17 August 2008

JEP1: Combat System Blue Print

Today we will have a look at the basic combat system of JEP1.

Combat in JEP1 is very much influenced by 2 systems: the D6 Fighting Fantasy game books, RISK board game & the Warhammer fantasy combat system.

Melee Combat in this system is fought this way:

INITIATIVE PHASE: Both combatants roll a d6 + their initiative score. The highest goes 1st. A tie would result in a roll over until some one goes first. This only applies to the 1t round of combat, on further rounds after the 1st, use the base score of both combatants to see who goes first: the one with the higher score will go first for the rest of the round. If there is a tie, roll off & keep this score for the rest of the combat rounds.




MOVEMENT: Attacker may move 4 squares before his melee attack. A melee attack can only be initiated if the attacker is adjacent to the defender .



PRE-HIT SKILLS: The attacker may use a “skill” before rolling his attacks. After the attacker declares his “skills”, the defender may use a “skill” before the attacker rolls attacks. A maximum of 2 skills can be used in this phase for both attacker & defender.



ROLL TO HIT:

  • Attacker rolls 1d6 for each score written at his melee; example: if the score is M2, then attacker rolls 2d6 as attacks.
  • Defender rolls 1d6 for each score written at his melee; example: if the score is M2, then defender rolls 2d6 as defense.
  • Attacker adds the d6 value to each of his melee score & add up the total; example: if attacker has a melee of 2 & he rolled a 4 & a 3, that means his attack value is a 6 & a 5.
  • Defender adds the d6 value to each of his melee score & add up the total; example: if defender has a melee of 2 & he rolled a 4 & a 1, that means his defense value is a 6 & a 3.
  • Defender then chooses how the defense dice goes. If the attacker’s attack value is higher or equal to the defense value of the defender. Then a “hit” is scored; example: Attacker has a attack value of 6 & 5, defender has a defense value of 6 & 3. Defender chooses to use his defense 6 to “block” the attacker’s attack 6. But since attacker has another attack value of 5 which is bigger then the defender’s next defense score of 3, a hit is scored!



PRE-DAMAGE SKILLS: The attacker may use a “skill” before rolling his damage. After the attacker declares his “skills”, the defender may use a “skill” before the attacker rolls damage. A maximum of 2 skills can be used in this phase for both attacker & defender.



ROLL To Damage:

  • Attacker rolls 1d6 for “hit” made; example: Attacker scores 1 hit, so he rolls 1d6.
  • Attacker adds the dice value & his strength score; example: Attacker rolls a d6 & gets a 4, he has a strength of 2. So his “damage” score is 6.
  • Compare the damage score to the defender’s toughness score. If the value is higher or equal, then 1 damage is scored.


ARMOR BUFFER:

For each damage that has gone through the toughness, minus 1 damage for each armor value defender has. Example, attacker scores 1 damage, if defender has a armor value of 1 as well then no damage is taken. If attacker has scored 2 damage & defender only has armor value of 1, then a wound is scored.



COUNT WOUNDS:

For each wound scored, defender loses 1 health. If the defender has a health of 0. The defender is dead.



PASS PRIORITY:

If defender is alive, the priority is passed & the current defender is the new attacker, the current attacker becomes the new defender. Once the new defender & attacker reached the next “Count Wounds” phase, a round is done.

  • For range attack, the system is generally the same with the exception of attacker uses his range to roll number of attack & defender uses initiative to roll for defense value.
  • Attacker uses the weapons strength value to determine if he scores a damage against the defender’s toughness.
  • Attacker need not be adjacent to defender as long as his range weapon can reach the defender.

That’s all for now. :)

* pictures are borrowed from googles, just so this post dont look too empty bah. XD

13 August 2008

Dwarf Tactics minigame

hi there, this is rob-jr and i love to create boardgame and stuff especially minigame (game that is simple and play for around less than 10 minutes). what i have here is a remade game that i did somewhere early last year 2007, me and my brother tweak the system a bit, because last time it is way unbalance, but it doesn't mean these game is balance. don't worry just play the game and have fun.



HOW TO PLAY

here is how to play the game, this game is for 2 player, each act as the dwarf chief try to defend each castle and at the same time try to eliminate opponent's castle. you start with 10 castle point and resource at Lv 1 (which is 4 resource) and you need atleast 2 six sided dice, game is played in turn. play rock, paper, scissor to determine first player.

game is divided in phase

RESOURCE PHASE
at this phase, you replenish your resource to the value of your level. anyway resource that you didn't used that turn will go to waste. so use it wisely.

*there are 3 level of resource, each increase by 2. you start at 4 resource,

Lv 1 = 4 resource
Lv 2 = 6 resource (you need to pay 4 resource to upgrade to Lv 2)
Lv 3 = 8 resource (you need to pay 6 resource to upgrade to Lv 3)

BUY PHASE
at this phase you buy unit. refer to units cost in the battle stats card. you can put maximum of 5 unit in your unit placement and you can only buy maximum of 5 unit of peon, 4 unit of warrior and 3 unit of juggernaut.

