Apr 4, 2014
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Of Blood & Iron
An isometric 3D style simple dungeon crawler made using FPLE for MV

Please note, I copy pasted these notes from my design document, I believe the fulfill the requirements for Mechanics and Characters, it was just otherwise a pain to figure out how to chop it apart. This design document is obviously not finished as some stats and particulars/definitions need to be worked out, but the basic combat/skill resolution mechanics are there and would love any feedback I could get from the community as I attempt this. I should mention I would really love any help I can get with this in terms of coding, art, whatever, I prefer working with a team. As far as previous games I've done, I published a Pen and Paper RPG called Everything is Dolphins years ago, and now normally design strategic board wargames.
SECTION A: GAMEPLAY MECHANICS (Beware of large text dump)

  • 1.0 Introduction

    A simple (for the user, not mechanically) low fantasy themed, 1974 D&D, Wizardry and Grimoire inspired semi-permadeath Dungeon Crawler made using RPG Maker MV. The game features one 4 floor dungeon and a persistent town. The goal of the game is to get down to the 4th Floor of the Dungeon, and the final boss OR steal an item from the bottom level of the dungeon, or both. After doing such the players must make it out of the dungeon alive. This game plans to use either the FPLE MV Mod or one released by Enterbrain if they decide to do so for isometric 3D dungeon crawling. The game should also maybe produce a score/leader-board to be shared online.

    1.1 Dice

    OBAI uses die rolls to resolve a number of game mechanics. Any engine for the game would need to keep track of the following in order to implement die mechanics:

    Raw dice results (needed for critical hit/miss determination)

    Modifiers affecting dice roll

    Modified dice result

    5.0 Combat Mechanics and Formula

    OBAI uses an original combat system designed from scratch that takes into account a number of factors that would otherwise be tedious to track in a pen and paper game such as armor penetration, hit locations, and layers of chrome.

    Sequence of combat

    5.1 Initiative/Turn order determined.

    a. Players with the higher initiative go first, players that have the same initiative act simultaneously. All party members choose actions before all PC and NPC actions play out.

    5.2 Select Action

    On their turn, PCs may choose from a list of actions that may depend on their Race, Class, current status, or a number of other variables.

    Attack actions can break down into a number of different strike tactics depending on the weapon. It should be noted that the listed effects are generalized, certain enemies/targets may alter these properties, as it would be easier to thrust at a rat rather than swing at it.

    Bash: A Tactic used with Maces/Hammers and Staves. Multiply damage (if target armor is subsequently penetrated) by 1.5.
    Swing: A Tactic used with Swords, Mace/Hammers and Axes(may only swing). Has an increased chance to hit. (-5%)
    Thrust: A Tactic used with Swords, Staves, and Polearms(may only thrust.) Has an increased chance of a critical hit/miss (+/-5%)

    Ranged weapons do not use tactics.

    5.2.1 To Hit Roll

    Once a player has selected their target to attack, a d100(1-100) roll is made and compared (less than or equal to) to the attacking unit’s relevant martial skill. This roll is is modified by adding the target’s Dodge/2, a number of other variables may modify this roll as well such as terrain, buffs, exceptional primary stats, formation, tactic chosen, and more/ If the result is over the attacking player’s skill, the attack has missed. If the attack has connected, the game proceeds to check for penetration.

    5.2.2 Critical Hit/Miss

    If the raw dice results of a to hit roll are between 1 and 5, the attack is a critical hit and adds a bonus to both the upcoming penetration check and doubles damage if penetration is successful.

    5.2.3 Target Locations

    During an attack, also dependent on the tactic used and the enemy type, various parts of the body may be hit during combat. 1d6 is rolled and the following chart is used to determine hit location. If the target location does not have armor or AC, the attack automatically penetrates. Each location will have it’s own AC dependent on equipped armor.

    1 = Head (Multiply Damage by 2 if penetrated, 40% chance of Stun regardless of penetration)
    2 = Arms
    3 = Chest
    4 = Stomach
    5 = Legs
    6 = Feet

    5.2.4 Penetration

    Penetration is a simulation of the ability of a weapon and PC to cut through a target’s armor. After a target has been successfully hit and the location is determined to have an AC. ACs only range from 2-4. 1d6 is rolled to determine if penetration is successful, a modifier may be added for special weapons, or exceptionally high strength. A raw result of 1 is always a failure to penetrate. So for example, if a pair of gauntlets has an AC of 2, the attacking character needs to roll a 3 or greater in order to penetrate. The AC/Penetration roll can be modified by certain buffs, spells, stats, and/or other variables. If the penetration roll is successful, move onto damage determination.

    5.4 Damage Determination

    Damage is determined by rolling a set amount of dice tied to the weapon being used, modified by high strength in the case of Melee attacks. The result is subtracted from the target’s total HP.

    5.3 Saving Throws

    When targeted with status effects such as Poison, Irritation, Stone, etc, the player being targeted rolls d100 needing a result equal to or less than their Resistance stat. The roll can be affected by various modifiers depending on the potency of the status affect attacking. If this roll is successful, the targeted player is not affected with the targeted status effect. After all saving throws are made, the next PC or NPC in the initiative queue plays out their combat orders.

