The Splitleaf Clan (Turn-based Tactics!)

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Crimson Char
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The Splitleaf Clan (Turn-based Tactics!)

Post by Crimson Char » Tue Apr 16, 2013 7:28 pm

Image

Story
The Splitleaf tribe has fought with the "civilized races" since time immemorial. Novitiate Adventurers would seek out Splitleaf War Camps, hoping to better themselves, help themselves to the goblins meagre resources, and rid the region of the perceived threat.

For generations, the adventurers were content with that. The Splitleaf would build war camps, the adventurers would attack, which invariably lead to new warcamps and new adventurers. It was a cruel and vicious sort of status quo, but all parties involved were content to let things remain as is -- for as long as the adventurers kept the number of war camps low, the goblins, in turn, had no way to wage war against the larger region, and as long as the goblins did not wage war against the region, no one seemed to care enough to send adventurers after the main villages, and exterminate the goblins for good.

But with the end of the latest winter, something has changed. Dozens of Splitleaf war camps have already been wiped out, all at once, and the tide of adventurers seems to show no sign of stopping. Even now, a group of humans, elves, and dwarves pushes towards the Splitleaf Chief's own war camp...

Rules Overview
Splitleaf is a turn-based tactical strategy game. Players take turns moving and giving orders on a grid to attack enemies. Each goblin is a unique character, built much like a PC, with unique values for health, accuracy, enduring wounds. Use your goblins well, for every goblin that falls is one less ally in your fight for survival!

(Co-opting Dwarf Fortress graphic packs for now. Hoping to replace them with my own sprites down the line, though!)
Each Goblin has several attributes that determine efficacy in combat.

Hit Points -If you lose all of these, you will be defeated
Strength - Affects physical damage dealt
Intelligence - Affects magical damage dealt
Wisdom - Affects your chance to hit or critically hit with attacks
Dexterity - Affects your chance to avoid attacks, and how often you can attack
Constitution - Affects damage taken from physical attacks
Charisma - Affects resistance to magical attacks
Luck- Affects many things in small ways
Move - The number of squares one can move on the combat grid

And from these, as well as held items, the following secondary statistics can be calculated.

Avoid - Chance to avoid attacks
Might - Damage dealt with physical attacks (before Constitution)
Magic - Damage dealt with magical attacks (before Charisma)
Hit - Base chance to hit with attacks

Combat is turn based - first all players will move, then the enemy will make its move. Attacked enemies will retaliate if able, as will goblins who are attacked on enemy turns. Damage is not simultaneous - if you downed combatants are not able to retaliate!

Current Players:
  • ImageTeller Tames-A-Dragon (Player: Runsaround)
  • ImageChief Chief's Minion (Player: WhirdCheese)
  • ImageWarden Holds-the-Line (Player: Jibjib)
  • Image Lancer Brims-with-Energy (Player: John)
  • ImageSkirmisher Stumbles-on-Stuff (Player:ttwig)
Last edited by Crimson Char on Tue Apr 16, 2013 7:56 pm, edited 1 time in total.

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Crimson Char
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Posts: 37

Re: The Splitleaf Clan (Turn-based Tactics!)

Post by Crimson Char » Tue Apr 16, 2013 7:31 pm

Basic Rules

Actions
There are two basic action types units can take: move and major.

Move Actions

Each turn, your unit may move a number of squares equal to your MOVE stat. You may move in cardinal directions only -- no diagonals! Some squares, such as Forest or River tiles, require more than 1 MOVE point to enter.

Moving (or electing to remain on the same square) uses up your Move action, allowing you to take a major action.


Major Actions


After moving, you may take a major action.
Attack - attack an enemy with your equipped weapon. Melee weapons usually require you to be adjacent to your target. Ranged weapons, such as bows or magic staves, may allow you to attack from farther away.
Heal - Requires certain staves or potions. Heals a target for a certain amount of damage, restoring health.

After taking a Major Action, your turn ends. When all players have ended their turn, the phase ends, and it is the enemy's chance to take actions.



Advanced Rules
- Currently blank. Rules will be added as they are discovered in-game! Experiment with different tactics!
Last edited by Crimson Char on Tue Apr 16, 2013 7:53 pm, edited 2 times in total.

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Crimson Char
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by Crimson Char » Tue Apr 16, 2013 7:35 pm

Map 1: Portents of Destiny

Brims-with-Energy runs into the last remaining Splitleaf Warcamp -- the one led by Chief Chief's Minon himself. He brings dire news - a party of 6 adventurers is fast approaching. With the heavy weight of their fallen clanmembers, the last of the Splitleaf warriors ready their weapons and prepare to defend their camp.

