Guard/Defend in an "Action Point" battle system

Neo Soul Gamer

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Ahh ok. Then that would explain why I was confused by your suggestion. You assumed that I was simply replying to him only, which was not the case in my opinion. Certainly wasn't my intention. I felt my quote was legit since I was confirming his explanation (for the benefit of the topic and its readers) while also replying to the second part of his statement. Obviously I misused it. 


Either way, I gather that the reason for the suggestion is to minimize the size of quotes in general. So I'll definitely watch out for that from now on. Thanks. :)  
 

M.I.A.

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As for guarding, I'm leaning more towards Pine Tower's suggestion with unique commands for each character. Sorta like FFVI, only more defensive.


Thanks guys!



I've done this in one of my projects and it balanced pretty well. The commands were "Guard" "Block" "Cover" "Evade" "Hide" "Parry" and "Fade".


Guard: Defensive stance, 1/2 damage taken


Block: Defensive stance, all damage resisted or absorbed (if absorbed, it boosted the character's "Rage" stat)


Cover: Defensive stance, 1/3 damage taken, takes the damage of any allies with critical HP or debuff status.


Evade: Evasive stance, 50/50 chance to evade PHYS dmg, if not evaded, full dmg is taken.


Hide: Evasive stance, cannot be targeted, any DoT states still deplete HP/MP, will unhide if all Allies are KO'd, can't use if all Allies KO'd, no XP if hidden at battle end.


Parry: Evasive stance, 75% chance to evade PHYS dmg, 50% chance of Normal counter attack, if not evaded, full dmg is taken.


Fade: Elusive stance, with each use in each battle, chance to be targeted by foes is decreased by 5%, full dmg is taken if hit.


Each had their own purpose and each had their own benefits. They were only commands based on current job class.


Enjoy!!


-Mia :)
 

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