
Snurp Centuari attacks! 1 damage to Daniel.
Snurp Centuari is angry! 1 damage to Daniel.
Gold Snurp attacks! 1 damage to Daniel.
Gold Snurp is angry! 1 damage to Daniel.
Snurp Delta attacks! 1 damage to Daniel.
Snurp Delta is angry! 1 damage to Daniel.
Snurp Enem attacks! 1 damage to Daniel.
Snurp Enem is angry! 1 damage to Daniel.
Snurp Fiyah attacks! 1 damage to Daniel.
Snurp Fiyah is angry! 1 damage to Daniel.
PC TURN
Connor uses Fire on Gold Snurp! 7 damage. 2/10 MP remaining.
Snurp Alpha: 0/5 HP, 5 ATK
Snurp Beta: 1/5 HP, 5 ATK (Angry [Daniel])
Snurp Centuari: 1/5 HP, 5 ATK (Angry [Daniel])
Gold Snurp: 17/50 HP, 10 ATK, 3 DEF, Quick (Angry [Daniel])
Snurp Delta: 1/5 HP, 5 ATK (Angry [Daniel])
Snurp Enem: 1/5 HP, 5 ATK (Angry [Daniel])
Snurp Fiyah: 1/5 HP, 5 ATK (Angry [Daniel])
Connor: LVL 2 (3/24), 10/10 HP, 2/10 MP, 4 ATK, 3 DEF, 8 MAG, 10/10 HP Spr. (Moved)
David: LVL 2 (3/24), 37/37 HP [31+20%], 15/15 MP, 20/20 EP, 6 ATK, 2 DEF (Power Surge [1]: Always deals critical hits.)
Daniel: LVL 2 (3/24), 13/25 HP, 6/10 EP, 3 ATK, 8 DEF
Jimbo: LVL 2 (3/24), 9/9 HP, 6/6 MP, 5/15 LP, 5 ATK, 3 DEF
Faiya: LVL 2 (3/24), 7/16 HP, 15/15 MP, 6 ATK, 4 DEF
Dj: LVL 2 (3/24), 7/16 HP, 8/11 MP, 7 ATK, 1 DEF, 2 STG, 5 SPD
Items:
"Connor! Toss me that HP banana!"
Daniel smashes his mace into Snurp Fiyah.
Items are (somehow) available for all party members to use. Using an item, by either using it on yourself or another character, costs an action. For example, if Connor had an action, he could throw an HP Banana to another character to allow them to use that item without using up their turn, though he uses an action by doing so. Some quirks can cause items to be used at the cost of 0 actions for all parties involved (unless the item ITSELF takes actions).
GM Player_Miner: “Don’t even ask how that works...”
OT: 3 damage. Snurp Fiyah has been defeated.
Connor: “I think that we all have it, if you know what I mean...”
Snurp Alpha: 0/5 HP, 5 ATK
Snurp Beta: 1/5 HP, 5 ATK (Angry [Daniel])
Snurp Centuari: 1/5 HP, 5 ATK (Angry [Daniel])
Gold Snurp: 17/50 HP, 10 ATK, 3 DEF, Quick (Angry [Daniel])
Snurp Delta: 1/5 HP, 5 ATK (Angry [Daniel])
Snurp Enem: 1/5 HP, 5 ATK (Angry [Daniel])
Snurp Fiyah: 0/5 HP, 5 ATK
Connor: LVL 2 (3/24), 10/10 HP, 2/10 MP, 4 ATK, 3 DEF, 8 MAG, 10/10 HP Spr. (Moved)
David: LVL 2 (3/24), 37/37 HP [31+20%], 15/15 MP, 20/20 EP, 6 ATK, 2 DEF (Power Surge [1]: Always deals critical hits.)
Daniel: LVL 2 (3/24), 13/25 HP, 6/10 EP, 3 ATK, 8 DEF (Moved)
Jimbo: LVL 2 (3/24), 9/9 HP, 6/6 MP, 5/15 LP, 5 ATK, 3 DEF
Faiya: LVL 2 (3/24), 7/16 HP, 15/15 MP, 6 ATK, 4 DEF
Dj: LVL 2 (3/24), 7/16 HP, 8/11 MP, 7 ATK, 1 DEF, 2 STG, 5 SPD
Items:
"Oh whait wha- Oh sorry I fell asleep haha sorry guys"
"Oh I see that large metal dude has things under control"
Jimbo then falls asleep standing up again
sugar is bad for you
NEW SKILL! ENTROPIC CHANNELING
By harnessing the universes randomness, I can deal lots of damage for little mp, plus a bad effect for the foe. Unfortunately, the universe is random, and the reverse can happen, with a bad effect for me.
Mp cost: Random
Damage: Random
Effect: Random
Mp, Damage, and Effect determining. I role a 12 sided die for the mp cost (MP cost is equal to the number rolled), then another 12 sided die for the damage (damage equal to the number rolled) . I then role a 6 sided die to determine the effect.
Role a 1: I absorb half the damage
Role a 2: Hits anyone beside the target for half the damage.
Role a 3: Causes the Entropy effect. (Entropy effect is basically 3 turns of def ignoring poison, dealing 2 damage per turn)
Role a 4: I take half the damage I dealt to the target.
Role a 5: Doubles the MP cost, if i cant meet the new cost, I loose all my MP and the attack is canceled.
Role a 6: Halves the damage I deal for 3 turns.
I attack the Gold Snurp with Entropic Channeling, costing 7 MP, dealing 3 damage, and hits the two enemies beside it for 2 damage.
Dj: You know, for channeling pure randomness, that really wasnt so bad!
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"Jimbo fell asleep!" +0 HP (Sleeping restores HP every turn, whilst preventing actions.)
An ally has experienced a negative status effect, unlocking the Safe Spot for Connor.
Safe Spot: Put a character in a safe place to rest, where negative status effects harmlessly wear off after one turn, and stats like HP and MP are recovered over time. Any character can use and cancel this at any time if they aren't inhibited from performing an action by a status effect besides Moved(Info Effect). ONLY one character can be in the Safe Spot at a time. Cannot be used with only one party member active (For example, if everyone BUT Connor gets KOed and Connor is affected by Poison with 1 HP remaining, there's nothing he can do about it unless he can do a free-action revive or an item auto-triggers.).
Connor: *facepalm*
Jimbo has been moved to the Safe Spot by Connor.
So, you could get 1-12-2 for a 1 MP, 12 1-spread splash damage attack with this, for instance? Also, what happens if you get 12-12-3 or something and you don't have 12 MP or whatever? Does it end up wasting your MP and your turn as if you got a 5 for the effect and couldn't afford the new cost?
OT:
Snurp Centuari has been defeated.
Snurp Delta has been defeated.
An ally has run low on MP, unlocking MP Sprinkles for Connor.
Connor: "Judging by what you just said, I'm pretty sure that I wouldn't want to try that myself..."
Connor uses 2 MP Sprinkles on DJ. 2 MP has been recovered.
Snurp Alpha: 0/5 HP, 5 ATK
Snurp Beta: 1/5 HP, 5 ATK (Angry [Daniel])
Snurp Centuari: 0/5 HP, 5 ATK
Gold Snurp: 14/50 HP, 10 ATK, 3 DEF, Quick (Angry [Daniel])
Snurp Delta: 0/5 HP, 5 ATK
Snurp Enem: 1/5 HP, 5 ATK (Angry [Daniel])
Snurp Fiyah: 0/5 HP, 5 ATK
Connor: LVL 2 (3/24), 10/10 HP, 2/10 MP, 4 ATK, 3 DEF, 8 MAG, 10/10 HP Spr., 3/5 MP Spr., Safe Spot (Moved) (Safe Spot Active: Info Effect: Someone is using the Safe Spot.)
David: LVL 2 (3/24), 37/37 HP [31+20%], 15/15 MP, 20/20 EP, 6 ATK, 2 DEF (Power Surge [1]: Always deals critical hits.)
Daniel: LVL 2 (3/24), 13/25 HP, 6/10 EP, 3 ATK, 8 DEF (Moved)
Jimbo: LVL 2 (3/24), 9/9 HP, 6/6 MP, 5/15 LP, 5 ATK, 3 DEF (Sleep) (Safe Spot: Info Effect: Is using the Safe Spot.)
Faiya: LVL 2 (3/24), 7/16 HP, 15/15 MP, 6 ATK, 4 DEF
Dj: LVL 2 (3/24), 7/16 HP, 3/11 MP, 7 ATK, 1 DEF, 2 STG, 5 SPD (Moved)
Items:
Player_Miner, that was the whole point of that move. It can be very powerful, but can also go very wrong. Also, if I roll an MP amount higher than the MP I currently have, all my MP is used, but nothing happens. I figured that it balanced out.
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David used Slash!
Power Surge is in effect!
CRITICAL HIT!
Gold Snurp took 14 damage!
Gold Snurp was defeated.
The Power Surge effect wore off.
Faiya needs to take her turn.
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Good to know that it fails with the MP 100% Drain backfire effect if the random MP cost turns out to be too much. Otherwise, there might be problems with the resulting MP overdraw and what would happen as a result (overdrawn MP is drawn as double or something HP compared to the overdraw?). (Also, I won't allow intentional MP overdraw. Unless I change my mind about that, that is.)
How long until Autobattle triggers? 3 hours, perhaps?
