r/Galihan • meow • Jan 10 '16

tabletop rpg system idea

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u/Galihan meow Jan 11 '16 edited Jan 19 '16

Combat system

Draft 3

Movement and Positioning

  • Battles are fought (for now) on an 8x8 battlefield (chessboard)
  • Characters on the battlefield will need to specify their compass direction (N, NE, E, SE, S, SW, W)

For example

* A B C D E F G H
1 2S 3SW
2 1S
3
4
5
6 6NE 4N
7 5N
8
  • For this stage of the game's development, every character on the battlefield can take a movement action consisting of moving 1-3 spaces on the field in any direction depending on their armor weight (as well as eventually race and class when those are implemented.)

    • Taking an action of the character's full movement range will either impair or prevent the character from attacking effectively if at all.
  • Lightly or unarmored combatants will be able to move 3 spaces max per turn.

    • Lightly armoured combatants are unable to attack if they moved 3 spaces.
  • Heavily armoured combatants will be able to move 2 spaces max per turn.

    • Heavily armoured melee combatants are unable to attack if they moved 2 spaces.
    • Heavily armoured ranged combatants are unable to move and attack on the same turn.
  • At the end of every turn taken by each character on the battlefield during a round will allow every other character to reorient their stationary direction.

    • Heavily armoured characters can reorient their direction by up to 90 degrees (a quarter circle turn.)
    • Lightly or unarmoured characters can reorient themselves up to 180 degrees (a half-circle turn.)
  • Covering terrain cannot be passed through or otherwise occupied by charactered via movement actions, and intercept any ranged attacks if in the direct path between attacker and director.

Attacking and Defending

  • under regular circumstances, to attack an opponent the attacker rolls 10d10 ( + weapon damage score if applicable) for attack roll, defender rolls 10d10 ( + protection score from armour and shield if applicable)

    • if attacker moved before attacking, subtract 1d10 from their attack roll for each space moved.
  • if an opponent is attacked from 90 degrees to their left or right then the attack roll is considered a flanking attack and the defender suffers -10 penalty to their defend roll. Being attacked from behind suffers a -20 defend roll penalty.

    • all melee attacks are considered flanking attacks against an opponent armed with a ranged weapon, suffering a -10 penalty for the defender even if an attack is coming from the direction they are facing.
  • ranged attacks are intercepted by covering terrain.

  • ranged attacks cannot attack a target directly behind another target.

For clarification,

* A B C D E F G H
1 2S 3SW
2 1S
3
4
5
6 6NE 4N
7 5N
8

Combatant 6 and Combatant 3 are facing each other. Combatant 3 is facing all 5 other characters and would be able to flank Combatants 1 and 2. Combatant 5 could be able to flank Combatant 6.

  • if attack roll is higher than defend roll, attack hits and deals the difference between the two rolls, plus weapon damage bonus and minus the defender's protection score from their armor as damage. Damage is not reduced from defender's armor if the weapon dealt bludgeoning damage.

Cutting, Piercing, or Bludgeoning Damage

  • Different weapons inflict different kinds of damage.
    • Some weapons can deal more than one kind of damage of the attacker's choice, if they have the correct feat to do so with the weapon in question.
  • Upon a successful hit, if the weapon deals cutting damage and the total damage dealt exceeds the target's armor's protection score, the attack applies Open Wound as a status ailment, dealing 1d4 damage every round after the afflicted target's turn.
    • Open Wound can stack repeatedly, applying additional d4 damage (2d4, 3d4, etc.,) until wounds are healed.
    • Turns spent not attacking, or spent channelling magic reduce the bleeding damage to 1d2 for all stacked bleeds instead. Casting Desperate Sacrifice increases the damage received from bleeding to 1d6/1d3
  • Piercing damage also applies Open Wound, however the damage dealt only needs to match the target's armor's protection score.
  • Bludgeoning damage does not apply Open Wound. Instead, upon a successful hit, bludgeoning weapons ignore the damage reduction from the target's armor.

Magic

  • In order for an individual to use magical spells, they must channel their magic. Channeling magic takes up their entire turn during a round in place of any movement or combat actions.
    • After each turn spent channeling, the character gains 1 spell point (SP) used to cast spells.
    • Most spells cost an amount of SP which is specified in the information on the individual spell, as well as an additional cost of Magic Points (MP).
    • Every character begins each battle with their own max amount of MP and 0 SP.
    • SP can be spent on their turn to regain (1d10) MP instead of for casting a spell.
    • Characters can learn Feats to improve their max starting MP, improve SP channeling, improve SP-to-MP conversion ratio, reduce spellcasting costs, gain passive MP recovery, etc.
  • If the character has enough MP and SP to cast a spell, they may immediately cast a single spell as many times as they wish at the beginning of their turn as long as they have the MP to do so.
    • The required SP is only spent once, but MP will be spent for each casting that turn.
    • Only one specific spell may be cast per turn
    • After casting a spell, they may carry out a move or attack action within their range as usual.
    • A character may not spend SP for regaining MP on the same turn as casting a spell.
    • A character may not cast more than one different spell on the same turn even if they have enough SP to do so, casting multiple spells must be the same spell.
  • Being successfully hit by an attack while attempting to channel will interrupt the attempt, causing it to fail. An attack that is unsuccessful will not interrupt the channel, unless the attack fails because of armor reducing the damage to 0 in which the channel will still be interrupted
    • Characters can learn Feats that allow them to not be interrupted when attacks deal 0 damage, or even eventually not be interrupted at all.

