Showing posts with label 16 Bit Tactics. Show all posts
Showing posts with label 16 Bit Tactics. Show all posts

Sunday, December 28, 2014

Mind... err, Soulflayers.


+Erik McGrath

New Stuff


16 Bit Tactics needs more monsters. It needs me to work on the gear section as well but monsters are more fun and so they win out.

So to that effect, today's post comes with an updated monster doc. I've added damage affinities (Weak, Strong Absorb) to all the existing entries and as you can guess from the title and the adorable creature pictured here, I have also added Flayers as a monster type.

Flayers blast your mind. At low levels they aren't that scary, all they do is squiggle with their tentacles and spray ink at you (Blind). Mid-level ones have the irritating ability to dispel your positive statuses and high level ones have Mind Blast. And that's always bad. One thing to note is that all these attacks also deal full, normal, dark element damage. So they can't just be laughed off and the statuses removed. You'll need items or plenty of MP to handle these guys.

Next Up

The monsters are still on my mind so here's the upcoming ones: Hydra, Demon, Dryad, Coerl, Chocobo, Automaton, and Minotaur. 

In addition to the additional types of monster will be variant monsters. If you look at the doc now, you may notice that all dragons breath fire and that all flan are water-type. Those are some obvious ones begging for variants. In most cases a variant is as simple as just changing the element of an attack and altering its damage affinities to conform.

Sometimes though, you aren't just switching out a power but adding a new one. Maybe you want to make one of the monsters a spellcaster, so you give it Thundaga. In this case, the monster might be more dangerous than another monster of its level so you need to increase the XP awarded. To figure out how much, I'll be going to the school of B/X D&D and counting special abilities and then setting an award based on that. 

The current XP/AP system only uses level as well as relative number of monsters and PCs to determine the XP/AP award. It doesn't count monster type.

Links




Sunday, November 30, 2014

Now with Undead


+Erik McGrath

Ah, holidays. This entire time of year, from Halloween to New Year, tends to get devoured and all I have to show for it is a couple new monsters for 16-Bit Tactics.

Undead

Skeletons and Ghosts make their first appearance. I picked them to get a physical and a non-physical undead up and running and, of course, because I have LEGO figures for both. I have zombies and mummies as well, but those two will have to wait. 

Skeletons have a mix of attack types as they level: a melee attack, a ranged ice attack, and an AE drain. Their physical attack does the most damage, but the others have status effects and can be useful against those with low M.Def/M.Eva. They are pretty typical fighter types otherwise. Good DEF, middling M.Def, high HP.

Ghosts have only magic dark attacks. Two are melee; one sleeps the other drains and poisons. Then they have an AE ranged dark blast. They have lower HP but top rate EVA/M.Eva, and since they are insubstantial they have Resist Physical. So even though they have no defense (it's the same as their evasion ratings so it almost never applies), they still take half damage from all physical attacks. Best break out the spells on these guys. They also float/fly and no one seems to like fighting them for some reason.

The unique part about undead though is that they don't stay dead for long. When reduced to 0HP they gain a countdown effect. When the countdown runs out they revive with half HP. The only way to stop this is to apply an effect that cancels Doom. Holy Water is one way. Reraise is another. If those aren't options you still win the battle if all the enemy are KO'd, so you can time it to take all the undead down within 3 rounds of each other.

Elemental Effects

One major thing adding undead has made me think off more is how to make the elements more distinct. As of right now there is really no difference between them and few abilities reference an elemental type other than to color the damage. Clearly this will not do. 

I already have the Resist keyword so to make this work as a minigame that encourages characters to buy different elemental abilities I need to add two more keywords: Weak and Absorb. There will be no Immune condition since I don't like when nothing happens. With this system either you get less damage, more damage, or you heal the target. 

Undead typically Absorb Dark and are Weak to Fire and Holy. To get this in I will be using some of the white space left on the monster sheets to add an Elemental Affinities section that will list how they react to each element. Broader traits like the Ghost's Resist Physical will not be spelled out here since they are so powerful they will continue to occupy a Support ability slot.

Coming Up

Other things in the 16-Bit pipeline include:
Mounts (Kweh!)
More Monsters (demons, machina and some classic heavy hitters like Behemoth)
Boss Monsters 
Summons

Links

Only Monsters is updated. The others are for convenience. 

16-Bit Tactics Jobs
16-Bit Tactics Gear
16-Bit Tactics Monsters

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
Gear
Monsters
Jobs