    5.4 Rows

    During combat, players have a front and back line, each with a capacity of 3 characters. Characters in the front are more likely to be attacked (melee/magic/ranged), but they also have no issues attacking back. Characters in the back row are attacked less often (magic/ranged), but they may not normally attack unless using a staff/polearm/ranged/magic.

    5.5 Other Actions in Combat

    In addition to attacking, players can:

    * Magic - see magic chapter
    * USE an item
    * Parry -> Brace, Dodge, or Rest.
    * Hide
    * Backup
    * Advance
    * Equip
    * Negotiate
    * Retreat

    5.5.1 Use

    A PC may use an item from their personal inventory. Each player has their own inventory where they can carry only so much gear on their person relative to STR. A communal SWAG bag is used for excess items, those items can only be accessed outside of combat. Use of various items may initiate skill checks. For example, playing a musical instrument would require the game to make performance (PC) and resistance (NPC) checks to see if the NPC is affected by the performance.

    5.5.2 Parry

    A Parry is a characters attempt to avoid, or ignore an NPC attack. When the Parry option is chosen, 2 or 3 options will show up depending on if the NPC has a shield or buckler. The options Dodge and Rest will always be available upon selecting the Parry option. The Brace option will only be available if the PC has a shield and grants a higher chance of deflecting blows in combat dependent on a successful shield skill check. The Dodge option is utilized in the same way. The rest option randomly decides between HP and VP and recovers 1d4 points for the PC, it also makes them slightly easier to hit throughout the turn via skill check modifier in combat.

    5.5.3 Hide

    A successful use of a PC’s Hide skill, the check possibly modified by the combat environment or an NPC. The PC has a much smaller chance of being attacked while hidden. A character who attacks from hidden status has a chance to double their total damage dependent on the successful use of a PCs Backstab skill.

    5.5.4 Backup/Advance

    These options will replace a PC’s position with the PC vertically adjacent to them in the combat rows.

    5.5.5 Equip

    The Equip options opens up the PC’s personal inventory and allows them to switch their currently equipped equipment with whatever they might be carrying at that time. A PC who has chosen this option is slightly easier to be hit by an NPC.

    5.5.6 Negotiate

    The Negotiate option for certain NPCs only is accessible if a CHA check is successfully made (automatically done) using an average of the party’s CHA values as the target number (equal to or under) for a d100 check. Critical successes or failures have no effect in negotiations. If this check is successfully made, and the NPC is capable of negotiating, the option to negotiate will appear. A random group of multiple choice questions is presented to the player, if the correct choice is chosen, the player may receive a random item from the d100 random item table, assistance in the way of healing or spells, or other various events and encounters dependent on the NPC.

    5.5.7 Retreat

    The retreat option allows the PC’s to attempt to run away from the current combat. If a single player makes a successful d100 Dex * 2 check, the whole party succeeds in exiting the combat and automatically runs back several spaces on the Isometric map.

    Finally, this hasn't made it into my GDD yet, I plan on using an experience point system similar to Dark Souls. Player characters that die in combat drop their Experience where they died in the dungeon, and are immediately revived back at the town. if they die again on the way back to pick up that experience, its gone forever. Other than that, Magic is handled more like D&D in that player receive a certain amount of spells that are refreshed upon a successful full rest. As they gain XP, they receive more spells. Whenever players lose experience they retain none of the ability increases from leveling up unless they of course recover their experience. Finally I am debating implementing a multiple religion type idea (from games like dungeon crawl stone soup) where the pcs may join individual religions for extra benefits, granted then they are bound by certain rules of that religion that may affect what spells they can use, things that their god will punish them for, etc, not sure if this is too much for the first release though. If the main game comes together than I think I would flesh out this idea more

    2.0 Character Creation

    Players create 1-6 characters to enter the dungeon. During the game, NPCs can possibly join you if you have room in your party.

    2.1 Race & Gender

    Players must choose one of the available races for their player characters. They have 8 choices of Race and that choice determines their base Ability Scores (2.2). Choice of Race may effect the availability of certain classes, equipment, spells, or miracles.

    Male = +1 to STR, -1 to INT
    Female = +1 DEX, -1 to STR

    Human(Hum) - All around average, no class restrictions.

    Dwarf(Dwf) - Tough and strong, can only use Miracles, no Spells.

    Orc - Strong but dumb, cannot use any Magic.

    Gnome(Gme) - Smart but weak, has equipment restrictions.

    Cat - Smart and quick + 9 Lives - cannot use any equipment.

    Ogre(Ogr) - Tough but slow, equipment restrictions.

    Drow(Drw) - Smart but weak, cannot use Miracles.

    Lizardmen(Lzm) - Strong and Quick, has equipment restrictions.

    2.1.2 Ability Scores

    Ability scores are used to judge the the initial values of all the skills and secondary stats in the game. Player’s choice of Race & Gender determine the base values of Ability Scores.

