Board Thread:Adventure RP Games/@comment-28692716-20191121221154

(For now, the story will be vague, as a test to see what I'll do. It'll utilize premade characters, meaning RP won't be necessary for this first bit).

Stats

 * Health - 100/100
 * Mana - 20/20
 * Defense - 0
 * Speed - 15 mph
 * Jumping - 20 feet
 * Knockback Resistance - 10%


 * Health represents how much damage a player can take. As they explore, they may uncover equipment that raises HP, or consumable items that permanently raise HP. If HP reaches 0, it's game over for that character. 20 Health is restored every 3 rounds in combat, and unless otherwise stated, will typically restore to full when traveling.
 * Mana represents a resource within each character that can be used to utilize certain spells/magic weapons. Max Mana can be boosted by equipment, or by consumables typically found at night.
 * Defense - This is used to negate (defense) amount of damage. If the damage received is less than the overall defense, the attack deals 1 damage.
 * Speed - A stat that determines how far on the grid a player can move. Each space is equal to approximately 1 mile. Speed can be increased with certain equips.
 * Jumping - A stat that determines how high a player can vertically move. This can be used to avoid attacks for one turn, provided they don't have an attack that can reach the jumping height, or the enemy itself can't go up as high as the player. This is also used to move around the battlefield.
 * Knockback Resistance - When struck, those on the field have a chance of being knocked in the opposite direction, and thus driven a space away from the enemy. The higher the stat, the less chance there is of being knocked back. Can be increased with equipment

Hotbar
One of the most important factors to keep in mind when you head out is your hotbar. Here, you can set something in 10 tabs at a time, one tab in the hotbar able to hold 99 place-able items, one of any equip-able item, and 30 consumable items. These are items you can use immediately in combat, whereas taking them out of your inventory requires an in combat turn.

Backpack
An unseen storage that has 40 tabs to house a set of items. These are items that can be brought out into the wild to hopefully help in combat. Though do keep in mind that only items in the hotbar can be readily used in combat, and that you need to spend a turn to get something out of your inventory.

Accessories/Armor
There's three slots for either type of armor (helm, chestplate, legging), and five slots for accessories. These are utilized to boost your stats. Do keep this in mind, as your armor and accessories have no effect unless they're in an armor/accessory slot.

Ammo
As long as ammo is in the inventory, weapons that use said ammo automatically use them. Ammo doesn't need to be in the hotbar, though the respective weapon does.

Coins
There are four types of coins, each of different value. The hierarchy, from bottom to top, is bronze, silver, gold, and platinum. For each 100 of a lower tier coin you get, that produces 1 of a higher tier coin. 100 bronze leads to 1 silver, 100 silver leads to 1 gold, and 100 gold leads to 1 platinum.

Items
Sometimes enemies you beat drop items, which can be either used individually, or used to affect the battlefield. Blocks can be placed on the field, and either block off enemies, or can be used to help bring you to out of reach spots.

Swords

 * Shortswords - These are weapons used to stab. They hit one mile away from the wielder.
 * Sword - Swords used to slash. Strikes 3 spaces, though they need to be adjacent from each other. These kinds of swords tend to strike multiple times. Hits multiple enemies
 * Broadsword - Swords used to slash farther. Strikes 5 spaces, though they need to be adjacent from each other. These kinds of swords are usually good for knockback. Hits multiple enemies.

Yoyos

 * Yoyo - Yoyos used to strike opponents. Can strike either 4 adjacent spaces 1 mile from the wielder, or strike 3 miles in a straight line from the wielder. Typically hits multiple times. Stops at the first enemy.

Spears

 * Spear - Spears stab forwards, capable of reaching 2 miles away in a straight line. Can also be used to move the player in a straight line forwards while attacking if the wielder wishes. Hits one enemy.

Boomerangs

 * Boomerang - Boomerangs are thrown forwards one round, before making a straight line towards the wielder at the end of their next round. Typically flies 7 miles forwards. Hits multiple enemies.

Flails

 * Flail - Flails are used to either swing around the wilder, or strike far away. Can strike one enemy 5 miles away, or can be spun in a circle around the wielder. Good for knockback. Hits multiple enemies.

Bows

 * Bow - Bows, unless stated otherwise, use a limited ammunition. Can hit 5 miles away. Hits one enemy. Can target enemies even behind other enemies.

Repeaters

 * Repeater - Repeaters, unless stated otherwise, use limited ammunition. Can hit 6 miles away. Hits one enemy. Targets only first enemy in a line directly in front of them.

Guns

 * Gun - Guns, unless stated otherwise, use limited ammunition. Can hit 10 miles away. Hits one enemy. Targets only first enemy in a line directly in front of them. Can hit multiple times.

Launchers

 * Launcher - Launchers, unless stated otherwise, use limited ammunition. Can hit 6 miles away. Fires weapons that hit all spaces adjacent from the point the ammunition is launched. Can be fired over enemies.

Wands

 * Wands - Wands tend to have varying effects, but they typically fire a magical bolt a varying amount of miles away. Typically fires in a straight line.

Spell Tomes

 * Tomes - Tomes tend to have varying effects, but they typically fire a magical bolt a varying amount of miles away. Typically fires in a straight line.

Summons

 * Summons - These staves usually produce a minion with its own stats 1 mile away from the wielder. Each stave can only have one summon on at a time, and summons cause Mana to not be restored.

Sentry

 * Sentry - These staves usually produce a stationary construct that boast their own stats, and are capable of doing their own attack.

Throwing Weapons

 * Throwing Weapons - Weapons typically thrown in rapid fashion. Unless stated otherwise, they usually fly in a straight line. Can be thrown up to 7 miles away.

Gallery




 