(Credit to Jenova for making the map look not terrible.)
The game will be split into chapters. Each chapter will feature a grid based map with an objective. Generally, the objective will be to rout the enemy or to defeat a boss. However, the will also be occasions where you need to defend a unit or location for a number of turns.
Each turn will be split into a number of phases. The first will be the Player Phase. This will be when you move your unit and perform actions as well as discuss strategy with other players. After all moves have been made, I will simulate the remaining phases using behaviours based on the units involved. Those phases, in order, are the Ally Phase, Enemy Phase and Other Phase. The Ally Phase is for units fighting alongside you against a common enemy. The Enemy Phase is for your opponents. If you have multiple opponents in a single map, this phase will be split to accommodate the different sides. The Other Phase is for NPC units who, more often than not, would rather not be there and are unlikely to be able to fight.
During the Player Phase, you will submit your moves. The order the moves are performed in will by default match the order in which they are posted. However, players can specify the order in which they move such as before or after another player. If a player submits an action that cannot be performed due to the actions of an earlier player that turn, such as a player attacking an enemy that has already been defeated, it will be treated as waiting after moving. You may also leave an alternative action to perform in the event that a certain enemy is killed.
Deadlines for actions will generally last around 24 hours, but may be altered if needs be. If a player has failed to submit an action by the deadline then it will be opened to any player to choose the absent player’s actions.
All units will have a Movement stat (or MOV). During the Player Phase, you will be able to move your unit to any available space within that number of squares. Certain terrains will have a movement cost and reduce the number of spaces you can move if you cross that terrain. If a terrain has a movement cost higher than your remaining number of moves then you cannot enter that space. Flying units are special in that they are unaffected by movement costs and can cross and stop on any kind of terrain.
Mounted and Flying units can move again after performing an action using any remaining moves they have left.
The key to defeating any enemy is battle. Any unit equipped with a weapon and in range on an enemy can attack. However, if the attacked is also in the range of their opponent’s weapon then they will face a counterattack after their initial attack. A unit that is significantly faster than its opponent will be able to perform a second attack after the initial trading of blows. Certain weapons, such as the Brave series of weapons, double the number of attacks and perform two consecutive attacks at a time.
There are nine overall types of weapons; Swords, Axes, Lances, Bows, Tomes, Staves, Knives, Ballista and Dragonstones. Tomes can further be divided into three different types of magic; Anima (Elemental), Light and Dark. Staves are not offensive weapons and can’t be used to perform a counterattack. Instead, they function as supporting tools to provide help to allies, most commonly healing, and sometimes affect enemies in special ways.
Some types of weapons hold an advantage over other types of weapons. There are three different weapon triangles:
Weapons: Swords and Tomes > Axes and Bows > Lances and Knives > Swords and Tomes
Overall Magic: Light > Dark > Anima > Light
Anima Magic: Fire > Wind > Thunder > Fire
In addition, various weapons work well against certain types of units:
Bows > Flying units
Wind Magic > Flying units
Thunder Magic > Dragons
Ice Magic > Armoured units
Earth Magic > Mounted units
All weapons have a Weapon Proficiency rank. This shows how skilled with that type of weapon a unit needs to be in order to wield that weapon. All units starting at Level 1 will start with a Weapon Proficiency of E and will gain a new rank every 4 levels. (D at Level 4, C at Level 8 and so on.) When a unit is promoted, it may gain the ability to use a new type of weapon. This weapon will start at rank C.
All units have 10 different stats, 8 of which can improve upon level up:
Max HP – Maximum amount of health.
Strength (STR) – Unit’s strength when using melee weapons.
Defence (DEF) – Unit’s defence against melee weapons.
Resistance (RES) – Unit’s defence against magic.
Magic (MAG) – Unit’s strength when using magical weapons.
Skill (SKL) – Unit’s skill which grants accuracy and the ability to score critical hits.
Speed (SPD) – The unit’s speed, vital for dodging and landing multiple attacks in one turn.
Luck (LUK) – Just how lucky are you? The RNG is king.
Constitution (CON) – The size of your unit determines how easily you carry heavier weapons.
Movement (MOV) – The range that you can move.
Units will also have two more stats based on their other stats. Their Hit Rate (HIT) and Avoid (AVO). These account for accuracy and chance to dodge. Attacker's HIT - Defender's AVO is the basic calculation to determine the chance on an attack hitting. Be aware that bonuses from things such as terrain can affect these stats. HIT also accounts for the accuracy of the equipped weapon. Manaketes have a second stat for these in brackets, this shows the stats in their transformed state.
Weapons also have a number of stats that are important when deciding which ones to use:
Durability (DUR) – The number of times it can be used before it breaks.
Might (MIT) – The power of the weapon.
Hit Rate (HIT) – The chance of the weapon hitting.
Critical (CRIT) – The chance of scoring a critical hit with the weapon.
Weight (WGT) – How heavy the weapon is, heavier weapons may be difficult to carry.
Range (RNG) – The range in which enemies must be in order to attack.
EXP Yield (EXP) – Staves only. How much EXP you will receive for using it.
During the Player Phase, you can use an item as an alternative action. Items can have many uses such as healing or improving stats. You may also equip a weapon or trade weapons/items with another unit that is adjacent to your unit.
Throughout the game, you will encounter various status conditions that will negatively affect the units afflicted with them:
Poison – Deals 1-5 damage at the start of each turn. Lasts for 5 turns.
Sleep – Unit is unable to move, attack or perform any actions. Lasts for 5 turns. LUK% chance to wake up at the start of each turn.
Petrify – Unit is turned to stone and is unable to do anything. Must be restored using a Staff.
Silence – Unit is unable to use any magic (Tomes or Staves). Lasts for 5 turns.
Between chapters, players will spend a turn at the party’s Base. All units will be fully healed and any that died during the previous chapter will be revived. This will be a chance for players to trade items between each other’s inventories and visit the Armoury to purchase new weapons and items. The Armoury will upgrade to new levels based on Weapon Proficiencies. The Armoury will upgrade wither when half of the party has achieved a rank or a single unit has reached the next rank.
For an example of how the game is played, view the Beta game: http://www.sonm.uk/viewtopic.php?f=10&t=787
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[b]Username:[/b] [b]Character Name:[/b] [b]Character Gender:[/b] [b]Personal Information:[/b] (Personality/backstory/appearance to give your character some depth for the story, otherwise I will use creative licence.) [b]Starting Class:[/b] (You may choose any of the listed Starting Classes in the post below. However, only one player may choose each of the Limited classes.) [b]Starting Inventory:[/b] (You may choose up to 2 Weapons/Items from the list in the post below.)