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Poll

Should fights be a one click event, or have some back and forth?

  • Fights should be quick 194
  • Fights should have a few back and forths 79
  • 2023-12-27
  • —2024-01-03
  • 273 votes
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Content

So 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

Cécile FABRE

Then, user would see : the enemy picked "dude" and the main character "zero motivation" and understand it all quite fast.

FF5

I'm not following your idea. What is "dude" and "zero motivation" in this scene?

Anonymous

If 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.

Anonymous

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.