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Dungeon World / Re: Players want a more Gameist Combat
« on: September 13, 2013, 10:41:01 PM »
The reason I want to add a turn system or speed is mainly the spells and spell like abilities of final fantasy, I made another topic on a couple of them with haste and slow, but there are so many more, such as stop, double cast, hastega, slowga, poison usually acts on a timer system, so do many things such as the shell and protect spells. In fact any sort of spell in most final fantasies act on a time based system. Instead of homebrewing a completely different system (3.5, 4th edition, etc etc) with final fantasy and the classes and delicate (or not so much) balance of those systems (which I have tried repeatedly), I think adding a component to Dungeon World and slightly modifying ...not necessarily the way of conversation that battle flows, but the frequency in which players can act seems much more achievable than creating and recreating a bajillion rules and balancing math I would have to accomplish with the other systems. Also, I plan to make this battle system completely optional. Moreso for my own amusement of mechanic creation honestly. The game is aimed to be completely playable as you would any other Dungeon World system (I do alter the nomenclature to be a bit more inline with final fantasy (VITality instead of CONstitution etc).
When you think about it final fantasy is pretty abstract in battle anyway (not counting the tactics games, which are amazing by the way). So we will see what happens, but my primary goal is to have an option that felt a bit like final fantasy ATB system. The key word being option.
When you think about it final fantasy is pretty abstract in battle anyway (not counting the tactics games, which are amazing by the way). So we will see what happens, but my primary goal is to have an option that felt a bit like final fantasy ATB system. The key word being option.