*Ping*
Ok then, let's get some aspects of Disciples translated to the Erf settings.
The "Elements"Various abilities, including damage, have a "source" in Disciples. If a unit has a ward/immunity against a source, then it will negate the first/all use(s) of abilities that have that source in a battle. Wards also protect a unit from overland damage spells. (<- "overland", out of battle spells- I'll leave these for later).
So, here are the available
sources:
Disciples: weapon, earth, air, water, fire, mind, death, life. Weapon was the most common damage source. Many units (the undead) were immune to mind attacks. "Boss" units tended to be immune at least to mind, to disable paralyze attacks on them. Life mostly functioned as source for heal and boost abilities. Nothing was immune to life, but with the exception of boss units and capital guardians, nobody used life as a damage source.
Erfworld (proposed): Life, Motion, Matter, Mind, Fate, <tbd>. Life functions as source for beneficial abilities, so we can leave Fate as damage source for boss units ("you can't fight Fate"- no Wards nor Immunities against it). Matter will function as Weapon did in Disciples, ie the most common damage source. Mind gets its separate source so that I can keep the paralysis attacks of Disciples, along with all the strategies involving wards/immunities against them (paralyzers are awesome in general play; not so cool against boss units).
I'll probably split motion into several; the more "magical" weapons will tend to do damage in one of the subclasses of Motion. Several subclasses so as to keep the strategizing that arrives when several magic sources are available to pick or ward against.
Unit stats and combat orderDisciples: initiative, hits, armour, primary damage {with source and chance to hit}, secondary damage {likewise}. Special stats: wards and immunities, range and number of targets.Initiative is a number from 10 to 90 and decides the order of combat. Who has the higher (adjusted- more on this in a bit) initiative goes before the one with the lower initiative; tie breaks settled randomly. When it is a unit's turn, it has a choice: Defend (and until its next turn, primary attacks against it do half the damage they normally would), Use ability (most often this means Attack), a couple special actions that I'll deal with later (Retreat, Surrender), and Wait. Wait delays the unit's action to until all the units have gotten a chance to act. After that, waiting units get to act in reverse order of initiative.
In general, you could expect certain types of units to have certain ranges of initiative. Capital guardian units had the highest initiative, followed by damage booster units, followed by archers, followed by warriors, followed by casters/dragons, followed by paralyzers, followed by healers.
Hits is self explanatory.
Armour: a number between 0 and 90 deciding the percentage of primary damage that is dealt to the unit.
Primary damage: the amount of damage it would do to an armour 0 unit, as long as there aren't active wards or immunities against the primary source. The damage will happen if no miss occurs; how likely that is depends on the chance to hit.
Secondary damage: if the primary damage is successful (no miss, and no wards/immunities against the primary source), then another to hit roll using the secondary chance to hit is performed. In case of success, the secondary damage is dealt.
I keep saying "damage", but often, in particular for secondary damage, that's not exactly what goes on. The secondary damage was inflicting a status (like poisoned, frostbitten, blistered, paralyzed etc) on the victim. That status might result in damage inflicted to the victim for the next few turns, and that damage would ignore armour. When fighting siege battles, it really helped to have poisoning units around, for instance.
Primary damage isn't necessarily damage either. It may be healing (which ignores armour, of course) or some stat boost (like providing a ward for the duration of the battle, or more common, boosting damage).
In general, units had only one primary ability with, maybe, a secondary effect. The only choice was who to target with it. Exceptions- some units had an ability for friendlies and another for enemies. Also, leader units could carry two potions/scrolls/various other one shot magic items and use them in battle.
I've mentioned wards and immunities before.
Number of targets: how many targets to attack.
Disciples: 1, 2, <every valid target at once>
Erfworld: 1, 2, <every valid target at once>
Melee and Archer units often had only 1 target. Some higher level ones had 2, which allowed them to attack the same target twice if you so chose.
"Caster" aka Archon units tended to be able to attack everyone at once.
Range: either "adjacent" aka melee, or "any" aka ranged. "Any" is simple- anything that makes sense as a target for your ability is a possible target (you wouldn't shoot your own allies now would you; but you may shoot any enemy; conversely, you can't heal an opponent).
"Adjacent" requires that the Disciples battlefield be explained. It looks like this:
- Code: Select all
Stack A Stack B
kA1 fA1 fB1 kB1
kA2 fA2 fB2 kB2
kA3 fA3 fB3 kB3
kA4 fA4 fB4 kB4
kA* is the "back row" of the A stack, where squishy units go. fB* is the front row of B, where beefy melee units go. There is no maneuvering during combat. Units stay and possibly die in the position that they started in.
fA1 can normally attack fB1 and fB2. If both fB1 and fB2 are empty, it can attack fB3. If fB3 is also empty it can attack fB4. If fB4 is also empty, it can attack kB1 and kB2 etc.
fA2 can normally attack fB1, fB2, and fB3. If all these are empty, it can attack fB4. If that's also empty, it can attack kB1..kB3 etc.
Symmetric for fA3, fA4 etc.
Erfworld: combat, hits, defense, primary damage {with source and chance to hit}, secondary damage {likewise}. Special stats: wards and immunities, range and number of targets.Apart from renaming initiative to combat, armour to defense, and declaring that adjusted initiative tiebreaks resolve simultaneously, nothing changes.
Special actionsDisciples: retreat, surrender.
If a unit retreats, it attempts to flee the battle. If it survives until it's next turn, it's gone.
Surrender affects the whole stack at once. All units in that stack kill themselves.
Erfworld: retreat, surrender.
I'll probably change the surrender mechanism though.
Stat adjustmentDuring combat, initiative and primary damage (except for heal and non-damaging abilities) get a 1d5 adjustment. The adjustments to initiative get applied at the beginning of a combat phase and decide the order of action.
Damage adjustments get applied in the case of a successful blow. Notably, the 1d5 is armour piercing.
The whole point of this is lost if you keep it a secret.