Wednesday, October 15, 2014

16 Bit Tactics Usable Rules

+Erik McGrath

As promised, I have been working on 16 Bit Tactics. Below are 4 links to get all the current parts of the game. With these you have everything you need to play, but not everything I want to give you.

What's Missing

In particular there are no guidelines on how to set up battlefields, nor are there any stats on how the power of characters and monsters compares at different levels. A Level 2 creature is undeniably more powerful than a level 1, but I have't crunched the numbers to tell you how much more dangerous it is.

Summoners are also incomplete. All their job abilities are costed and written up, but what their summons actually do is not detailed. This is because I can't decide on what they should actually do. I am torn between them being one-shot spells like in many of the older games, or if they should actually create a minion on the battlefield that the summoner can then control.

The first method makes them similar to Black Mages but with added utility, since some of the summons have status or support effects as well as nukes. The second method makes Summoners much more tactical and would serve as a good base for when Beastmasters are introduced. It would be simple enough to make a monster template for each summon and then let the summoner spend their actions to command the creature each turn.

Any feedback is appreciated.

The Gear section is very bare bones as well. I have not finished the costs of equipment because I haven't finished the loot system for Tactics yet. So this means I have no information on what items you should expect to have by level and there are, as of yet, no consumable items.

What's Coming

Next on the docket is formatting the rules document, then combining everything into a single file. From there the monster section needs to be expanded with more types of enemy, and consumable items are a must as well.

To get to the consumables, a robust loot system is needed so that you know how much GP to expect for each character and what a defeated enemy should leave behind.

A full character sheet is on the list as well. Right now I just use index cards to note what a character has equipped and its cumulative stats. The Job tracking sheets are used to keep track of AP gained and spent.

And with that said, an experience system is needed. How much XP and AP should a character earn? Currently that amount is 1XP and 1AP per level of the defeated enemy. Add up all the enemies and then divide this among the PCs. Since it's linear and the power curve is a very steep linear curve it makes lower level enemies much more valuable for the effort expended. I've also thought of squaring the level of a monster to get its reward. I don't know if this will work yet. 

Finding the right number to level up is tricky as well. 100 is too much and 25 is too low to just be linear. I think 25*(current level) looks reasonable. That would mean that it takes 1125XP to get to level 10 which gives you enough AP to completely master 2 Jobs and make progress on a third.

16 Bit Tactics Links

Rules - No Format

Saturday, October 11, 2014

16bit Games and 32bit Issues.

+Erik McGrath

Lately I have had what can only be termed catastrophic computer issues. Luckily all my Inspired stuff was backed up outside my machine. Unluckily I had to re-find all my programs and get them installed so I could work on things. I am almost done doing that.

Once all that is settled it's back to work. My current plan is to do some more with 16 Bit Adventures. Once I have an adventure module for each level up to 10, I can call it done. I also need to work more on 16 Bit Tactics and get those monster stats finished. With jobs, enemies and gear done, the skeleton of the system will be usable, after that it's how battlefields should be built.

Personally I use LEGO

This is a 32x32 blue plate divided up into an 8x8 grid using 2x4 blocks. Ultimately I plan to get colored plates to more clearly show the grid but for now I settle for changing the orientation of the blocks. This is a good size for a 3v3 or 4v4 battle. It gets cramped with more and feels a little empty with less, besides which a 2v2 battle is in itself too small for Tactics to handle well.

Each color is a specific terrain type. Green is grass, yellow is sand, blue is water, tan is earth (I don't have brown blocks), and grey is stone. Counting the water as HT 0 there are 5 different HT values shown here. This breaks up line of sight and gives an advantage to the high jump rating jobs: Thief, Ninja, Monk, Dragoon.