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So, I've been observing different types of GMs and battle systems since it kind of interested me, and I was curious as to which style would be the best: One mainly based off of numbers and dice, or a narrative based style based on feeling. Also, how would a fusion of them work? I was also thinking of another type of battle system based off of the Press Turn System in the main SMT games. (Exploiting weaknesses = extra turn, and miss/enemy block = -2 turns, and other stuff like that) Do you think that would work, and what modifications would you make to it for it to work on the site?
I personally like a more narrative system with turns (if only because managing 8 people is too much to do in full real time).
Though I generally run into trouble because I feel like the more people that are in a thread the more it devolves into standard Persona gameplay where you just "Use X-Dyne" and move on.
Yeah, I suppose that makes sense, which is why player limits are a thing. I guess I haven't thought about the scenarios too much when writing this.
Usually I prefer to use the Narrative style of RP as it allows for more creatively, it doesn't have to be fully narrative as you can throw in an update mechanic as well, letting all the players decide what to do then updating and giving a full response, it's worked wonders for me and its a lot more fun to GM than just rolling dice
For weaknesses most people do a lose turn if a player is hit and for enemies that person gets to go again,
I see where you're coming from. The main issue (if you could call it one), is the risk of people godmoding.
At least to me it might be
The elemental system is a mess to me. It's why most enemies I use just plain don't have weaknesses or resists.
I'm honestly increasingly on the side of "magic should be about application, not just the rock-paper-scissors matchups."
Mmm, godmodding is an issue but most parties will have at least one person with Salvation/Mediarahan, healing most things, and honestly I'm more worried about making a compelling arc then godmodding, if you can make a cool maneuver but have to godmod a tiny bit imo that's fine.
Make a tactical RPG where we move on a grid and use the Player turn > Enemy turn > Neutral turn thing. Also, make it so that there are only three magical elements and instead of having the SMT resistence system use percentages to show resistence. Also, make stronger skills harder to use through some limitation system *cough*increasespcost*cough*
It started off as a feeling, then that feeling became a message and that message became etched into my soul.
A tactical RPG with a weapon triangle? That's an interesting idea!
I tend to use a simplified damage system for enemies: 50 for light, 100 for medium, 150 for heavy, etc. However, I've also been experimenting with puzzles and gimmicky enemies. For example, one enemy, Hellfire Leo, must have its mane put out before it can be damaged by most attacks.
I've also been planning to weave exploration and gameplay in future Labyrinths and dungeons. Maybe add a player health system, too.
Side note: I use dice rolls to determine hits/misses, but I also reward clever players with bonuses for not just doing *spams Ice Age*
I see. Those are all great things to note!
I might actually experiment with the press turn system and tactical grid system one day once I learn how to GM.
You guys know Klib's been working on a TTRPG too, right?
I helped him test it. But I don't think much work's being done on it lately, and most of us agreed that's not going to work on the forums ever.
Shhhh! We don't talk about that!
I jest. I have yet to have enough time to continue developing it.
But narrative GMing using feeling is a lot better for the forum in my opinion.
... Well that issue is taken care of I guess.