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Defeat the Boss! 2.0 Guide and Sign-Ups

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Enzap

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Welcome gamers, Defeat the Boss is back! But this time things are going to run a little different. Like the previous rendition, this game features multiple levels in which you will fight a series of enemies as a team until you defeat the Level Boss. This time, however, the bosses can fight back! This means you will have to employ more complex strategies than simply attacking it with whatever you can imagine.

This new version is inspired by RPGs such as Pokémon, Dungeons and Dragons, and Final Fantasy. Players will sign up and fight in a team of four. Each player can choose a class to play as, and each class has unique abilities, stats, and weapons. Every player will make their move, the Game Master will tally the damage dealt to the enemy, and then the enemy will have its turn to attack or use an ability. When the players beat all enemies in a level, they will level up, gaining access to new abilities and weapons. If a player is defeated, they will be subbed out with a new player after the current fight is over and be added to the bottom of the waiting list.

Use this thread to sign up and I will add your name to the list. The game will begin in a new thread when I have four players, but this thread will stay up and people can continue to sign up as they wish, ask questions, or use this thread as a reference.

NOTE: I know the terms and mechanics sections of this section is long, but as I state in the rules you won't need to be an expert to play and you will very likely pick it up quickly. Even though there's a lot that goes into the game, it will essentially boil down to you just keeping track of what your options are per turn (and I will have a list in the Available Characters section here) and making at least one post every turn. I encourage active discussion and strategy, but I believe that will come naturally as each player adjusts to the game format.

Rules
  1. All global and local forum rules apply.
  2. Be a good sport. This means cooperating with teammates, negotiating strategies, and not being a sore loser if your character is defeated.
  3. Communicate. If a teammate or the GM tries to contact you, please respond if you are able to. It will make things run much more smoothly. If you have not responded for two consecutive turns (approximately 96 hours) and did not contact the Game Master about it, you will be disqualified and replaced by the next waiting player.
    • On a similar note, whenever you are declaring an action, please BOLD the action to confirm to the Game Master that this is your move.
  4. Read the Terms and Mechanics Section. You won't need to know every single facet of how the game works at all times, but it would help everyone involved if you had a general sense of the terms and rules going in. The first level will play like a tutorial round, so if you don't understand perfectly that's fine, you'll likely pick up on the rules quickly. If you're not sure about something while playing, check the guide, then ask me if you can't find what you're looking for.
  5. Keep Up With Your Own Character. The GM will know your character's stats and abilities of course, but it is not their job to remind you of everything your character can do, so please keep track of your character's stats, abilities, weapons, and any statuses inflicted on them. This can help the GM and yourself as well in case they make a mistake during the enemy turn.
  6. Contribute to the Win Condition. Even if you don't feel like it would make a difference, every player should, if able, act in a way that contributes to the win condition of the level each turn. This is mostly because you're not 100% sure what the result of each action will be, and all actions are treated as occurring simultaneously so it doesn't really make sense to not act when the enemy still has health. An exception to this rule would be if you have no actions available that would be beneficial.

