A thread to devise a new system for the Treasure sounds a lot like treachery games. Could possibly be used in other Forum rpg's as well.
Basics:
A new system that uses the dwarven attributes of strength, toughness and agility along with an inventory and experience to increase the strategy involved in TSALLT games. The system will be similar to before with facings and unsynchronised movement, however combat will be much different.
When a player initiates a combat versus another player, both players roll a 1d5 to see who attacks first. This is called the agility roll off. The initiator will get a bonus depending on the direction he assaulted from. If from the front +1, from the side +2, from behind +4. Half the agility (rounded up) of each player is also added as a bonus to their roll. Whoever has the highest die after modifications, attacks first.
The attacker will roll a 1d6 and compare their strength and the opponents toughness in the following chart.
(http://i293.photobucket.com/albums/mm70/A_Fey_dwarf/TSALLTchart.png)
If the attacker meets the win condition, they damage the opponent. Otherwise the defender gets to counter attack becoming the attacker. The die is rolled again and the chart is used to see if the defender wins. This keeps going until one of the players is successfully attacked.
(Note if both players have 5 toughness and 1 strength, the system would cause a stalemate. To avoid this, in such situations the player to win the agility roll off will win the combat)
Upon winning, the player will gain experience and can proceed as normal next turn.
Upon losing, the player will lose a life and be knocked out. The knocked out player can revive after missing two turns. During the turn of revival, the player will be unable to attack, be attacked and can can pass through enemy squares. This is to stop players from camping the one they KO'd. Any unconscious players can be looted for accessories.
Attributes:
The three attributes strength, toughness and agility contribute to a number of things including inventory, movement and life.
Strength determines the penalties of carrying too many items.
#Strong (1) – 1 item = No penalty, >1 item = immobilised
#Very Strong (2) – 1 item = No penalty. 2 items = -1 movement penalty. >2 items = immobilised
#Extremely Strong (3) – 2 items = No penalty. >2 Items = immobilised
#Mighty (4) – 2 item = No penalty. 3 items = -1 movement penalty. >3 items = immobilised
#Ultra-Mighty (5) – 3 item = No penalty. >3 items = immobilised
Agility determines the distance a player can move.
#Agile (1) – Base movement of 3 squares
#Very Agile (2) – Base movement of 4 squares
#Extremely Agile (3) – Base movement of 4 squares
#Unbelievably Agile (4) – Base movement of 5 squares
#Perfectly Agile (5) – Base movement of 5 squares
Toughness determines the number of lives a player has.
#Tough (1) – 2 lives
#Very Tough (2) – 3 lives
#Extremely Tough (3) – 4 lives
#Unbelievably Tough (4) – 5 lives
#Superdwarvenly Tough (5) – 5 lives, only misses one turn when knocked out.
Experience:
All players start of on level zero, you gain experience points for knocking out enemy players. The amount of points you receive is proportional to the difference between the levels. If you knock out a player equal, one above or one below then one point is received. If you knock out a player more than one level below you then no experience is gained.
e.g.
-A level 3 player KOs a level 5 player, two points are received.
-A level 3 player KOs a level 2 player, one point is received.
-A level 3 player KOs a level 0 player, no points are received.
To gain a level, you must have sufficient experience.
l0->l1 = 2 points
l1->l2 = 3 points
l2->l3 = 4 points
l3->l4 = 5 points
l4->l5 = 6 points
When you gain a level you are given two attribute points to put towards your attributes.
Items
There are two categories of items. Weapons and accessories. Each player must always be carrying at least one weapon, and any number of accessories. Every weapon modifies the attacking, defending, or agility roll in different ways. Say a hammer will add a 1d3 bonus to the defense roll, a dagger adds 1d4 to the agility roll, and 1d3+1 to the attack roll if attacking from behind. These can be devised later and can be different for each game.
Accessories boost a players attributes in a number of ways, different mods can make up their own items. But i will list some examples:
-"Dragon tooth" boosts the experience gained from each battle by one.
-"Colossus husk" boosts toughness by two points.
Items can be obtained by a player using an action to loot a KO'd opponent, opening a treasure chest or taking from a weapon rack. Treasure chests would be scattered around the level for players to find. Players can drop items at any point in the game by using their action to do so. You can not loot a KO'd player of his weapon but are able to, after killing him take any accessories he carries. The artifact involved in the win condition is treated as an accessory. The amount of items you can carry is determined by your strength, a dwarf who is only strong (1) may only carry his weapon before becoming immobilized. Thus if you plan on taking the artifact with a strength of one then you won't be going far.
Miscellaneous
Ranged combat - Magic and crossbows, work on it soon
Status - Immobilized, slowed, buffed etc.
Alliances - Forming teams etc.
So community, will it work? Any niggles that need fixing? Any ideas?