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Iloveflash

Update to the MS Battle Type System

This hasn't been posted on the Metal Shadow Wiki yet because laziness.

I've updated the battle types for Metal Shadow's battle system. The original centered around 5 parameters, Strength, Range, Speed, Faith, and Science, which together determined 8 other stats which could be used for battle. I've since updated the Range parameter to Energy, and then deleted it. The current system has 4 parameters: Str, Spe, Skill, and Spirit. Spirit is replacing "Faith" and "Range/Energy" as the determinant for Magic.

As a result of this upgrade, the system now features 9 balanced classes:

-DUELLER-
[2-2][2-2]
HP 8
SP 8
Att 8 Def 8
Mag 8 Sta 8
Acc 8 Eva 8

Good at everything; sword is best weapon (5 Pow, 2 Wgt). NOTE: this class sets the standard for all others; therefore 8 is the definition of an "average" stat. "High" and "low" means a stat is above and below 8, respectively. ALSO: the layout is [Str-Spe][Ski-Spi] for the 4 base params. A weapon's "Pow" is multiplied by the user's Str to get the "Att" for that weapon. The Wgt means the user must have that much Str to use, or else the weapon's attacks will move at slower speed or, in some cases, can't be used at all.

-ARCHER-
[2-2][3-1]
HP 8
SP 6
Att 6 Def 9
Mag 5 Sta 7
Acc 11 Eva 12

Good at long range weapon combat; bows and arrows are best weapon (9 Att, 2 Wgt). NOTE: Weapons with "Att" instead of "Pow" cannot be multiplied by "Str"; they directly replace the user's "Att".

-MONK-
[2-2][1-3]
HP 8
SP 10
Att 11 Def 7
Mag 10 Sta 9
Acc 5 Eva 4

Good at close-range hand-to-hand; high magic potential but low accuracy means best suited for healing/buffing. NOTE: hand-to-hand battle types should not use weapons; their natural Att is actually higher than the weapon suited for their Str level.

-WARRIOR-
[3-1][2-2]
HP 12
SP 6
Att 13 Def 13
Mag 6 Sta 3
Acc 7 Eva 4

Good mid-range weapon specialist; greatsword is best weapon (6 Pow, 3 Wgt)

-KNIGHT-
[3-1][3-1]
HP 12
SP 4
Att 10 Def 14
Mag 4 Sta 2
Acc 10 Eva 8

Good mid-to-long range weapon specialist with the highest defense of all types; greatbow is best weapon (15 Att, 3 Wgt) but can also use greatswords to great effect (6 Pw, 3 Wgt)

-FIGHTER-
[3-1][1-3]
HP 12
SP 8
Att 16 Def 12
Mag 8 Sta 4
Acc 4 Eva 0

Best unit of all at close-range hand-to-hand; can use greatswords for more damage but not recommended due to low Acc; average Magic potential but low Acc means healing/buffing recommended over offensive spellcasting.

-MAGE-
[1-3][2-2]
HP 4
SP 10
Att 3 Def 3
Mag 10 Sta 13
Acc 9 Eva 12

Good at rapid mid- to long-range magic, offensive or defensive; best weapon is staff (+new spell, 1 Wgt)

-THIEF-
[1-3][3-1]
HP 4
SP 8
Att 0 Def 4
Mag 8 Sta 12
Acc 12 Eva 16

Fastest battle type with highest Eva, but lowest Att and Str means limited mostly to support role at close range; due to great Acc and average Mag best weapon is crossbow (8 Att, 1 Wgt) or staff (+new spell, 1 Wgt); backup with dagger for close-range (4 Pow, 1 Wgt)

-CLERIC-
[1-3][1-3]
HP 4
SP 12
Att 6 Def 2
Mag 12 Sta 14
Acc 6 Eva 8

Highest SP, Mag, and Sta of all types; low Acc means best suited for healing/buffing; best weapon is staff (+new spell, 1 Wgt)

I have to adjust the formulas some more to create greater variety in HP and SP, and perhaps find a way to avoid those 0's. As for how these stats all come together, should I elaborate? It's not your typical RPG battle system. SP, for instance, means "Survival Points", and hitting 0 HP doesn't mean you die. Lemme know what you guys think/if you want to hear more. I'm heading back to work now.

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Iloveflash
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And just for the record, the highest any stat can currently go is:

HP 12 SP 12 Att 16 Def 14 Mag 12 Sta 14 Acc 12 Eva 16

It would be nice to have 14 as the maximum for everything, but the way it is now just makes things fairer.

AND ALSO: armor functions differently in MS as well. Instead of increasing Def and stuff, Armor simply changes the wearer's elemental resistances. Stuff like robes would give you fire and ice protection, while heavy armor grants earth and ore resistance. Humans are naturally the wood element and weak to all those things.

AND ALSO: two secret parameters can change these stats. Size: is a secret parameter which doubles Str and halves Spd as it increases. Humans are naturally size 3, which is the default. Dogs and cats are 2; insects are 1; a bear would be 4, etc. Age: a secret parameter which doubles Ski and halves Spi as it increases. At any species' middle age (their prime) Age parameter will be 3, the default. Older than that, Ski doubles; younger, Ski halves.

As you can tell, all of these mechanisms will serve the purpose of a character creation system. We can use this for our RP.

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