Terms and Mechanics
GM
  • The Game Master, this is the user who updates the thread regularly. This will normally be the thread starter but in some cases someone else may take over the position temporarily.
Enemies
  • Enemies are the fighters that the players will be battling against. There is often just a single enemy to fight, but sometimes multiple enemies may attack at once. Defeating each round of enemies in a level allows you to fight the Level Boss, who is much stronger than any of the previous enemies the players have faced. Defeating a Level Boss allows the players to level up, and there may be other rewards thrown in as well.
Action
  • Generally speaking, this is an attack or ability used during the respective fighter's turn. Actions are how the player contributes to a fight. Each player gets 1 action per turn, unless other specified by the action's text.
  • Sample of actions that are possible during any turn (unless otherwise noted): Attacks, Abilities, Give Weapon/Item
  • Another action you can use during any turn is "Throw ____." Like in this game's predecessors, you can throw anything (and I mean anything) at any time, and this action will always inflict 1 damage on a defenseless target.
  • Just ask if you would like to perform a specific action but you are not sure if you are mechanically able to
Player's Turn
  • This is the designated time for the players to use their various actions. The order of attack doesn't matter, all abilities and attacks are considered to be simultaneous actions. This means that if one player is buffing another player's attack power this turn, it doesn't matter which player takes their action first, they are all taken into account at the end of the turn.
  • While you are allowed to act independently without consulting your teammates, it may be in your best interest to strategize with them and plan exactly who is taking what actions and how you can all get the most out of each turn.
  • The player's turn lasts 48 hours or until every player has taken an action (or abstained from acting). Any player who does not act within 48 hours without contacting me about it will have their action skipped.
Enemy's Turn
  • This is when the enemy/enemies can take their actions. It works just like the player's turn in how the net effects are determined.
  • The enemy's turn begins as soon as the player's turn resolves. After the enemy's turn is over, the player's turn begins and the players have 48 hours to act.
  • A full turn cycle starts with the player's turn and ends with the enemy's turn. Some abilities may specify "this turn" but refer to the enemy's turn as well. If you're not sure if this is the case, please ask!
  • An entire turn occurs in the following phases:
    • Beginning of Player's Turn
    • Player's Turn (players make their actions here)
    • End of Player's Turn
    • Beginning of Enemy's Turn
    • Enemy's Turn (enemies make their actions here)
    • End of Enemy's Turn
Stats
  • These are properties shared by all fighters. Stats act as modifiers for interactions between fighters, typically when a fighter attacks. Every stat except HP is begins at 0, but through level progression and in-game modifiers this number fluctuates, either positively or negatively.
  • Each level, the player earns one stat point that they can add to either Atk, Def, Aim, or Ddg and may also gain innate stat points based on their character class. Each player gains 5 HP upon leveling up as well.
  • HP
    • Short for Health Points. This is the total amount of health a fighter has, and that number is reduced when damaged by attacks or abilities. HP can also be healed through various means. Max HP cannot be increased through healing or level progression outside of the typical 5 all characters receive at each level.
  • Atk
    • Short for Attack. Atk determines how strong a fighter's attacks are. A fighter's Atk modifier is added to damage when they successfully hit an opponent with an attack.
  • Def
    • Short for Defense. Def determines how resistant a fighter is to opponent attacks. A fighter's Def modifier is subtracted from damage when they are successfully hit by an opponent's attack. There are two types of Def: Magic and Non-Magic. These two types stack together, but interact with certain attacks and abilities in different ways.
  • Aim
    • Exactly what it sounds like. Aim determines how well a fighter can hit the opponent with their attacks. A fighter's Aim modifier is added to their attack roll and helps determine if an attack is successful.
  • Ddg
    • Short for Dodge. Dodge determines how well a fighter can avoid enemy attacks. A fighter's Ddg modifier is subtracted from attacking enemy's attack roll.
  • Crit
    • Short for Critical Hit. Crit determines how consistently a fighter can score critical hits with their attacks. This modifier is subtracted from 20 to calculate the critical hit range of an attack.
    • NOTE: this stat cannot be increased through level progression unless granted as a class feature
Attack
  • One of the basic actions in the game. This is how the fighters deal damage to each other. Player characters deal damage using Weapons and apply the damage and modifiers of the chosen weapon. As seen above, both the defender and the attacker's stats come into play during an attack. When declaring an attack, please use the formula below, or write your attack declaration in a way that clearly indicates your intention (e.g. "I want to whack Enemy #1 with my Big Sword")
    • Declaring an Attack: Attack ___ with ____
  • When a player declares an attack, the GM will roll a 20 sided die to determine if it hits. the attack roll is influenced by the attacker's Aim and the defender's Ddg.
    • Rolling a 1 is considered a miss.
    • Rolling a 20 (before modifiers) results in a critical hit, which doubles the net damage dealt by an attack before effects are taken into account. If a player has a Crit modifier, that number is subtracted from 20, and any roll that is that number or higher is treated as a critical hit.
  • Attacks can be either direct or indirect, as specified by the attack description or weapon used to attack with. These properties do not typically affect damage dealt but may interact with different abilities in different ways.
Weapons
  • These are the tools by which player attacks. Typically their primary function is to deal damage, but they may gain various effects or influence the battle in other ways through their unique properties
  • Players may take a turn to give a weapon they currently have in their possession to an ally listed in the Classes section of that weapon's description. This does not apply to most unarmed weapons or spells.
  • Damage
    • This is how much HP a weapon can deal per attack. This is altered by the Atk modifier of the attacking character and the Def modifier of the defending character
  • Accuracy
    • This number is added to an attack roll to determine if an attack successfully hits.
  • Direct/Indirect
    • All weapons specify whether they deal direct or indirect damage
  • Properties
    • This section entails any of the weapon's abilities not covered by the other sections. Properties are what make individual weapons special and often are the source of their true power.
  • Classes
    • This section lists all of the classes capable of attacking with this weapon
Abilities
  • Abilities are unique characteristics of fighters that they can use to heal, alter their stats, assist allies, or otherwise influence the game.
  • Some abilities are labeled as "passive." This means that the ability is always in play and the player does not need to take a turn to use it. Other abilities typically take a turn to use unless otherwise specified.
  • Some abilities "target" a specific fighter. This property may have interactions with other abilities. If you are not sure if an ability targets or not, please ask the GM.
Class
  • When joining the game, each player chooses a Class to play as. Each class can only be selected once on a team. Each class has access to different weapons, abilities, and innate stat modifiers. Each time a player levels up, their class gains access to new weapons and/or abilities or gains improvements on old ones. Additionally, most class receive at least one bonus stat point that they can add to the stat of their choice (of those listed under the Stats section of this guide). New classes become available to choose from at each level as well, and any player may switch to a different available class after defeating a Level. The list of classes players can choose from is listed in the Available Classes section.

