Tuesday, April 20, 2021

Starter Moves: Best There Ever Was

There's discussion about different ways to handle moves on the discord and I need some moves for my game. I told my brother this weekend that'd we try and have a battle tonight, so time is of the essence.

I'm going to pull together moves based on my system so far, but a system with standard moves without a dice-fuel mechanic plus stronger moves with a magic-dice fuel component are a good idea if using another system. 

Another secondary idea would be to make moves using the spel creation rules from Freebooters on the Frontier. You get a certain number of points (maybe one per level) to use when making a move. You spend points to add tags to the move to describe effect. so learn a move at level 5, get 5 points to make that move. Initial tags are touch, harmless, single target, instant. you upgrade them one at a time for 1 point each.

Example Gunderstorm:

Gunderstorm (made up name) is learned by a level 5 mon, so 5 power points (ha!) to work with. 2 points to go from touch to near to far, 1 point for damage, 2 points to go from single target to small area to large area. bam 

Gunderstorm [Electric/Steel]: [far/d6 damage/large aoe/instant]

Just an idea. I'm going with a different direction for now with Best There Ever Was. Move lists:

STARTER MOVES:

Each mon has a stam based melee attack that deals damage of their own type. From before:

  • Punch [Combat/Stamina]: Deal [tally] damage to one adjacent mon.
  • Wet Slap [Water/Stam]: Deal [tally] damage to one adjacent mon.
  • Hot Touch [Fire/Stam]: Deal [tally] damage to one adjacent mon.

Here the tags indicate the damage type and the resource type used to power move.

Mon also have access to a starter status move based on their type. These moves are stam based as well. I'll change the starting notation to match soon.

Velexiraptor came up with excellent status conditions for each type on discord. These are based on that work, sometimes very closely, but adapted to Best There Ever Was rules.

  • Light: Blind. 'mon can only hit targets with aoe moves. Single-target moves automatically mis. Save vs [tally] each round, end condition on success.
  • Taunt. 'mon can only use damaging moves, not status moves. Save each round, end condition on success.
  • Fire: Burning. Save vs [tally] each round, end condition on success. On a failure, take [dice] fire damage.
  • Grass: Drain. Save vs [tally], on a failure, take 1 grass damage and opposing 'mon restores 1 health. End condition on success.
  • Water: Drench. Reduce Stamina by [dice]. Save vs [tally] each round, end condition on success. Regain lost stam when condition ends.
  • Electric: Paralyzed. Save vs [tally] each round. On a failed save, skip turn and end the condition.
  • Earth: Entomb. Cannot save vs other conditions. Save vs [tally] each round, condition ends on a success.
  • Metal: Trapped. Can't switch out. Save v [tally] each round, end condition on success.
  • Flying: Knockdown. 'mon goes last next round.
  • Combat: Stagger. 'mon loses access to [dice] Focus Die. Save v [tally] each round, end condition on success. 'Mon may skip turn to remove this condition.
  • Psychic: Confused. Save vs [tally] each round. On a failed save, deal [tally] then end this condition.
  • Dark: Flinch. Can't make basic attacks next turn.
  • Dragon: Fear. Feared 'mon's must save v [tally] before approaching or attacking. A successful save ends this effect. A mon may only be affected by Fear once per battle.
Well that took my whole lunch break. We'll see if I can get a few additional moves working before tonight's game.

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