so...
I want to try making a game and trying to get people to play the old one doesn't sound like it'd work or be fun. i probably made a lot of mistakes with it anyway.
and here we are.
Destroy the JOE
general rule things
Spoiler Alert
1) listen to the GM... as long as it sounds reasonable or you've discussed whatever I said with me in some length. I don't have much [read: more then 3 pages of bad decisions] experience so who knows i could be wrong.
2)be nice and stuff.
I think pretty much everyone on this forum knows how to post, but just in case...
1 post a round
theres things actions in a post normally: free actions, normal actions, and charges. a free action is pretty much just scanning unless something else comes up. talking is too i guess. normal actions are doing things, like attacking, healing, summoning, bodyblocking, sidequesting.
charges start at 1. go up by 1 every post. max charge size 15. 2 charges at a time for now, you can give 1 +1 per post. when a charge finishes it does a powerful thing, with strength based on charge count.
entitys... or at least the different stuff
Spoiler Alert
curse of repetativeness exists, but its not "this can never happen again", its "JOE remembers what this thing is and immediately hits it for a bunch of damage". the longer its been the lower the damage, and eventually it'll vanish entirely. more prominent entitys will take longer to forget.
EDIT: oh, just realized a problem with the ^: it wouldn't affect PG's. hm...
well, thats how it'll function at least, though i'm not sure how it'll be justified "lore" [what little there is] wise.
JOE'll obviously be harder to hit with more friends[read:entitys].
entitys act at the end of turn battle, usually.
entity HP is 10 per charge. the best a non-superawesome post will do is 33 damage. players have 200 HP.
entity attack is 2 per charge.
entity advantage is sort of weird..?
this part is unnecessary and just says how I'll define the advantage, if anyones curious.
[spoiler]its defined by how many playerActions/charges an entitys action is equal to; an entity who summons a 100HP, 20ATK ally every turn is equal to a 10charge each turn so its worth 10 CU of advantage.
an average player action is probably gonna be worth ~10-15 damage, so an entity of that ATK has 1 AU of advantage.
a sides pre-entity AU advantage is its player count. JOE's AU is variable.
a sides pre-entity CU is player count *3, due to +'s. JOE's CU is also variable.
entitys give less AU and CU if they have lower [max/ current] HP, but at higher values a -100 HP won't lower the CU/AU as much. charge abilitys are based on how close they are to completion; an entity with a 10/10 charge is worth more then a 0/10 charge.
advantage settings:
AJ BigAdv- JOE will take damage more easily, and you can even guarantee 1 point of damage, though JOE will then ensure the Adv. goes to [N] or more. requires a +200% AU and/or CU advantage to count [IE: PJ has 10 AU And 20 CU. AJ has 30 AU and 60 CU.]
AJ Adv - JOE can take damage. requires +50% AU/CU adv at least [IE: PJ=10 AU 20 CU, AJ =15 AU 30 CU.]
[N] sides are equal, or less then 50% dif. JOE can take damage but its annoyingly hard.
PJ adv - JOE is pretty much untargetable. if you do a really good attack you'll counter his action or something. AJ adv reversed, as far as requirements.
PJ BigAdv - +200% AU/CU adv. JOE will slow down or maybe go to sleep. if its still ends up being bigadv without JOE, then PJ group charges will be prevented and AJ events will happen.
PJ Win: joke condition. 900% AU/CU. the PJ get a big "you win" sign and JOE decides to join the AJ's for fun. i think it'll be impossible if I don't fail at balancing a boss... and forget to make any AJ events when PJ Bigadv arrives...
Boss's are a thing. on summoning there is a chance I'll change them a bit for thematic purposes but I probably wont. stats will remain the same and they drop a spoil, coolstuffofawesome. pretty hard to reach [BOSS] teir entitys though, JOE'll probably summon most.
i'll also put "strong" next to strong non-BOSS's probably.
Editnote: if JOE summons a boss, it probably won't be just past the line between [BOSS] and 'strong'; it'll be far enough above the line that it wouldn't be way better to summon the elite and give it temporary buff or something.
theres ProJOE [like progodmodder] N[neutral.] and AJ [anti-godmodder]
there might be other alignments later.
[/spoiler]
More Stuff thats diff from normal... or needs specifying.
Spoiler Alert
players aren't vulnerable if their side is winning or [N]. they become vuln when losing and have, as mentioned, 200 HP.
artifacts exist.
terrain exist but its not Easy to use
dodge and AC exist [1AC blocks 4 damage]
hoards are a thing
really cool attacks are stronger, if you do them way too much they'll get weaker. if a boss spawns and you nuke it in one turn you'll get some reward but JOE'll probably BS it back to life.
status effects are also a thing i guess maybe
JOE helps his PJ's but its somewhat sporadic. he also has a brain so you can ask him to keep the help for later and he might listen.
spoil list
Spoiler Alert
_______ owned by _____ description
EDIT: oh i forgot to mention, updates will probably be every 2 days if there are posts to update on.
starting Battlefield:
Advantage: technically PJ win since nobody's joined. treating as [N]
[J] JOE 100/100 HP
[_]guard corpses. they litter the ground
[N/AJ] Town mayor 10/90 HP cowering on the ground!
Originally posted on 2017-07-03 02:15:00