Test Voyage Rules
Jul 3, 2022 12:54:47 GMT -8
Post by Chatt on Jul 3, 2022 12:54:47 GMT -8
Sessions
Sessions will be classic style, with me determining a set schedule before the season starts. I will attempt to accommodate as many players as possible, including our international players.
Scenes
Each session will consist of 3-4 scenes. Each scene will take place over a maximum of 6 in game hours, 1 irl hour. Scenes are different scenarios the group of players will be cast into. How the players handle the scenes will determine the later ones. Each scene will have predetermined endings, which I will push the player-base towards. However, should an interesting deviation come up, I'll probably pause the season for 30 minutes or so to alter the later scenes to match the new ending.
Each scene will have different completion goals. The simplest one would be a typical boss battle. Defeating the boss would indicate a clear. Sneaking past the boss would also indicate a clear. Both of these would lead to different results in later scenes. Some scenes will involve the group choosing which direction to go, potentially resulting in the group splitting, and doing 2 scenes at the same time.
Each scene will occur in a predetermined area on the boards. Waiting a minute before moving won't be in effect, mainly because the areas will be tiny. This is to take the burden of map making off of me. Every once in a while, you will be dropped in a large area to explore.
Combat
Combat will be turn based, with the player-side going first every time. This game will be mainly PvE. Turn order on the player side will be determined by the players so someone needs to specify that in a PM. After the player turn, the opposing side will go. Please note that I intend on making this season very difficult in certain areas. Expect death.
Combat will use a 5 tier system of multipliers. The tiers are as follows
Very Weak / Weak / Average / Strong / Very Strong
These will apply to damage, range, healing, everything.
For damage, very weak is exactly 5 times weaker than very strong. A player can take 5 "very weak" hits before dying. A player taking a "very strong" hit will die immediately on hit. Bosses will most likely need to take a certain number of "very strong" hits before dying.
There will be 5 ranges. Players can move 1 range distance per turn. Skills and attacks will indicate what range they can hit from.
You can think of everything having a range from 1 to 5, if you would prefer to think of it in numbers.
Players will have one attack action and movement action per turn.
Skills/Abilities
Players will be divided into 3 categories: Tank, DPS and Support. All of the player's abilities will be determined by their category.
This skill system will be loosely based off of season TF. Players are expected to discover their own abilities, with each player having a specific action/item/upgrade etc. that they must do during a session. Each character will have 10 upgrades that they can make.
Limitations of skills will be in the skills themselves, often times in a clause of "Usable on X times per Scene". Players can use as many skills as they want to in a turn.
Rules of the Rules
Look here (Link to RULES)
Sessions will be classic style, with me determining a set schedule before the season starts. I will attempt to accommodate as many players as possible, including our international players.
Scenes
Each session will consist of 3-4 scenes. Each scene will take place over a maximum of 6 in game hours, 1 irl hour. Scenes are different scenarios the group of players will be cast into. How the players handle the scenes will determine the later ones. Each scene will have predetermined endings, which I will push the player-base towards. However, should an interesting deviation come up, I'll probably pause the season for 30 minutes or so to alter the later scenes to match the new ending.
Each scene will have different completion goals. The simplest one would be a typical boss battle. Defeating the boss would indicate a clear. Sneaking past the boss would also indicate a clear. Both of these would lead to different results in later scenes. Some scenes will involve the group choosing which direction to go, potentially resulting in the group splitting, and doing 2 scenes at the same time.
Each scene will occur in a predetermined area on the boards. Waiting a minute before moving won't be in effect, mainly because the areas will be tiny. This is to take the burden of map making off of me. Every once in a while, you will be dropped in a large area to explore.
Combat
Combat will be turn based, with the player-side going first every time. This game will be mainly PvE. Turn order on the player side will be determined by the players so someone needs to specify that in a PM. After the player turn, the opposing side will go. Please note that I intend on making this season very difficult in certain areas. Expect death.
Combat will use a 5 tier system of multipliers. The tiers are as follows
Very Weak / Weak / Average / Strong / Very Strong
These will apply to damage, range, healing, everything.
For damage, very weak is exactly 5 times weaker than very strong. A player can take 5 "very weak" hits before dying. A player taking a "very strong" hit will die immediately on hit. Bosses will most likely need to take a certain number of "very strong" hits before dying.
There will be 5 ranges. Players can move 1 range distance per turn. Skills and attacks will indicate what range they can hit from.
You can think of everything having a range from 1 to 5, if you would prefer to think of it in numbers.
Players will have one attack action and movement action per turn.
Skills/Abilities
Players will be divided into 3 categories: Tank, DPS and Support. All of the player's abilities will be determined by their category.
This skill system will be loosely based off of season TF. Players are expected to discover their own abilities, with each player having a specific action/item/upgrade etc. that they must do during a session. Each character will have 10 upgrades that they can make.
Limitations of skills will be in the skills themselves, often times in a clause of "Usable on X times per Scene". Players can use as many skills as they want to in a turn.
Rules of the Rules
Look here (Link to RULES)