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. Since players can't move their units around a grid (yet) things like aggro and AOE effects already need to adapt. 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? I'm looking for feature requests or exclusions. Twelve custom scripted default classes, each with their own role and strengths Includes animated battlers! All kinds of fantasy creatures with their own attack animations, even dragons Compatible with and including Yanfly's Engine Ace and Yami's Battle Symphony with animated battlers Roll any amount of dice with any number of sides using the roll() method (great for custom damage formulas) Critical Hit, Critical Miss, and Natural 20 systems implemented hash table functioning class system that is easily extendable for adding more classes fully customizable per class, enemy, or even skill (use dex for your weapons and int for your spells!) THAC0 balanced chance to hit including class proficiency bonuses and ability modifiers Saving Throws and skill DC checks easily called by method from damage formulas for enemies or allies 5th edition d20 system including Advantage and Disadvantage Tabletop grid movement is still a long ways away but for now the following has been implemented: For the past month I've been fervently working on converting the standard Ace battle system into something more recognizable to D&D fans.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |