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A BATTLE SYSTEM IDEA

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I thought up a stats/battle system and I was wondering if I could get a few tips to bend it in the right direction if I posted it here.

The sats:
  • Levels: Only 10.
  • HP: A max 3 digits number, won't reach 400 and will be 2 digits long for the first half of the levels.
  • Max SP: Participants gain 2 SP a turn by default and the max SP just limits the amount they can store. I plan to create strategy around this.
  • Strength (2 digits): Determines the power of a hit.
  • Constitution (2 digits): Defense power, amount is added to max HP.
  • Wisdom, Soul (2 digits): These two determine the damage of a spell in a Wisdom divided by Soul manner.
  • Initiative (2 digits): Determines the turn order. (A random small number is generated for each participant, then the initiative is added.)
  • Weapon modifier (1 digit): A multiplier. Default: 1 (no weapon).
  • Armor modifier (1 digit): A multiplier. Default: 1 (no armor).

Standard attack's damage formula:
Attacker's Strength multiplied my his weapon modifier minus defender's Constitution multiplied by his armor modifier.

My concerns are about the damage formula. Whenever there's multiplication very high or very low numbers can occur and I know I'll have to pay special attention to this one in order to keep everything balanced. (I wanted a simple system with small numbers, mind you.) I was thinking of including weapons which gives strength, not just modifier, maybe that could balance things out better.

Does anyone have any suggestions?
If you want weapon modifiers, you should look at Final Fantasy Tactics for balance.

That game uses large weapon modifiers that modifies attack ten-folds but then ingeniously balanced with evasion. Most weapons give evasion. However, it doesn't stop enemies from taking you out in two hits.
Make the weapon modifier a fractional number like 1,5 or so. Generally, don't make it increase too fast.
author=LightningLord2
Make the weapon modifier a fractional number like 1,5 or so. Generally, don't make it increase too fast.

Yes, though I wanted to avoid fractional numbers, that was the only best thing I could find myself.
You can make it so armor and the defense stat provide more HP rather than lower the damage taken.
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