Should fights be a one click event, or have some back and forth?
Added 2023-12-27 18:49:58 +0000 UTCSo I'm trying to simplify and stream line fighting. I've had the system in place for a few months, but haven't added it in yet because I'm afraid I oversimplified it.
So you'll just have one stat for strength (fight level) and the enemy will also have one stat (fight level) So if your strength is 5 and the enemy is 5 you'll have a 50 / 50 chance of winning. (in the event of a tie, the game re-rolls without you knowing) If your strength is 31 and the enemy is 0 you'll win 100% of the time (The max dice roll is 30). So it's a simple win / lose in one go.


There will be some actions you can do before the fight (like get on your knees) and actions after, but this is for the fight only.
Do you think this is good or would it be better if you traded blows. So you punch, then they punch and your energy / their energy is lowered with each dice roll. This will give you the chance to use items to increase you health as you fight, and maybe some other actions like give up or something naughty mid fight.
Hopefully I explained it well enough. Usually something like this is a 20 page PowerPoint with several meetings lasting hours.
Comments
You mean like savescumming? That could perhaps be prevented (on the front end) by addind the state of the random generator to the savepoint, but I might be wrong about the technical specifics. Also, fights without a random component might be quite boring.
pfkinker
2023-12-27 23:39:44 +0000 UTCIf it would be based on dices, then people would just repeatedly try to beat it till they do, making it more annoying and less worth the grind.
DIEAWILL
2023-12-27 21:51:12 +0000 UTCI'm not following your idea. What is "dude" and "zero motivation" in this scene?
FF5
2023-12-27 20:40:39 +0000 UTCThen, user would see : the enemy picked "dude" and the main character "zero motivation" and understand it all quite fast.
Cécile FABRE
2023-12-27 20:39:06 +0000 UTC