BATTLE PHASE
battle phase is where you try to eliminate opponent and if opponent doesnt have units, you attack his/her castle directly. (for balance issue, you cant attack on the first turn of the game if youre the 1st player) before attacking, attacker choose which of his/her unit attack which opponent's unit. 1 unit can only attack 1 unit.

peon = roll 2d6 pick the lowest value
warrior = roll 1d6
juggernaut = roll 2d6 pick the highest value

both attacker and defender roll dice according to each unit and compare the result.

if attacker result is equal or higher than defending unit, attacker killed the defender unit. if defending unit is higher, defender won and attacker retreat (nothing happen).

if there is no defending unit, attacker roll dice for each unit and that damage is dealt to opponent's castle point.

END PHASE
you end your phase, now its opponent's turn to attack.

VICTORY
you win when you successfully reduce opponent's castle points to zero.

p/s: my english is quite sucky here... also, this game still need to be tweak and all. so comment and critique is welcome.

VARIATION 1: this time around you can use resource to buy other stuff instead of unit

pay 1 resource for 1 castle point
pay 1 resource to add +1 to a unit before combat/battle

NEW UNIT!
Dwarven Sapper (cost 4 resources) contributed by questing gm
Digs underground and can attack the castle without going through the defense unit.

Roll a d6
1-4: Sapper dies, deals no damage to the castle.
5-6: Sapper dies, deals 1 castle damage.

11 August 2008

My 1st experimental post: JEP1 introduction.

Hi everyone! The name’s Julian.

I feel happy to be apart of the “experimental playground” crew & guess I’ll share abit on some game mechanics that I’ve been thinking about lately. But 1st, alil sharing about my love for RPG games. :)

My 1st experience playing an RPG was from my high school years when I accidently pulled out a Fighting Fantasy book by Ian Livingstone & Steve Jackson. It was there & then that I founded my inspiration to dwell more into the realm of fantasies.



My love for these “game books” brought me later to the Lone Wolf Saga & Grey Star. Later on, I switched school & got hooked up with some friends that taught me how to play Dungeons & Dragons My 1st ever pen-&-paper RPG.




Like most RPG enthusiast, I wanted to create my own game. At 1st I wanted to create a game system for a role-playing game, very much like Dungeons & Dragons, but wanted something simpler. In my later days I was introduced to White Wolf’s D10 system & also the Warhammer Fantasy combat system. I was generally impressed with the two & this is what I came up with:

(I haven’t really come up with a name for this system, so for now I’ll just call it JEP1; as in “Julian’s experimental 1”.)

The game sheet looks like this:





We will go on the other details of the game as we slowly progress, today I'll only point out the "combat related states" & the "non-combat related" states.


********************

Combat States (CS):



Melee (M): This is the score used to attack & defend against “melee only” attacks (unless another skill specifies an extended use). The score here also symbolizes the number of “melee attacks” a character has, determining how many dice the character may use in a round.

Range (R): This score is used to hit to a target with a range attack. The score here also symbolizes the number of “range attacks” a character has, determining how many dice the character may use in a round.

Strength (S): This state is used to determine the character’s strength & his ability to lift objects, push, carry things & also if his melee strength is strong enough to penetrate an opponent’s toughness,

Toughness (T): This state applies to the constitution & stamina of the character. It also acts as the 1st “buffer” against an opponent’s strength attack.

Initiative (I): This state symbolizes the character’s reaction in combat. It is used to determine which character goes 1st in combat & also is used to avoid Range attacks.

Health (H): This score represent the amount of damage the character can take.

Armor (A): This state here represents the armor protection of the character. It also acts as the 2nd & last buffer to an enemy’s strength attack.




NON-Combat States (NCS):



These states here are used for role-playing purposes (unless stated otherwise by a new skill). They are divided in to a few categories:

Acrobatics: The character’s ability to do high jumps, balance & landings.

Athletics: The character’s knack in dashing, long jumps & maintaining his stamina for long distance running.

Commerce: The character’s ability to haggle, barter, appraise value, knowledge of market trends , demand, currency values & entrepreneurship.

Engineering: The character’s knowledge & ability to operate machines, piloting, driving, read blueprints, hacking & understanding how a mechanism works.

Pathmanship: The character’s ability to navigate, always know where north is, understanding the terrain, wind conditions, weather & sensitive to his surrounding.

Medical: The character’s knowledge of how the body works, heal & how to perform 1st aid or even surgery.

Nature Lore: Knowledge of animals, monsters & plants, ability to tame & the character’s knowledge of natural medicine from both flora & fauna.

Occult: The character’s knowledge in the realm of the occult, forgotten languages, culture & ability to operate certain ancient artifacts.

Perception: The character’s sensibility of vision, touch, smell & hearing.

Social: The character’s charm, bluff, charisma, connections (casual, political or underworld) & ability to read innuendos.

Stealth: The character’s ability to hide, move silently & avoid leaving traces.

Swim: The character’s ability to swim, dive & maintain his breath.

********************

So that’s the general Idea of the states, till next time I will explain how to use the combat system & also the purchase point system at a different time.

For now, this is Julian signing out! :D

LinkWithin

Related Posts Plugin for WordPress, Blogger...