    * Strength: Base values based on Race: Hum: 9 | Dwf: 10 | Orc: 11 | Gme: 7 | Cat: 8 | Ogr: 12 | Drw: 8 | Lzm: 9. Strength determines the physical prowess of a character, how much they can carry, and factors into their total HP.

    * Dexterity: Hum:10 | Dwf: 8 | Orc: 9 | Gme: 10 |

    * Intelligence

    * Piety

    * Constitution

    * Wisdom

    * Charisma

    * Fate

    After the initial Race & Gender is chosen, the player may roll 1d36 up to three times for bonus points. Bonus points open up some of the higher tier class given their high stat requirements. After class selection, players may dump any remaining bonus points into the primary stat of their choosing.

    These primary stats then determine secondary stats like:

    - Hit Points: (STR + CON) * 2.

    - Vitality: (STR+ WIS) * 3

    - Tactical Point Max: (INT + DEX) * 5

    - Resistance: (CON + PIE) * 3

    - Initiative: (WIS + DEX) * 2 Determines combat order.

    - Armor Class: Equipment.

    3.0 Classes

    Different classes have stat requirements that a Player Character (PC) must meet in order to adopt a specific class. The different classes, a brief description and their stat/race/gender requirements are listed below.

    * Mercenary -
    * Priest -
    * Mage -
    * Rogue
    * Valkyrie
    * Samurai
    * Chronomancer
    * Bard -
    * Jester/She-Jester -
    * Artisan-

    3.1 Multi-Class

    PCs may multi-class starting at level 3 granted they meet the above requirements for the desired class. Once a player changes classes, they may never change classes again. A PC reverts to Level 1 for it’s new class but still retains the benefits, spells, and stat increases from his previous class.

    4. Skills

    Skills in OBAI differ than skills in most RPG Maker games, let alone RPGs. Most skills, unless explicitly named after a type of weapon or combat maneuver, serve no purpose in combat. Skills are primarily used to interact with the game environment (locked doors, traps, survival etc) and non player characters (NPCs). Whenever the game calls for a skill check, a d100 is rolled, if the result is equal to or lower than the player’s skill value, than the check is successful. The initial value for skills is determined by primary stats, players will also get varying amounts of points to spend on skills depending on their intelligence.

    4.1 Combat Skills

    These skills are directly related to a character’s performance during combat.

    * Axes
    * Mace/Hammer
    * Small Sword
    * Large Sword
    * Bow
    * Polearm
    * Slings
    * Shield
    * Dual-Wielding
    * Two-Handed
    * Staves
    * Wands

    4.2 Active Skills

    These skills can both be utilized during combat and exploration depending on the skill.

    * Throwing
    * Athletics
    * Skullduggery(lock picking)
    * Robbery
    * Performance
    * Backstab
    * Stealth
    * Tactics
    * Construction
    * Scout
    * Dodge
    * Accuracy

    4.3 Mental Skills

    These skills, like the above, may sometimes be used in either combat or exploration, depending on the skill.

    * Literacy
    * Incantation
    * Evocation
    * Invocation
    * Assay (Identify)
    * Sorcery
    * Mythology

    Very little to none, I have a lot of old notes from D&D games that I ran that I will likely use for puzzles/random bits of lore throughout the dungeon.

    I am using a program called Grid Cartographer to map out my ideas for the dungeon, I plan to make these levels somewhat large and intimidating

    So that's the gist of it, hope I followed the rules here ok, and maybe one or two of you want to join in making this thing with me. Thanks for reading, please dont steal my game lol.

trouble time

Jan 2, 2014
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As far as I'm concerned, first person dungeon crawlers are great! Then again I'm a bit burnt out on them (dungeon crawlers in general make up like 500% of the PsVita's game library, at least the ones I look at.) I also love under the hood tabletop systems as I just love tabletop games in general. I also just anted to say its pretty funny that the male gets -1 INT rather than DEX, I don't know why but it feels lop-sided, like I don't have a problem with slightly different stats, but as it is Males essentially have 2 more strength than females while females only have 1 more Int and 1 more DEX. It really depends on the strength of a more specialist character over a more generalized on. This is kinda me spitballing, I don't know how your game is really designed, you may have already thought of this.


Suddenly, a summer breeze...
Apr 13, 2012
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More Wizardry clones are always welcome, especially in RPG Maker! It's been a journey to learn about the originals of CRPGs, and I'd been considering making one of my own lately (though my current project is inspired by FF Tactics, I miiiight consider a Wizardry clone somewhere down the line). Hope progress is well on the project. :3


I'm not a real doktor, but I am a real Q
Aug 1, 2016
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I'm a big fan of dungeon crawlers, and have been dabbling with trying to make my own in RPGMaker on and off for the past while, so it's nice to see someone else taking a stab at it too.

Of course, I'm also one of the guys helping with the FPLE plugin, so I'll be watching this to see how it goes there.

On to the specifics- you mention that most of the should aren't for combat, and even the ones that are sound more like PnP skills: additional, activity-specific stats that would stack with attributes.

In that case, what are your strategic options in battle? Is it like an old FF or DQ, where fighters press 'attack' and sometimes 'defend' while the magic-users make the actual choices?

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