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Thread
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This that make a KamenRider series (Making an RPG)
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05-06-2020, 06:33 PM
#
4
MechanovaKing
Junior Member
Join Date: Jan 2012
Location: Port Perry, Ont, Can
Posts: 101
Quote:
Originally Posted by
FairyKing
One thing I've noticed is that Riders and monsters move around a
lot
when they fight. Whether it's dodging to avoid attacks, knocking each other back or fighting their way to a whole other location, they're very different from the "stand in one place and whack each other until someone dies" fights you often get in D&D. So some mechanic that encourages them to keep moving could be good.
Yes....that would be fun...even if it doesn't do anything.
But ideally you'd be switch to a terrain that better suits you. This would be a very fun idea.
Quote:
Originally Posted by
Pineapple924
Random thoughts in no particular order:
For finishers, instead of a specific stat, you could possibly have a clause in the move's description to prompt the player to use the move at the end of battle like: "This attack will instantly kill if the monster/opponent's health is below 10-15%"
Maybe you could implement an endurance stat or something where if the player takes too much damage they de-transform.
Depending on how the monsters work, maybe you could implement a "Corruption" stat where using a certain form or item will slowly turn the rider into a monster like in Gaim, Blade, or OOO.
I might come up with more, but here's all I got for now.
Finishers are a given for sure, i'm struggling with that one, cause having set goals of "Ok you can use it now" is very lame, trying to figure out a way they it's better better to use it at the end of a fight than the beginning, that doesn't make you count HP or rounds
Corruption as a basic-base mechanic?
Ah...that's a good idea...de-transform limits, must think about that one. that a solid idea.
MechanovaKing
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