Game-Based RP Systems
#1
So, what Game-like concept do you want to try out in your RPs?  Here's a list of some concepts, and you're free to add your own.

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Classes - Players choose an archetype, which determines their possible skills in the game.  Some classes can have certain attributes, like how it'll be easier for a mage to cast spells.

Rogue-like - The Game Master provides the Players with a selection of skills and items at certain intervals.  This can make Players stronger over time without having to calculate levels.

Stats - Rather than HP/Strength/Defense, it's best to use indirect stats like Acrobatics and Endurance.  This way, it'll be easier to determine the outcome of an action by adding the related stat to the success roll.

Resting - Some actions like magic have limited uses, so a party should take a break to get those uses back.  Resting can also access other features such as preparing a meal or dividing loot.

Highest Rolls - Rolling a D20 is good for determining actions, but you could also build a system with multiple dice.  For example, a highest roll of either Sight or Hearing, where being afflicted with Blind leaves you with only 1 dice and gaining Future Sight can add another dice to the pool.

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Magic Legends:  This action RPG uses a deck.  Generally, Attacks are free to use and Secondary/Utility actions take a turn to refresh.  However, Players have a deck of 12 cards but can only access 4, and to get a new skill, they have to use an existing one.  This system would require the GM to determine the player's next spell, but this can ensure that the player doesn't spam the same skill over and over again.

Here To Slay:  A fantasy card game.  Followers, Equipment and Potions should be gathered to improve the chance of slaying a monster, which grants a bonus to whoever slays it.  If using PVP rules, other Players can attempt to sabotage the rolls.

Clank: A fantasy board game.  While players are exploring a dungeon, certain actions are likely to wake up the mega-monster, which can knock out the party or entrap them based on how deep they are in.
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#2
(03-24-2021, 02:16 PM)polyedit2000 Wrote: So, what Game-like concept do you want to try out in your RPs?  Here's a list of some concepts, and you're free to add your own.

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Classes - Players choose an archetype, which determines their possible skills in the game.  Some classes can have certain attributes, like how it'll be easier for a mage to cast spells.

Rogue-like - The Game Master provides the Players with a selection of skills and items at certain intervals.  This can make Players stronger over time without having to calculate levels.

Stats - Rather than HP/Strength/Defense, it's best to use indirect stats like Acrobatics and Endurance.  This way, it'll be easier to determine the outcome of an action by adding the related stat to the success roll.

Resting - Some actions like magic have limited uses, so a party should take a break to get those uses back.  Resting can also access other features such as preparing a meal or dividing loot.

Highest Rolls - Rolling a D20 is good for determining actions, but you could also build a system with multiple dice.  For example, a highest roll of either Sight or Hearing, where being afflicted with Blind leaves you with only 1 dice and gaining Future Sight can add another dice to the pool.

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Magic Legends:  This action RPG uses a deck.  Generally, Attacks are free to use and Secondary/Utility actions take a turn to refresh.  However, Players have a deck of 12 cards but can only access 4, and to get a new skill, they have to use an existing one.  This system would require the GM to determine the player's next spell, but this can ensure that the player doesn't spam the same skill over and over again.

Here To Slay:  A fantasy card game.  Followers, Equipment and Potions should be gathered to improve the chance of slaying a monster, which grants a bonus to whoever slays it.  If using PVP rules, other Players can attempt to sabotage the rolls.

Clank: A fantasy board game.  While players are exploring a dungeon, certain actions are likely to wake up the mega-monster, which can knock out the party or entrap them based on how deep they are in.

I do have others that I can provide.:

Traditional - You get to choose your class, but you would have to get stronger to gain skills.

Amalgamation - Rather than choose classes at the start or get skills at the start, you gather skills of your choosing as you progress. These skills can come from any class. For instance, you can mix Rage (Berserker) with Thunder (Wizard), Lullaby (Bard), and Lightning Tapping (Dancer). Example: Gooey Gamble 2 (old)

Open World - Pretty much you explore the world around you... Yeah. That's the gist of it.
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#3
That being said, since my RP's kinda drawing to a close, I'll respiond to this for real...

I would be up for any of these concepts, but if I have to pick, I'm eyeing Rogue-Like, Stats, and Resting.
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#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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#5
(04-05-2021, 11:53 AM)Polyedit2000 Wrote: 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.

I think it's called "This is The Only Level."
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#6
Observation - If you ever played Pokemon Snap, then this one is for you!
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#7
Pokémon - Generally works like an RPG except your pets do most of the work for you. Skills and stats depend on the pet you're using.
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#8
Some other monster-counterparts:

First of all, Pokemon captures the idea of capturing monsters, sometimes with the idea that some monsters can fill certain roles.  This also includes games like Monster Hunter Stories (monsters have different field abilities) and Epic Battle Fantasy (monsters can be summoned or used as reagents/quest items).

-Being similar to Tamagotchi, Digimon players usually have one digimon partner, though said partner can evolve into different forms based on their relationship to the player (even being reborn if their bond is good).  Skies of Arcadia uses a similar system to influence the growth of their pet weapon.

