So, after watching @Dynamo Frokane's card battle, I had an idea to add to it, but instead adopted it to its own thing.
It's a little intensive, and involves numbers. Players Hit Points, power(unarmed) and speed would be calculated by player size, in terms of build. For instance:
Light Build: Hits for One Damage, has smaller amount of HP, but can move up to, say 3, spaces in a turn.
Medium Build: Hits for Two Damage, a medium amount of HP, and can move two spaces.
Heavy Build: Hits for Three Damage, a higher amount of HP, and can move only one space.
All these numbers are scalable, but that is the general gist - small moves faster, bigger hits harder.
Movement is based on the grid as well, with each space being one, and each diagonal move counting as two spaces moved, up/down-left/right.
Weapons range/Power is based on the weapon size:
Dagger sized: One space, diagonal counts as one. 2 HP of Damage
Sword sized: Two spaces, 3 HP of Damage
Great sword/Halberd/Spear: Three Spaces. 4 Damage
Armor would act generally in the same vein:
No Armor: Would provide no bonuses to HP, but also no penalities to speed.
Light armor: 2-3 HP bonus, but a minus One to Movement
Heavy Armor: 4-5 HP Bonus, but a minus Two to Movement.
Magic and Archery are mirror images of each other, but with key differences. One uses magic, which would have its own mana system in a full version, and the other uses a finite, but quickly deployed, bevy of arrows. Each causes 3 damage, but after a set range the damage diminishes by one point per every two spaces.
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Would anyone be interested in testing this? I'll be testing out ways to post the grid, after I attain the proper paper for it.
This is the general idea, and sort of a takeoff of a dice system I tested out with an old mod, Lancrist - the cheeky bugger.
It's a little intensive, and involves numbers. Players Hit Points, power(unarmed) and speed would be calculated by player size, in terms of build. For instance:
Light Build: Hits for One Damage, has smaller amount of HP, but can move up to, say 3, spaces in a turn.
Medium Build: Hits for Two Damage, a medium amount of HP, and can move two spaces.
Heavy Build: Hits for Three Damage, a higher amount of HP, and can move only one space.
All these numbers are scalable, but that is the general gist - small moves faster, bigger hits harder.
Movement is based on the grid as well, with each space being one, and each diagonal move counting as two spaces moved, up/down-left/right.
Weapons range/Power is based on the weapon size:
Dagger sized: One space, diagonal counts as one. 2 HP of Damage
Sword sized: Two spaces, 3 HP of Damage
Great sword/Halberd/Spear: Three Spaces. 4 Damage
Armor would act generally in the same vein:
No Armor: Would provide no bonuses to HP, but also no penalities to speed.
Light armor: 2-3 HP bonus, but a minus One to Movement
Heavy Armor: 4-5 HP Bonus, but a minus Two to Movement.
Magic and Archery are mirror images of each other, but with key differences. One uses magic, which would have its own mana system in a full version, and the other uses a finite, but quickly deployed, bevy of arrows. Each causes 3 damage, but after a set range the damage diminishes by one point per every two spaces.
---
Would anyone be interested in testing this? I'll be testing out ways to post the grid, after I attain the proper paper for it.
This is the general idea, and sort of a takeoff of a dice system I tested out with an old mod, Lancrist - the cheeky bugger.