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- Jan 17, 2014
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For the past month I've been fervently working on converting the standard Ace battle system into something more recognizable to D&D fans. Tabletop grid movement is still a long ways away but for now the following has been implemented:
- 5th edition d20 system including Advantage and Disadvantage
- Saving Throws and skill DC checks easily called by method from damage formulas for enemies or allies
- THAC0 balanced chance to hit including class proficiency bonuses and ability modifiers
- fully customizable per class, enemy, or even skill (use dex for your weapons and int for your spells!)
- hash table functioning class system that is easily extendable for adding more classes
- Critical Hit, Critical Miss, and Natural 20 systems implemented
- Roll any amount of dice with any number of sides using the roll() method (great for custom damage formulas)
- Compatible with and including Yanfly's Engine Ace and Yami's Battle Symphony with animated battlers
- Includes animated battlers! All kinds of fantasy creatures with their own attack animations, even dragons
- Twelve custom scripted default classes, each with their own role and strengths
I'm looking for feature requests or exclusions. What makes or breaks D&D? What doesn't work in a battle RPG setting? What rules can be sacrificed for the betterment of the player?
Since players can't move their units around a grid (yet) things like aggro and AOE effects already need to adapt. How would you like to see them adapted and what other rules do you think require adaptation? Leave your comments for consideration, the project is ongoing.
Note: This core mechanic adaptation will use the newest 5th edition ruleset which is something of a hybrid between AD&D 2nd edition and the d20-oriented customization of 3rd edition. Since the ruleset is quite similar to 3rd edition, you can easily adapt it for that edition or use its features with that in mind. I may even do such an adaptation but for now the default rules will be as they are. Having players not able to exceed 20 in any stat is a breath of relief for balancing dungeons.