Available Classes
Fighter
Stats
  • Atk +2
  • Def +1
Abiliites:
  • Counter: If targeted by an enemy’s direct attack, that enemy take 6 damage (ignoring defense) after the attack or resolves. This damage is dealt even if the attacker misses.
  • Sharpen Blade: the player prepares their weapons, granting +3 Atk during the player’s next attack, and attacks next turn ignore +1 non-magic Def.
Weapons:
  • Basic Sword
    • Damage: 4
    • Accuracy: -1
    • Direct
    • Classes: Fighter, Tank
  • Broadsword
    • Damage: 5
    • Accuracy: -2
    • Direct
    • Classes: Fighter
  • Basic Spear
    • Damage: 4
    • Accuracy: -1
    • Direct OR Indirect (direct unless thrown)
    • Classes: Fighter, Tank
  • Greatsword
    • Damage: 6
    • Accuracy: -3
    • Direct
    • Class: Fighter
Tank
Stats
  • Def +2
  • Atk +1
Abilities:
  • Raise Shield: target yourself or one ally, during the enemy's next turn, that ally gains +2 Def and are immune to enemy abilities targeting them.
  • Battle Cry: target 1 enemy, if that enemy attacks it must target the user of this ability
Weapons:
  • Basic Mace
    • Damage: 3
    • Accuracy: -2
    • Direct
    • Classes: Tank, Fighter
  • Heavy Mace
    • Damage: 4
    • Accuracy: -2
    • Direct
    • Properties: ignores +1 non-magic Def
    • Classes: Tank
  • Basic Spear
    • Damage: 4
    • Accuracy: -1
    • Direct OR Indirect (direct unless thrown)
    • Classes: Fighter, Tank
  • Handaxe
    • Damage: 5
    • Accuracy: -3
    • Direct
    • Classes: Tank
Archer
Stats
  • Aim +2
  • Crit +1
Abilities:
  • Hyper Focus: This turn, take -2 to Ddg. Next turn, receive +2 Crit and +3 Aim.
  • Rapid Fire: when firing an arrow, the player can attack twice consecutively with the same type of arrow. Roll to hit for each attack. Halve the damage of each attack. The player can target different enemies with each attack. The player must specify the number of attacks during their turn.
Weapons:
  • Basic Arrows
    • Damage: 3
    • Accuracy: -1
    • Indirect
    • Classes: Archer
  • Weighted Arrows
    • Damage: 4
    • Accuracy: -2
    • Indirect
    • Classes: Archer
  • Barbed Arrows
    • Damage: 3
    • Accuracy: -2
    • Indirect
    • Properties: successful critical hit deals x3 damage and inflicts -1 Ddg on target for the rest of the fight. This effect can stack with itself.
    • Classes: Archer
  • Burning Arrows
    • Damage: 4
    • Accuracy: -3
    • Indirect
    • Properties: If the player successfully hits with this weapon the target is burned. The target takes 2 damage at the end of their next turn. This effect can stack with itself
    • Classes: Archer
Rogue
Stats
  • Ddg +2
  • Crit +2
Abilities:
  • Hide: Hide from enemy sight, enemies have 50% chance of failing with attacks and abilities that target user while hidden. Cancelled when the user attacks, is spotted by an enemy, or is targeted by an ally. Attacking while hidden grants +2 Crit to that attack
  • Multi-Throw: when attacking with an indirect weapon, the player can now attack twice consecutively. Roll to hit for each attack. Each attack must target the same enemy. The attacker must specify the number of attacks during their turn.
Weapons:
  • Basic Dagger
    • Damage: 2
    • Accuracy: +0
    • Direct
    • Classes: Rogue
  • Throwing Knife
    • Damage: 3
    • Accuracy: -2
    • Indirect
    • Classes: Rogue
  • Poison Dagger
    • Damage: 2
    • Accuracy: +0
    • Direct
    • Properties: successful crit leaves enemy poisoned, causing them to take 2 damage after each of their turns for the remainder of the fight. This effect does not stack with itself.
    • Classes: Rogue
  • Throwing Star
    • Damage: 2
    • Accuracy: -1
    • Indirect
    • Properties: +1 crit on attack. If attacking the same target consecutively with this weapon using Multi-Throw, each attack gains +1 Accuracy.
    • Classes: Rogue
Blue Mage
Abilities
  • Self Healing: Restore 1 HP at the end of every turn. (passive)
  • Spell of Healing: Restores 4 HP to the target
  • Spell of Agility: +4 ally's Ddg this turn
  • Spell of Guidance: +4 ally's Aim this turn
  • Spell of Luck: +2 ally's Crit this turn
Weapons
  • Magic Fist
    • Damage: 1 x level
    • Accuracy: -2
    • Direct
Yellow Mage
Abilities
  • Magical Suppression: an enemy targeting the user with an ability has a 50% chance of failure (passive)
  • Spell of Weakening: -2 target’s Def this turn (reduce magical defense first)
  • Spell of Enfeeblement: -2 target’s Atk and Ddg this turn
  • Spell of Disorientation: -2 target’s Aim and Crit this turn
Weapons
  • Magic Fist
    • Damage: 1 x level
    • Accuracy: -2
    • Direct

