Game-Based RP Systems
#4
Let's divide into those three items:

Rest- The DnD version has Short Rest and Long Rest. In Short Rest (1+ hours), you spend Hit Dice (add Con) to recover some HP. In Long Rest (8+ hours), you recover all HP plus half of your total Hit Dice. I believe there is also a talent where you can Short Rest and gain the benefits of a Long Rest.

Some other games play with the Rested mechanic. In Warcraft and Valheim, spending time in an inn or bed will give you Rested which grants more EXP or increases Stamina. In Final Fantasy 13, where you rest can multiply the EXP you earned or allow you to create your own meal. This also plays into a Day/Night cycle; in Valheim and Terraria, tougher enemies show up so this would be a good time to rest.

Stats- In RPGs, the main stats are those that affect battle (HP/Strength). As the Bofuri anime proved, placing points into these stats directly can upset the balance of the game. The number of stats that can be affected differ by games; West of Loathing and Lia's Adventure mainly uses three stats each. In Lia's Adventure, it would be noted that there is no battle system.

In DnD, most skill checks are determined by a roll plus the relevant stat. In Lia's Adventure and West of Loathing, checks only require a minimum number to be met. Also, how these stats change differ by games; The GM can apply these stats per level or give some stat points, or theses stats are mainly applied through equipment.

Rogue-Like: While I mainly use Hearthstone's Duels as a base before, there tends to be at least three levels of loot. The first level is Loot, which expands or replaces your skill pool, generally found after most events. The second level is Artifacts that alter the way you play, usually after a big boss encounter. The first and second levels are usually lost after each run ends, but the third level, Collections, can be selected before a run. Artifacts and Collections may have effects inside or outside battles. Some Rogue-likes use Classes to determine the starting skills.

In a Roguelike, there are different types of encounters, but let's take a pathed Rogue-like like Slay the Spire for example. Battles are mainly divided into Normal and Elite, which changes how strong the enemies are and the rewards. There are also Shops where players can trade money for Loot and even Artifacts. Camps allow players to either regain HP. There are also events that may give you rewards or a bruising if you choose to participate, sometimes granting unique Artifacts.

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Other game systems:

Auto-Chess - Also known as the Merge system. Between rounds, you can acquire Skills, though you can only have a certain number of Skills during battle. If you manage to gather 3 of the same skill, they will upgraded to a more powerful skill and present you with a bonus skill.

Emanate - Based on Diablo 3's latest season, certain equipment that someone else is wearing can affect their partners. For example, a helmet that doubles the equipped gem bonus (ie skill cost) will affect both the follower and player.

Variations - There are some online games (ie the Elephant game) where the layout of the game is the same but the way from A to B will change. For instance, "Stage 2" may have you straitjacket-ed so you can't climb ledges, and Stage 3 may limit how many times you can hop.

Boss Evolution - I played with this concept before, but some games have only one "enemy" to fight. However, the enemy will gain more abilities each battle, sometimes based on how you fought it before.

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Also, I was thinking about Flashlight's Among Us RP and Among Us mods. Among Us is a simplified Werewolf-based game (where Crewmates get the job done and Werewolves must pick them up), and mods would add several other roles/rules. Here are some examples:

Imposters:
Jester - Technically a Crewmate, but if they get voted out, every else loses.
Shapeshifter - Imposter can also change their appearance like a Spy, which can mislead other players.

Crewmate:
Mayor - Their vote counts as two people.
Sheriff - They can destroy a player, but if that player is a Crewmate, they then kill themselves.

Other Rules:
Lovers - Two players regardless of allegiance win if they both survive. Imposter-Crewmate relationships
Acid Bath - Imposters can call a wave of acid to sweep across the stage. Crewmates can set down hatches once that is used to hide from these waves multiple times.
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Messages In This Thread
Game-Based RP Systems - by Polyedit2000 - 03-24-2021, 02:16 PM
RE: Game-Based RP Systems - by Flashlight237 - 03-24-2021, 02:33 PM
RE: Game-Based RP Systems - by Flashlight237 - 04-03-2021, 11:46 PM
RE: Game-Based RP Systems - by Polyedit2000 - 04-05-2021, 11:53 AM
RE: Game-Based RP Systems - by Flashlight237 - 04-05-2021, 03:22 PM
RE: Game-Based RP Systems - by Flashlight237 - 11-04-2021, 08:24 PM
RE: Game-Based RP Systems - by Flashlight237 - 02-05-2023, 10:58 PM
RE: Game-Based RP Systems - by Polyedit2000 - 02-07-2023, 01:59 PM
RE: Game-Based RP Systems - by Polyedit2000 - 10-27-2023, 11:49 AM

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