Zelda Universe RPG

Streamlining! - Printable Version

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Streamlining! - WindStrike - 11-23-2014

Welcome to Streamlining 101! Contained in this thread is a bunch of discussed changes that mainly streamline the game or just fix some things up. Feel free to discuss anything listed!
  • We're dropping Ore Chunks. Subrosians are crafty little beings; they can figure out how to do two-way conversion between Ore Chunks and Rupees.
  • The exchange rate between Rupees and Gold Coins is being dropped.
  • The exchange rate between Rupees and Reisano Coins is being dropped.
  • Rings are getting scrapped. We'll be converting them to various Passive Skills.
  • Robes will now provide benefits without a Magic Cost. It's less than what Armor provides. However, if you feed it Magic every round, its effects are amplified.
  • The section for Bottled Items will be renamed to Consumables.
    • Bottling items will be a default that anyone can do. You pretty much now have unlimited empty bottles.
  • Consumables should be the only section to contain limits on items. That is, Bombs will be like Arrows in that you have unlimited amounts of them.
    • Dear anyone that thinks they can now bomb every wall in a dungeon to find secrets... the dungeon may not be able to withstand such structural damage. ^_^
  • One Bonus per item is simply being reworded to one Scroll Bonus per item.
  • The threshold for automatic Counterattacking has been reduced from 2x the difference in successes to 1.5x the difference in successes.
  • Instead of being able to Counterattack with any attack, it will now be the seventh Passive Skill category. That said, your counterattack will now be predetermined every battle.
  • Status Effects:
    • All durations are defaulted to last for the remainder of the battle. The DURATION line will no longer be necessary.
    • All of them are now stackable. The number of stacks line will no longer be necessary.
      • In case anyone is wondering, for those Status Effects that cause something like "target can't move", multiple stacks will then act like a buffer. If there's three stacks, it has to be removed three times, or use a move that removes them all in one go.
    • And the most important one, Status Effects can only list one effect each. Period.
  • Sub-types are being dropped. If anyone doesn't know what it is, that's fine.
  • Different neutral damage types are being dropped. Instead of having burn, frost, shock, and poison damage...... they're all called Neutral Damage now.
    • There is now no such thing as Neutral Armor anymore. Otherwise, it'd negate the point of Neutral Damage bypassing Armor. If you want defense against Neutral Damage, it's supposed to be in small amounts in most cases, so just get more Hearts.
  • The rules for Combination Attacks are getting dropped. Instead, we're handling this like Counterattacks. There'll be specific combo attack skills instead.



RE: Streamlining! - WindStrike - 01-05-2015

The official rules have been updated. A few more things to note:
  • Two Actions per turn is now in effect! You can either do 1 Combat Action + 1 Non-Combat Action, or you can do 2 Non-Combat Actions!
  • Switching equipment now allows you to switch any equipment on your turn, but it now counts as a Non-Combat Action. This skill will be listed as a Basic Skill later.
  • I removed the restrictions on Reroll Points. Have fun throwing 10 Reroll Points at one roll!
  • Some Status Effects will list more than one effect still, but generally, if that's the case, its secondary effect will tie in with an alternate duration. For example, Flame Guard, which gives you a magic shield, but if it's depleted, the Buff disappears with it. Or Reverse Polarity, which keeps jumping between targets because it keeps getting stolen.
  • HLP Interference has been removed! If you didn't know what it was, that's fine; it was like sub-types... wait, what were those again?


I have not touched the Out-of-Combat Rules yet. For the time being, I'm trying to find an alternative to defining every platform and distance in some arbitrary unit of measurement, and make it something that makes more sense for ZURPG instead of using standard D&D mechanics for it.