Boss Shop
Health Potion
  • Effect: Restores +5 HP
  • Price: 5 BB
Attack Potion
  • Effect: +2 Attack next turn
  • Price: 5 BB
Dodge Potion
  • Effect: +4 Ddg this turn
  • Price: 5 BB
Aim Potion
  • Effect: +4 Aim next turn
  • Price: 5 BB
Basic Armor
  • Effect: +3 Bonus HP, +1 Def until destroyed
  • Price: 5 BB
Better Health Potion
  • Effect: Restores +10 HP
  • Price: 10 BB

Levels:
Please let me know if you have any questions at all! And GLHF.

Players:
1. Kazekage (Archer)
2. Elementar (Fighter)
3. jackatlasred (Tank)
4. Yours Truly (Blue Mage)

Wait List:
  1. AussieEevee
  2. Caps-kun
  3. Zexy-chan
  4. ME
  5. CheffOfGames
  6. returnofMCH
  7. Lone_Garurumon
  8. Pika_pika42
  9. Rainsquid
 
Last edited:
  • Thread starter
  • Staff
  • #4
Gotcha.

Should mention while its fine to sign up as a class, classes will be up for negotiation if someone really wants a role. Also after the first 4 sign-ups, the next will have to take whatever is available. But don't worry, more classes will be added as you progress
 
Gotcha.

Should mention while its fine to sign up as a class, classes will be up for negotiation if someone really wants a role. Also after the first 4 sign-ups, the next will have to take whatever is available. But don't worry, more classes will be added as you progress

That's fine. If someone wants my role, they can have it. I'll be whatever's left.
 
  • Thread starter
  • Staff
  • #8
Awesome!

I will likely get this started up tomorrow now that I have the base number I need. Anyone else who wants to is free to still sign up, but you will have to wait until one player leaves or dies before being added
 
Actually just thought of a question: When a player dies do they keep their own stats/weapons so they come in later in the same state they left, or do those stats/weapons transfer to the player who takes their place?
Stats and weapons listed on the class list are tied to that class, so any weapon listed under a class's "Weapons" list will be gainer by the next player. Whenever a player joins they will be able to add additional stats after level 1, but I will explain that more in depth later. I may also implement a sort of veteren system to reward returning players later

This may make more sense once you see how leveling works
 
Adding you to the list.

If you have a preferred class you can switch around with people when you come in.
 
*Is disapointed by the lack of any magic uses or healers in the class list*

...Eh, I guess I'll be in regardless. Oh, and I'd prefer to be a Tank, but I guess I'll take up the mantle of whoever dies when it's my turn to come in or something.
 
*Is disapointed by the lack of any magic uses or healers in the class list*

...Eh, I guess I'll be in regardless. Oh, and I'd prefer to be a Tank, but I guess I'll take up the mantle of whoever dies when it's my turn to come in or something.
Adding you

As I said, there are more classes to come, don't worry ;)
 
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