I am close to finishing the rules. Any suggestions for rules anyone?
*No instant death magic
*No calling in outside forces unless they are not distinctly on your side (in general, if they are attacking your enemy and nobody else they are considered on your side)
*No power playing
*No immortals or semi-immortals in your party
*No using spells or skills not in your posted skill chart
*No magically learning new skills out of thin air, or by being attacked
*No doing things that poke at the wording of a skill or try to find loopholes (WE ARE NOT LAWYERS)
*No doing things that are not allowed in normal RPGs
*All spells or skills that use MP must have a defined MP cost and use MP at all times
*All stats of characters in a battle must be posted at all times
*Standards:
_-Everyone gets 3 attacks per turn
__-A physical attacks takes up 1 attack
__-A spell/technique takes up 2 attacks
__-An overdrive takes up 3 attacks
__-Haste adds 1 attack, starting the player's next turn (and is not cumulative)
__-Slow removes 1 attack (and is not cumulative)
__-If a character is listed as being able to execute x number of attacks, said number of attacks takes 1 attack
_-All status effects last util cured, and are not cumulative (unless stated otherwise in the spell/technique description)
__-Some status effects wear off at the beginning of the third turn the afflicted has had the effect
___-Stop prevents the afflicted from acting, for varying reasons
___-Stun/paralyze prevents the afflicted from acting and wears off if the afflicted is hurt
___-Freeze prevents the afflicted from acting and wears off if the afflicted is hurt (and takes double damage from that)
___-Slow and haste are already covered in the previous set of standards
___-Confusion makes the afflicted act randomly (NOT ATTACK A WHOLE LOT MORE!!!!!one), and wears off if the afflicted is hurt
___-Berzerk makes the afflicted only physically attack enemies
___-Charm makes the afflicted take orders from the side of the person who charmed him/her
___-Don't move makes the afflicted unable to use short-ranged attacks/techniques (as in, melee-ranged stuff)
___-Invisibility prevents the afflicted from being attacked
___-Weakness makes the afflicted take 1.5 times the normal damage of physical attacks/techniques
___-Devitalize makes the afflicted take 1.5 times the normal damage of magic spells
___-Protect makes the afflicted take half damage from physical attacks/techniques
___-Shell makes the afflicted take half damage from magic spells
___-Reflect makes the afflicted reflect the effects of spells back to their caster
___-Strength makes the afflicted deal 1.5 times the normal damage of physical attacks
__-Certain status effects do not wear off over time
___-Petrify prevents the afflicted from acting or taking damage less than 3/4 of their max HP
___-Blind/darkness prevents the afflicted from using physical attacks and techniques
___-Mute prevents the afflicted from using spells
___-Sleep prevents the afflicted from acting and wears off if the afflicted is hurt
___-Regen heals the afflicted an amount specified by the spell/technique every turn
___-Poison makes the afflicted loose an amount of HP specified in the spell/technique every turn
___-Re-raise makes the afflicted raise from the dead and be restored to half health when they die
__-There are special status effects. In general, they do not wear off over time (unless they are stated to or they are modifications of standard status effects.) These special status effects are character-specific, and can be very useful.
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I would not want anyone having sex with my cocktail. ~ Radium
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