Turning Rabbit and Steel into RP
#10
Well, that's one way to analyze, though I was thinking a different direction.

So first, stats and classes. The GM will set a difficulty for the RP:
Cute- 7 HP and full heal after every battle.
Normal- 5 HP and Treasures heal 2 HP when opened. Also have at least 2 HP after battles.
Hard- 5 HP and Treasures heal 2 HP when opened. Enrage timer added.
Lunar- 3 HP and Treasures heal 1 HP when opened. Enrage timer added.

The Enrage timer means that the enemies stops attacking normally and charges up an unavoidable attack multiple times.

For me, I will probably choose Hard so that fights do not drag on indefinitely.

Next, there are 5-10 classes in the game. If the RP is repeated, it'll probably work to start with 5 classes and unlock a new class after defeating the area's boss. Otherwise, we can start with more classes. For abilities, let's assume that the normal attacks can be used each turn while cooldowns require at least one or two turns between the next use, with some skills or buffs allowing another attack in the same turn.

Anyway, in the beginning, the GM can offer two entry points though areas after that are up the the GM. If the GM decides to only have one possible route, the Dragons and the Mouse seem to have a more direct lore with Shiro while the Crows are closer to the cosmos.

As for the enemies, they tend to follow these kinds of patterns:

Enemies: They will use one of two sets of patterns. Said patterns tend to alternate and repeat.
Miniboss: They may have 4 phases before enraging/repeating. Each phase attacks a few times.
Bosses: They have two parts. The first part is similar to the miniboss where the phases have a few attacks before switching to the next. Around 1/4 HP, the boss transitions to their beast form where they alternate between "attacking" and "defending", each phase being different. Attacking ensures that they'll be on screen while defending means players need to be focused on surviving the mechanics (usually aided with the boss leaving the screen).

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Anyway, how do we deal with damage? For the player, their HP will go down if hit though they have a grace period after being attacked, and if they get knocked down, they can still be targeted for some mechanics. I suppose that using a Defensive can allow players to avoid most attacks, with a chance for other players to avoid it (if bullets are erased).

On enemies, however, the game likes to use big numbers. This allows for critical hits, percentages and variance, with HP mainly based on their level. It's recommended to use a spreadsheet or calculator to create these numbers.

Alternatively, the game can use smaller numbers like dice rolls. The system can either have a fixed damage when using the skill or have a dice roll based on the size of the attack (which affects the likelyhood of hitting or missing).
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RE: Turning Rabbit and Steel into RP - by Polyedit2000 - 06-09-2024, 07:35 AM

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