Chatter Battle Math

Most RPGs have around 6 stats that are mucked around with to determine whether or not you hit an enemy and how much damage to inflict. Years are spent researching how to balance those stats and how to come up with items that improve or hinder them fairly. You can purchase a huge book on the Dungeons and Dragons rules to learn all about it.

I don’t have time for that nonsense. Chatter (yes, it will get a real name eventually) is a casual RPG. The idea is to have a game where you can just chat with your friends or go out and defeat some enemies if you feel like it. So chatter has essentially two stats: health and strength. The lower your health the less damage you will inflict on a successful hit. The stronger you are compared to your opponent the more likely you are to hit them and do more damage.

On the flip side, the more you dominate your opponent in strength the less you will get for beating them. If your enemy is much stronger than you then if you beat them you get a bigger reward. The first release of the Chatter battle system will only allow you to battle NPCs. It’s turn based. You attack and then the enemy attacks. All battles are logged. If you abandon a fight the battle is labeled “fail” and that sort of thing will be available for others to see.

It’s all very slick but there is currently no math in place for rewards. Because the purpose of a game is to advance I’m thinking that the rewards will be some amount of gold and some amount of XP. Also to be determined are items that boost health and strength.

There will most likely be a shop of some sort where you can purchase items but I may also have them dropped around the Chatter universe.

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