Board Thread:General Discussion/@comment-35890342-20191014192927/@comment-35195751-20191014201512

I guess if you want a slight breakdown of most 25-FOF style gameplay...

(25 FOF, Heroes and Villains, Tower of Baebel, Tower of Terrifying, Stuck in Tartarus, Rasen's Adventure Game, Quarell with the King, ect.)

Everyone gets a set amount of points to put into some stats, as well as 4 abilities

Stats:

Each stat does something different

Health stat: Determines what your maximum health you have is. If you take damage, you will lose health.The more points you have in this, the more health you have

Attack stat: Every character has the ability to attack with this stat. The damage your attack does is determined by how many points you put into this

Defense: This varies from game to game, but it generally either reduces how much damage you take from attacks, or reduces the damage you take from everything (again depends on the game).

Magic/Power/ect. (This name changes in almost every game): This generally determines your chances of reducing your cooldowns twice rather than once at the end of your turn. What are cooldowns? We'll get to that

Speed: This REALLY varies from game to game, but this generally determines turn order and # of turns. Be sure to check what rules the Blog is using.

Abilities:

These get called several things, but they generally fall into 2 groups

Activivatable, and Passive

The nice part about 25FOF type games, is that you are basically free to come up with your own abilities, though the host gets the final say on what the ability does.

Passive abilities are always active.

Example: Heal 1 health back at the end of each turn

Example #2: Cannot be set on fire

Activatable abilties do something only when you use them on your turn

Example: Character sets his sword on fire, increasing his attack by 2 for 2 turns

Example #2: Character chucks a bomb at an opponent, dealing 15 damage to them

After you use an ability, it will be put on cooldown, unable to be used until the cooldown is over.

Cooldown varies per power, but generally less powerful abilities have smaller cooldowns

Also? Don't forget to give your abilities names

Turns:

So you may use a turn (# and order of turns dependant on your speed) to either use a basic attack, or an activatable ability

At the end of each round, the cooldown on each activatable ability is reduced by 1 (Magic [or whatever it's called in a given game] gives you a chance to reduce any cooldown by 2 rather than 1. Magic gives a 3% per point invested chance of doing this)