Turn 0
Image

(All positions are <x,y> relative to the bottom-left corner of the map, which is 0,0 )
Enemy Units
► Show Spoiler
Player Units
► Show Spoiler
Dialogue
Image Gil: All right, you greenhorns. We need to get y'all as close to level 2 as possible before we return to Grizzlygate. Watch each other's backs, and don't let the goblins put up a fight!

Player Phase 1, begin!
Last edited by Crimson Char on Wed Apr 17, 2013 4:45 am, edited 1 time in total.

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Crimson Char
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by Crimson Char » Tue Apr 16, 2013 7:58 pm

(If you have any questions, player or lurker, please feel free to ask. I expect the game is easier to play than it is to explain all at once, but I will do my best!)

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WhirdCheese
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by WhirdCheese » Tue Apr 16, 2013 8:33 pm

Stupid post eating forum! That's twice now!

I am Chief's Minion chief of the Splitleaf clan. Retreat now or we will destroy you. Then find your family and slit their throats.

Action after a few questions
Can spears attack from two squares away?
Can the archer shoot through the plank squares(that I assume are walls)?
Can Tames heal?
Can I trade weapons with a clan mate.
If Tames can heal at what range?
If an adventurer dies can I take his weapon?
Is constitution DR?
Probably have more later.

ttwig
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by ttwig » Tue Apr 16, 2013 8:51 pm

Posting so I get updates

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Jibjib
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by Jibjib » Wed Apr 17, 2013 3:06 am

As we're outnumbered would it be wise to try to thin their numbers straight off and target the dwarves en masse? If people agree this is a good idea, Holds will move 5 squares left to (6,2). Holds will move three squares to the left, to (8,2)
Last edited by Jibjib on Wed Apr 17, 2013 2:56 pm, edited 1 time in total.
Psychosis is such an ugly word... I prefer Internalised Reality Warping.

"Theis, you can't touch my boobies, at least buy me dinner first!" ~Asks, 09/08/2014

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Crimson Char
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by Crimson Char » Wed Apr 17, 2013 4:44 am

WhirdCheese wrote: Can spears attack from two squares away?
Nope. The Teller Staff and the bow have a range of 1-2. Everyone else has a range of 1 for this map.
WhirdCheese wrote: Can the archer shoot through the plank squares(that I assume are walls)?
They can and they are.
WhirdCheese wrote: Can Tames heal?
Indeed he can. He can heal wounded adjacent units. Since no units are wounded, it's moot for the first turn.
WhirdCheese wrote: Can I trade weapons with a clan mate.

Yes, theoretically. Practically, goblins only know how to use one weapon group -- spears / pikes / lances / halbreds / etc. in your case.
WhirdCheese wrote: If an adventurer dies can I take his weapon?
Nope! Clan law!
WhirdCheese wrote: Is constitution DR?
Probably have more later.
If you mean, is constitution a flat reduction, then the answer is yes.

Helpful reference, because this may have gotten lost in the stat blocks:

Movement Speeds

Dwarves: 4
Humans: 5
Elf: 6
Gil: 5

Tames a Dragon: 5
Chief's Minion: 5
Holds the Line: 5
Brims with Energy: 7
Stumbles on Stuff: 6

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WhirdCheese
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by WhirdCheese » Wed Apr 17, 2013 5:45 am

We need to consolidate. The only person who can attack the dwarves this turn is Tames so he needs to move one to the right.
First strike is going to be valuable so make sure that you don't end turn within 5 squares of any Adventurers. But if either myself or Holds remain where we are we might sucker the closest human in so we can group attack it before any of his buddies can help.

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John
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by John » Wed Apr 17, 2013 6:27 am

Boss! Boss! I can attack too! I'm ready boss! Poke 'em full of holes yup yup! What you want me do? I ready!

Got some actions in mind pending my questions.

Questions:
Movement is up/down/left/right or are diagonal movements allowed?
Can one forgo an attack action for an additional move?
Can actions be readied at all? Like say I move and prepare to stab first thing coming around a corner?
Games:
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Crimson Char
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by Crimson Char » Wed Apr 17, 2013 7:12 am

John wrote: Movement is up/down/left/right or are diagonal movements allowed?
No diagonals. From above:
Crimson Char wrote: Move Actions

Each turn, your unit may move a number of squares equal to your MOVE stat. You may move in cardinal directions only -- no diagonals! Some squares, such as Forest or River tiles, require more than 1 MOVE point to enter.
John wrote: Can one forgo an attack action for an additional move?
Nope. Finishing your move action is a prerequisite to taking a major action (like Attack). Nor can you use a major action to move. For now, the only Major action you have available is Attack (or heal, in Tames' case).
John wrote: Can actions be readied at all? Like say I move and prepare to stab first thing coming around a corner?
Not the way you're thinking.

Actions are not simultaneous - first one side takes actions, then the other side does. There are no reactions at all. (outside of the automatic retaliations within Attack actions) In this context, "readying" an action is simply waiting until the next turn.