-Medabots play around with the idea that you can set your robot's moves by swapping out parts.  In Saga Frontier, this is played two ways.  In Saga Frontier, this is played two ways: robots can equip parts while monsters can swap new skills by defeating enemies, sometimes changing forms based on their moveset.

In addition, there are different ways to capture the monster.  Pokemon standardized the HP percentage mechanic. Dragon Quest Monster games will instead have an interested monster join you after the battle, and Monster Hunter Stories will have you steal an egg from a nest dungeon to raise them.

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Anyway, since this is a fetish forum, here's some fetish games and their systems:

Abyss Cave/MiraCo Rescue
-The three classes deal an "element" that is best or worse against certain monsters.  Elements from the mage don't modify damage but is likely to inflict a status effect.
-Kink states have two levels.  The first level may seal skills or prevent players from acting, but the second skill will count as a game over. In addition, getting 0 HP will force the second level of kink.
-The Rescue skill can restore HP and remove these kink states, but at a heavy cost.
*MiraCo includes several events.  Of note, some events will remove a party member if they mess up but have a room to recover said members.  There is a game over if all party members fail before then.

Abyss Cave often have troops or bosses with two kink states as opposed to the focused enemies in MiraCo.  How states work in that case is that a level 1 kink state will overwrite another level 1 kink state, but level 2 kink states cannot be overwritten.
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#9
Expanding on some game stuff.

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When it comes to auto-battlers, there are generally two types of matching. Hearthstone Battlegrounds and similar games would have 8 players battle each other, with the top 4 players considered winners. The second type of matching appears in Super Auto Pets and Backpack Battles where you would fight a random opponent with the same number of "shopping turns"; you instead would have to win 10 matches or lose five rounds.

Speaking of Backpack Battles, that game has you buying several items and bags to use as an arsenal against your opponents. It mainly tasks you with arranging items to fit in the bags and trigger each other; for example, foods trigger faster when touching each other and potions may activate the effects of potions above them. This could be interesting for a RP with a heavy emphasis on shopping.

For combat, there's about 3 types of battle formations I will point out:
-Linear: In Super Auto Pets, the first will fight until they are KO'd, followed by the person behind them. Some pets have abilities that aid the people in front or behind them. In RPing terms, you can make it so that the enemy will focus on the leader with allies aiding them if possible.

-Left to Right: In Hearthstone Battleground, each person attacks in order while selecting random targets; though they must target people with Taunt and ignore people with Stealth.

-Front to Back: In the defunct Storybook Brawl, each person attacks from left to right, front to back. However, there will be 4 front spaces and 3 back spaces, and the first four will act as Taunt (unless you have Ranged in which you'll target the back first instead).

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Hearthstone Battlegrounds is also doing an "Anomaly" system where different rules affect each game. You can consider this similar to Mario's Wonder Flowers that change the stage. Anyway, here's a few ideas based on the Anomalies:

-Everyone starts up severely bound! But after someone drops out, the bonds weaken.
-All your equipment disappears after each battle, but you can find more equipment between rounds.
-Wild Magic affects everyone at the start of each battle.
-Each round, set your hero to partially bound.
-Winning gives you a prize of your choice, but losing gives you a random weak item.
-You find a lot of equipment to use but they don't sell for anything, and the dungeon is easier to navigate...
-Each player chooses one equipment that is then duplicated to all players.

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While I haven't played Lorcana, I believe I understand how the game works after watching some videos. It's similar to Hearthstone but counters go up instead of down: minions get damage counters and "Questing" to 20 takes place of damaging the heroes. In addition, 1 card each turn must be sent to an "Inkwell" to gain and increase the available mana each turn. The counters probably make it easier to imagine how many restraints each target requires.

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There was also a demo for "Another Crab's Treasure". While it plays as a Souls game, the equipment system seems simple: there are "shells" on the field that have their own armor and spells but they can break if taking too much damage (and your squishy body takes on much more damage).

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Edit: Blizzard announced Hearthstone Battlegrounds Duo. The mode will have 4 teams of 2 working together for victory. This is how the things work so far:

-The battle lineups are sequential: The first two members of the teams battle it out, then if one side is defeated, the second member will fight the remainder of the first. The damage to the opposing team is based on the remaining minions of both members.

-It's possible to see your ally's setup and also signal what cards you/they should keep an eye out for.

-For 1 gold, you can send a card from your hand to your ally's hand. It's helpful if your partner needs pieces they're having trouble finding. (Gold minions only give the reward to the one who activates it, however).

-The mode will have several Duo-specific heroes and cards. Here are the ones revealed:
=Cho'Gall's team will both get a Golden reward instead of only the completer.
=Goya can pass a non-Golden minion on the field to their ally.
=Floob can turn one of their minions into their ally's strongest minion for that battle.

=Electron gives an ally's minion Divine Shield.
=Orc-estra Conductor gives a minion stats, more based on how many Conductors your team has.
=Sandy becomes a copy of your teammate's strongest minion.
=Passenger will become stronger based on how many cards get passed to the other.
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