Saturday, January 5, 2013

Turn Phases and then some

This time around I've added a small update to the Combat section: Turn phases. This didn't really change anything as far as how combat is run, as much as it is my attempt at clarification and declaration. Players now always have a reference to determine what to do and how to do it from any point in combat. As long as turn phase is followed, combat cannot get out of sync. So how did i break down turn phases?

It starts with the declaration phase. This is intended to be a formal time to say "im activating this ability or item that doesnt require an action" while at the same time, putting a control on such abilities and items so that they may only be declared once per turn. In addition, it adds stability to combat in that an ability cannot be activated and deactivation 7.62x10^3454735642376 times to deal unlimited damage or healing. The declaration phase is also where health and mana regeneration happen, as well as bleed damage. This gives additional stability to combat where before these points were moderately unclear.

Next is the action phase. This is where you say "Im attacking that guy!". You only get to declare one action here. At first read, you might think "what the fuck, im limited to one offensive action per turn?" absolutely not. The limitation of one action during the action phase keeps the game in line and keeps too much from happening at once. After everything is resolved, you have the option to return to this phase and declare another action.

Next comes the interrupt phase. This is where everyone else in combat gets to react to what you just did with up to a single action of their own.

Next is the resolution phase, This is where we take all those declared action and resolve them. At the end of this phase, the player has the option of moving to the end of turn phase, or going back to the action phase to declare another action.

Finally, the turn ends with the end of turn phase. This phase is more of a formality than anything else. Later abilities may take advantage of this phase, but for now its protection from "BUT WAIT MY TURN WASNT OVER!!!!" yes it was, you declared your end of turn phase.

In character creation Ive added a new power meta called "Illusory." This meta allows you to fire two spells, but only one is real. The catch is that you won't know which one until the resolution phase. This allows you to trick opponents into wasting defensive actions and leaving them wide open to you and your allies later.

In fire magic, the fire shield skill has been changed to "Searing presence." This ability still grants deals damage and grants damage reduction, but has the added benefit of ignoring damage reduction that does not specifically state that it reduces fire damage. The supporting skills have also been changed as well.

While the lore update is still not ready, I have made a lot of progress toward the revision thanks to +Wyatt Havron. While what we have been working on is extremely solid and much more interesting than what we had before, we just need MORE of it. Currently the entire timeline is ~5 pages long. So expect to see this and more character sheets in the relatively near future. 

No comments:

Post a Comment