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December 27, 2023

Should fights be a one click event, or have some back and forth?

So I'm trying to simplify and stream line fighting. I've had the system in place for a few months, but haven't added it in yet because I'm afraid I oversimplified it. 

So you'll just have one stat for strength (fight level) and the enemy will also have one stat (fight level) So if your strength is 5 and the enemy is 5 you'll have a 50 / 50 chance of winning. (in the event of a tie, the game re-rolls without you knowing) If your strength is 31 and the enemy is 0 you'll win 100% of the time (The max dice roll is 30). So it's a simple win / lose in one go. 

There will be some actions you can do before the fight (like get on your knees) and actions after, but this is for the fight only.

Do you think this is good or would it be better if you traded blows. So you punch, then they punch and your energy / their energy is lowered with each dice roll. This will give you the chance to use items to increase you health as you fight, and maybe some other actions like give up or something naughty mid fight.

Hopefully I explained it well enough. Usually something like this is a 20 page PowerPoint with several meetings lasting hours.

Comments (7)

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DIEAWILL · December 27, 2023

If it would be based on dices, then people would just repeatedly try to beat it till they do, making it more annoying and less worth the grind.

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pfkinker · December 27, 2023

You mean like savescumming? That could perhaps be prevented (on the front end) by addind the state of the random generator to the savepoint, but I might be wrong about the technical specifics. Also, fights without a random component might be quite boring.

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Cécile FABRE · December 27, 2023

Then, user would see : the enemy picked "dude" and the main character "zero motivation" and understand it all quite fast.

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FF5 · December 27, 2023

I'm not following your idea. What is "dude" and "zero motivation" in this scene?

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Cécile FABRE · December 27, 2023

First of all, thank you to take the time to explain it all. I remember the old system. It was long to play and hard, but idea was, to me, good. Instead of a dice with numbers, I would suggest a dice with faces labeled with adjectives "god", "fighter", "dude", "lazy", "sissy", "zero motivation", something like that.

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Cécile FABRE · December 27, 2023

I am not a fan of dices. May I suggest a simple block / attack system ? You pick a zone to defend when the other attack, hopefully block, and then hopefully attack. Choices may be head or nuts / tits. The thing is : one round, and possibility to be a coward

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FF5 · December 27, 2023

The reason I went with dice was so the player understood how they won / lost in the most simple way possible. If this was a fighting game then there would be a lot more to it, but it's just one small part of the game. I do like the "pick a zone" idea as a multiplier, but there should be some kind of hint to which zone otherwise it's random chance that the player doesn't see / understand. I agree it needs some "spice", but in a way the player has control and knowledge of. One of the biggest complaints of the old system where you attacked a body part was they didn't know why they were attacking that body part. If the "back and forth" wins I will add in a "block" / "Attack" option as well as some others