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John
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by John » Wed Apr 17, 2013 7:57 am

Gotcha- sorry for missing diagonal note before. Brims will move 1 down and 1 right next to the chief, fluidly waving his lance and shifting weight from foot to foot. His eyes keep darting everywhere. He seems tense, ready to just let loose!

Just point boss! I'll run em through good. Faster than a fart. Just say when, I'm ready I'm ready!

Question:

Are attacks also only cardinal directions? Or can I attack someone diagonally next to me?
Games:
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WhirdCheese
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by WhirdCheese » Wed Apr 17, 2013 3:22 pm

If the four of you can defeat the dwarves I'll do my best to hold off the rest. Unless you think it should be the other way around.

For now: Minion moves four left and one down and prepares himself to fight SPLITLEAF!

ttwig
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by ttwig » Wed Apr 17, 2013 3:34 pm

I will move 5 left and 1 down

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Crimson Char
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by Crimson Char » Wed Apr 17, 2013 5:08 pm

As promised, giving Runsaround an additional 24 hours for this first turn.

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WhirdCheese
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by WhirdCheese » Thu Apr 18, 2013 5:33 am

Tames, move three squares left!" Minion shouts to the teller. Hopefully he'll follow those orders.

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John
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by John » Thu Apr 18, 2013 5:59 am

WOOT WOOT SPLITLEEEEEEAFS!!!!

OOC- I know the plural is leaves, but Brims does not :shrug:
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Crimson Char
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by Crimson Char » Thu Apr 18, 2013 5:57 pm

Well, this is awkward. I didn't expect to lose a player between signups and the first turn!

So the plan is this: for tonight and Friday's updates, Tames' actions will be decided by a plurality of the other 4 players. (Or randomly, between the two, if there's a tie). If Runsaround does not reappear by the end of the weekend, I'll reopen signups to replace the teller. >:?

That said, Actions locked, update inc. 8)

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WhirdCheese
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by WhirdCheese » Thu Apr 18, 2013 6:38 pm

Runs around just hasn't been online since Monday.

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Crimson Char
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by Crimson Char » Thu Apr 18, 2013 7:23 pm

~Turn 1 - Goblin Phase~
Image

The Splitleaf clan rushes to defend their west entrance.

No combat has occurred.

~Turn 1 - Adventurer Phase~

Image

The adventurers press into the Splitleaf warcamp! One Dwarf makes a beeline for the teller!

COMBAT!

Code: Select all

Dwarf attacks -- 66% hit chance -- 53 a hit!
Tames-a-Dragon takes 9 points of physical damage!
Tames-a-Dragon retaliates -- 99% hit chance -- 02 a hit!
Dwarf takes 9 points of magical damage!
The second Dwarf attacks Chief Chief!

COMBAT!

Code: Select all

Dwarf attacks -- 68% hit chance -- 34 a hit!
Chief's Minion takes 2 points of physical damage!
Chief's Minion retaliates -- 87% hit chance -- 08 a hit!
Dwarf takes 8 points of physical damage!
The humans and the elf advance.

Gil remains where he is.

Turn 2 - Goblin Phase Begins!

Enemy Units
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Player Goblins
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WhirdCheese
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by WhirdCheese » Thu Apr 18, 2013 7:36 pm

"Tames! Sorry, I ordered you the wrong way! Fall back and heal yourself! Brims and Holds keep the other four off our back while Stumbles and I take out these Dwarves!

Chief's moves to [5,3] before attacking the Dwarf who attacked Tames

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Jibjib
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by Jibjib » Fri Apr 19, 2013 2:19 am

Holds moves to (9,3) and attacks the adjacent adventurer
Psychosis is such an ugly word... I prefer Internalised Reality Warping.

"Theis, you can't touch my boobies, at least buy me dinner first!" ~Asks, 09/08/2014

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John
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by John » Fri Apr 19, 2013 4:10 am

With his 7 move, Brims backs down 2 squares and sidesteps right one square...lining himself up with the human adventurer JibJib is attacking, then leveling his lance and using 3 more move he charges up to the adventure screaming Run that ends in stabbing attack!!!!.

In summary, Brims ends up right one square and attacks :P. Thought to add some flavor though, and maybe try a charge.
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WhirdCheese
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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by WhirdCheese » Fri Apr 19, 2013 6:37 am

I've got two turns to clear the Dwarves and unless they both attack me my Con means I'm pretty safe until we fight mages.

So if stumbles wants to go help them I'll be fine.

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Re: The Splitleaf Clan (Turn-based Tactics!)

Post by ttwig » Fri Apr 19, 2013 8:28 am

I will move up 1 right 3 and up 2 and proceed to attack the dwarf

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