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/twgrl/ - Towergirls

Princess, I've come for you!

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File: 1427566668799.png (444.08 KB, 1440x2560, 9:16, artflow_201503281313.png)

731494 No.1109

So I'm a total newb or whatever in boards and threads and stuff, but I'd like to put out this monster of basic game mechanics I've managed to flesh out in the last 2 days. the whole thing itself is pretty long, but super helpful I think and I want your guy's input on it.

You have been warned this is a long thing

http://conditionalstudent.tumblr.com/post/114820723167/my-mechanics-for-towergirls

cf2dd0 No.1135

>>1109
Hmmmm….

have you been looking at the knight and princess threads? We actually covered a lot of these things and have a really simple roll under d6 system with 5 stats for knights, and class chosen based upon your chosen knight. Think less DnD more Talisman.

Ours are
>Stamina
>Prowess
>Speed
>Charisma
>Intelligence

12 points distributed. With White Knight being the 'everyman' who has 12 stats distributed, no special powers, but has 3 extra points to spend on stats.

Resolution, including health, is done by rolling under.

Your stats run from 1-5. 6 is an automatic failure, 1 is an automatic success (barring knights who have 0 in that stat, who cannot take actions using that stat at all. For example, Turtle Knight has 0 speed, and thus cannot be stealthy, acrobatic, or run)

All modifiers are between -2 (really disadvantageous) and +2 (really advantageous)

Attacks are rolled by various stats, but mostly prowess. If you roll under your prowess, you deal damage to your foe, who then rolls their stamina. If they fail then they take a -1 to the following stamina rolls (until they heal up). If they fail a second time, they take -2 to following stamina rolls. On the third failed roll, they are incapacitated, but not necessarily dead.

If at any time, their stamina is reduced to 0 by the modifiers, they are automatically incapacitated.

Each gen has a built in method of managing how many princesses you can rescue. It's more meant to be competitive rather than cooperative.

Anyway, might want to take that into consideration.

cf91ee No.1390

>>1135
>Think less DnD more Talisman.
Hmm, yes, something like a pseudo-Talisman with randomized locations for the princesses around the board, some random encounter cards of hostile, friendly or sexy nature and maybe various additional items and powers (and prowess) for different types of knights would be ideal. This is exactly what I would want Towergirls to be, outside this silly choose-your-own-fetish thing we have now.

dfb733 No.1432

>>1390

Hmm, so how would these encounter cards work? How would you gauge these in the overworld or in other places? Based on dice roll or a coin flip? Also what about item encounters, like finding stuff out in the feild

dfb733 No.1444


dfb733 No.1446

>>1390

So the sucsess of a stat is determined by a d6 roll? So let me try and better understand this.
So let's say my Knights stats are:
>Stamina-3
>Prowess-3
>Speed2
>Charisma2
>Intelligence2
add the 3 to white knight thingy and it makes
>Stamina 3
>Prowess 4
>Speed 3
>Charisma 2
>Intelligence 3
so the higher my stats are the stronger they are right? Then if I'm fighting an enemy, I've got Prowess 4, so I shall roll a d6, and if I roll a anything Equal to or below 4. It will hit, but if I roll a 6 it's an automatic failure. So let's say I roll something like 3, so I am elegible to hit the enemy, but the enemy has let's say 3 stamina, and the d6 roll anything above 3 and it's a failed roll, right?

dfb733 No.1462

>>1390
Okay so I think I figured out how to work out an encounter chance.
for the /TYPE/ of encounter [friend, foe, erotic (?)], you roll 1-6,
1-2 a friend
3-4 a foe
5-6 an erotic npc (could be either friend or foe
now, with a d3 dice, you will roll
1- yes, you will encounter this npc
2- you have the choice to interact or not
3- you do not encounter this npc

What do we think? I havent had the opportunity to test this function in game

cf2dd0 No.1464

>>1462
leave it to card draws like talisman. Easier. Less rules checking.

cf91ee No.1466

>>1446
Sounds about right. d6 might feel a bit tight, but I think it's good enough for a silly little game. I mean, Towergirls is all about tight, right?

>>1462
This I don't like. Maybe I'm thinking about it too much like a board game, but I think those should be a static thing, depending on what card you draw. The effect could be like "Lonely Hobgoblin Huntress: Defeat Strength -2; Flee Speed -3 or Seduce Charisma +1" And you could spend your turn appeasing the princesses you've rescued, to get that Lust bonus, instead of exploring/traveling.

Also, this thing could probably be built in TT Simulator. While I'm not sure I would be good for playtesting due to probable timezone difference (although playtesting is what I do for living now, so I kinda-sorta have experience in that field), I could help out with art assets. Mail up here, tumblr under same username.

cf91ee No.1467

>>1466
Forgot to clarify that in the out-of-ass example those are test modifiers, not changes to the base stats. Although using stats as spendable resources might be an interesting, if confusing mechanic.

cf2dd0 No.1552

>>1466
no modifiers should be larger than +2 or -2. Otherwise they're incredibly over powered for a 5 point stat system.



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