Screw it why not.
Hi there. This is my attempt to spice up this forum a bit. Hopefully we can get away from the table-stretching spam this forum has been ridden with, and give this forum something unique. I’m hoping this game takes off and does just that, but in case of emergency, break glass. And by glass I mean window. And by break I mean jump through aforementioned window.
Rules: Every time an action that can or may further progress, a “turn” is completed. If not, nothing will happen.
Every turn, you lose 5 hunger points.
Eating food, curing ailments, or drinking potions do not take up a turn.
I have the right to outright ignore actions if I feel fit.
The first action that provides progress will be chosen, although proceeding actions will be taken if the first action fails.
Critical hits have a 15% percent chance to land, dealing 3x damage. Monster battles are determined by random.org. with percentages changed based per battle.
Each monster has a different type and rank, changing it’s attack style and patterns.
The hero has multiple stats, listed below. All stats get a boost when killing a monster, with 2 stats being able to be increased manually per level up. Stats also well as getting bonus exp for doing certain things.
Health: A numerical value showing how much health you have. If this reaches 20, you get afflicted with the Low Health status. If this reaches 0, you get afflicted with the Dead status. Replenished with potions.
Hunger: A numerical value showing how hungry you are. If this value reaches 101 or higher, you get afflicted with the Saturated status. If this reaches 50 or below, you get afflicted with the Hungry debuff. If this reaches 0 or below, you get afflicted with the Starving debuff. Replenished with food items. Capped at 150.
Attack: this stat determines how much damage you deal, and what quality of weapons you can equip. bonus exp from dealing critical hits.
Defence: this stat determines how much damage you receive, and what quality of armor you can equip. bonus exp from taking hits.
Speed: How much can be accomplished in a single turn. Bonus exp from evading hits.
Observance: How observant you are. Bonus exp by finding hidden traps and secrets.
Luck: Affects many different things. Bonus exp from getting lucky in certain scenarios.
Status ailments: These are caused by many different things. This first post will be updated as more ailments are discovered.
Dead: You are dead. Great going genius. Causes game to end.
Low health: A persistent beeping sound enters your ears, notifying you of your low health. Aesthetic.
Saturated: Raises defence by ¼, lowers speed by ¼. Food items consumed have their effect halved.
Hungry: Lowers attack by ¼, lowers Observance by ¼. Stomach has a 30% chance to grumble, alerting any nearby monsters to your area.
Starving: Causes health to deplete by 10 each turn. Lowers all stats by ¼. Food items consumed have their effect doubled.
Burned: Health depletes by 5 each turn for 4 turns. Healed with Salves.
Speedy: Doubles speed, speed bonus exp gained doubles.
Strength: Doubles attack, attack bonus exp gained doubles.
I will accept any questions before I start the game. Does this seem like something remotely interesting?