Snurp Alpha: 0/5 HP, 5 ATK
Snurp Beta: 1/5 HP, 5 ATK (Angry [Daniel])
Snurp Centuari: 0/5 HP, 5 ATK
Gold Snurp: 0/50 HP, 10 ATK, 3 DEF, Quick
Snurp Delta: 0/5 HP, 5 ATK
Snurp Enem: 1/5 HP, 5 ATK (Angry [Daniel])
Snurp Fiyah: 0/5 HP, 5 ATK
Connor: LVL 2 (3/24), 10/10 HP, 2/10 MP, 4 ATK, 3 DEF, 8 MAG, 10/10 HP Spr., 3/5 MP Spr., Safe Spot (Moved) (Safe Spot Active: Info Effect: Someone is using the Safe Spot.)
David: LVL 2 (3/24), 37/37 HP [31+20%], 15/15 MP, 20/20 EP, 6 ATK, 2 DEF (Moved)
Daniel: LVL 2 (3/24), 13/25 HP, 6/10 EP, 3 ATK, 8 DEF
Jimbo: LVL 2 (3/24), 9/9 HP, 6/6 MP, 5/15 LP, 5 ATK, 3 DEF (Sleep) (Safe Spot: Info Effect: Is using the Safe Spot.)
Faiya: LVL 2 (3/24), 7/16 HP, 15/15 MP, 6 ATK, 4 DEF
Dj: LVL 2 (3/24), 7/16 HP, 3/11 MP, 7 ATK, 1 DEF, 2 STG, 5 SPD (Moved)
Items:
I say maybe a little more time to let them be able to react. Maybe 4.
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Actually, I have an idea. If you MP overdraw, you can possibly transfer LP into MP, taking the missing MP as damage. Perhaps call this the Sacrifice Effect. If this isn't going to be a universal thing, it is going to be a skill at my next level up.
PM this account if you are interested in trading on DragCave
So, exactly what I was thinking if a character somehow managed to overdraw their MP. I also got the idea of having the HP --> MP conversion become less and less efficient the more you use it (for example, overdraw event 1 causes 1:1 HP-MP conversion, the second one does a 1.2:1, next 1.5:1, next 1.9:1, ETC. or something?). Also, it'll remain specific to skills and random events/effects.
//nullpost
Wot did I miss?
OT: Faiya lands in front of the
GoldSnurp Beta and uses Bite on it.sometimes, nullposts must be made.
My avatar: Faiya the dragon
404: eggs not found
/nullpostI already killed it.Alright, all we need now is for the enemy to attack.
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
I agree, at my next level up, add that to my roster of skills. It would be optional, so it wouldn't happen every time, only when I want to. Also, better way to balance it. If you convert more HP than you have, you are left with 1 HP and the skill fails.
PM this account if you are interested in trading on DragCave
Snurp Beta has been defeated.
So, double-action preventing yourself from accidentally Entropic Channeling away your character’s life.
OT:
Jimbo is resting. +0HP +0MP
Jimbo woke up!
Jimbo has been moved out of the safe spot by Connor.
ENEMY TURN
Snurp Enem attacks! 1 damage to Daniel.
Snurp Enem is angry! 1 damage to Daniel.
PC TURN
Connor attacks Snurp Enem. 4 damage. Snurp Enem has been defeated.
Team Connor wins!
+14 EXP
+530 G (Gold Snurps carry a LOT of G with them.)
Connor: LVL 2 (17/24), 10/10 HP, 2/10 MP, 4 ATK, 3 DEF, 8 MAG, 10/10 HP Spr., 3.5/5 MP Spr., Safe Spot
David: LVL 2 (17/24), 37/37 HP [31+20%], 15/15 MP, 20/20 EP, 6 ATK, 2 DEF
Daniel: LVL 2 (17/24), 11/25 HP, 6/10 EP, 3 ATK, 8 DEF
Jimbo: LVL 2 (17/24), 9/9 HP, 6/6 MP, 5/15 LP, 5 ATK, 3 DEF
Faiya: LVL 2 (17/24), 7/16 HP, 15/15 MP, 6 ATK, 4 DEF
Dj: LVL 2 (17/24), 7/16 HP, 3/11 MP, 7 ATK, 1 DEF, 2 STG, 5 SPD
Items:
Yes, it is a double action (like One More Time from the game you are basing this whole combat system on. Thought no one would catch it, did ya). It is optional so that if I have low HP, I wont weaken myself further and get myself KOed.
PM this account if you are interested in trading on DragCave
That wasn’t exactly what I meant by double-action... I was more thinking preventing yourself from accidentally killing yourself in TWO ways when I wrote that. Also, perhaps that ability could have the “Free Modifier” trait? (Like you can apply it to a spell at any point in the casting process)
OT:
The party continues on.
1-to-10 RNG: 7
Nothing happens.
"hm what"
Jimbo wakes up
"Oh hey what's happening dudes"
sugar is bad for you
"Oh hi Jimbo," Faiya replies, "you fell asleep, and Connor moved you somewhere so you wouldn't get attacked in your sleep."
sometimes, nullposts must be made.
My avatar: Faiya the dragon
404: eggs not found