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Topic: [Speed & Spirit] Defense
Started by: FzGhouL
Started on: 8/4/2005
Board: Indie Game Design


On 8/4/2005 at 5:56am, FzGhouL wrote:
[Speed & Spirit] Defense

Hello,

Speed and Spirit is a tactical RPG.

Ok, so in my RPG, defense and offense are relatively equal. Offense has an advantage, but that is to stop things from being bogged down.

Offense is variable, stackable, fluctuating, and follows a linear path with steps. When applied it becomes a curve.
Defense is static, stackable, and follows a true linear growth. When applied it gains steps.

At low defense and offense, it is fair. At high defense and Offense, defense loses most of its edge. Offensive manuevers have % bonuses that create a curve. Defensive manuevers have set bonuses. Offense takes from a variety of areas, while defense has little bonuses. Defense does have two tactics that equal the playing ground though.

But I am looking for a third defensive tactic. I want it to have an innate cost and bonus, that way it can be used poorly or optimumly.
I want it to effect powerful offense alot, but not so much on weak offense. I want it to stay in the paradigm of Offense and Defense I've mentioned.
I also want it to be linkable to defensive manuevers.

I don't need a "hard" rule because it would be impossible to give me one based on the amount of information I have given. To give a satisfactory amount of information would be to give you 40+ Pages of rules and tables. So, an idea of how I can rectify the situation would be nice. Thank you.

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On 8/4/2005 at 7:20am, Selene Tan wrote:
Re: [Speed & Spirit] Defense

I think just a little bit more information would be helpful. What's the difference between a tactic and a maneuver?

One option you might consider is some sort of damage-reflection or, in general, a defense whose effectiveness relies on the power of the offense. I'm not sure this fits your paradigm, though, and I don't know what kinds of things a tactic can do.

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On 8/4/2005 at 8:20am, FzGhouL wrote:
RE: Re: [Speed & Spirit] Defense

Yeah, thanks for the question, it'll help me get responses.

Tactic = Costless. Has a good side and a bad side. Has parameters for use.
Maneuver = Has a resource cost. Mostly just a good side.

Damage-reflection is covered, though its a really low percentage for too high of a cost. I have two maneuvers that decrease damage based on a percentage.

I could add another Maneuver...but a tactic would be prefered. Mainly because defense usually has less resource to spend, thus a tactic that can be used for free, but with and upside and a downside.

Also, I want it to reduce damage, but not have the capability of reducing it to 0. Its mainly because very powerful attacks at higher levels are unmatched by defense. So, characters can deal significantly high amounts of damage unchallanged.

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On 8/6/2005 at 11:10pm, FzGhouL wrote:
RE: Re: [Speed & Spirit] Defense

Anyways, sorry the undetailed question, it was pretty much a trick.
I asked the question so people would be confused and then ask me to give more details, and the details they'd ask for would inspire me in creating the balance. Unfortuanantly there were little responses, but I finally came up with a stone hard mechanic.

The only problem with having other people come up with a mechanic is that they'd have to be so intimate with the system, that is truly an impossible favor to ask. I had to do it the "Sly" way.

Topic closed. Thanks.

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