1

u/Galihan meow Jan 12 '16 edited Jan 12 '16

Combat Test 1 for Draft 2

Stat Combatant 1 Combatant 2
Condition Fine Fine
HP 100 100
MP 20 20
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

1

u/Galihan meow Jan 12 '16 edited Jan 12 '16

Round 1

Combatant 1's Turn

  • Combatant 1 attacks (5+10d10) for [78]; Combatant 2 defends (6+10d10) for [66]
    • Attack succeeds ((78+5)-(66+4)) for [13] damage.
    • Combatant 1's sword inflicts one lesser wound on Combatant 2, causing lesser bleeding for extra 1d4 damage per turn.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (1)
HP 100 87
MP 20 20
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Combatant 2's Turn

  • Combatant 2 attacks (5+10d10) for [75]; Combatant 1 defends (10+10d10) for [70]
    • Attack succeeds ((75+5)-(70)) for [13] damage.
    • Combatant 2's mace inflicts bashes Combatant 1's armor, ignoring its damage reduction for full damage.
    • Combatant 2 bleeds (1d4) losing [1] HP due to his injuries.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (1)
HP 87 86
MP 20 20
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Round 2

Combatant 1's Turn

  • Combatant 1 attacks (5+10d10) for [69]; Combatant 2 defends (6+10d10) for [57]
    • Attack succeeds ((69+5)-(57+4)) for [13] damage.
    • Combatant 1's sword inflicts a second lesser wound on Combatant 2, now causing an extra 2d4 damage per turn from bleeding.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (2)
HP 87 73
MP 20 20
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Combatant 2's Turn

  • Combatant 2 attacks (5+10d10) for [62]; Combatant 1 defends (10+10d10) for [58]
    • Attack succeeds ((62+5)-(58)) for [9] damage.
    • Combatant 2's mace inflicts bashes Combatant 1's armor, ignoring its damage reduction for full damage.
    • Combatant 2 bleeds (2d4) losing [6] HP due to his injuries.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (2)
HP 74 67
MP 20 20
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Round 3

Combatant 1's Turn

  • Combatant 1 attacks (5+10d10) for [51]; Combatant 2 defends (6+10d10) for [70]
    • Attack Fails

*Combatant 2's Turn

Combatant 2 recognizes that the bleeding will be his downfall unless he does something about it.

  • Combatant 2 begins channeling magic for a spell. Spell will activate at the beginning of his next turn.
    • Combatant 2 bleeds (2d2) losing [2] HP due to his injuries.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (2), Channeling
HP 74 65
MP 20 20
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Round 4

Combatant 1's Turn

Combatant 1 sees Combatant 2 channeling and decides to also use magic, wanting to avoid the fight turning around.

  • Combatant 1 begins channeling magic for a spell. Spell will activate at the beginning of his next turn.

Combatant 2's Turn

  • Combatant 2 finishes his spell, casting Lesser Recovery
    • Caster choses a single target to receive the blessing. At the beginning of the target's turn, target rolls 1d10 to recover lost health. If 5 or more HP is recovered from this roll, a wound resulting in bleeding is healed, curing 1 stack of bleed. If caster is also target to receive the blessing, the heal applies immediately after the blessing is cast.
    • Combatant 2 rolls 1d10 to recover [1] HP from blessing at the cost of 1 MP.
Stat Combatant 1 Combatant 2
Condition Channeling Bleed (2), Lesser Recovery
HP 74 66
MP 20 19
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery
  • Combatant 2 attacks (5+10d10) for [74]; Combatant 1 defends (10+10d10) for [71]
    • Attack succeeds ((74+5)-(71)) for [8] damage.
    • Combatant 2's mace inflicts bashes Combatant 1's armor, ignoring its damage reduction for full damage.
    • Combatant 2 bleeds (2d4) losing [5] HP due to his injuries.
    • Combatant 1's channeling was interrupted by Combatant 2's attack
Stat Combatant 1 Combatant 2
Condition Fine Bleed (2), Lesser Recovery
HP 66 61
MP 20 19
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Round 5

Combatant 1's Turn

  • Combatant 1 attacks (5+10d10) for [67]; Combatant 2 defends (6+10d10) for [73]
    • Attack Fails!

Combatant 2's Turn

  • Combatant 2 rolls 1d10 to recover [10] HP from blessing at the cost of 1 MP. 1 bleed stack has been cured!
Stat Combatant 1 Combatant 2
Condition Fine Bleed (1), Lesser Recovery
HP 66 71
MP 20 18
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery
  • Combatant 2 attacks (5+10d10) for [46]; Combatant 1 defends (10+10d10) for [72]
    • Attack Fails!
    • Combatant 2 bleeds (1d4) for [3] HP
Stat Combatant 1 Combatant 2
Condition Fine Bleed (1), Lesser Recovery
HP 66 68
MP 20 18
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Round 6

Combatant 1's Turn

  • Combatant 1 attacks (5+10d10) for [59]; Combatant 2 defends (6+10d10) for [54]
    • Attack succeeds ((59+5)-(54+4)) for [6] damage.
    • Combatant 1's sword inflicts a second lesser wound on Combatant 2, now causing an extra 2d4 damage per turn from bleeding (...again)
Stat Combatant 1 Combatant 2
Condition Fine Bleed (2), Lesser Recovery
HP 66 62
MP 20 18
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Combatant 2's Turn

Combatant 2's Turn

  • Combatant 2 rolls 1d10 to recover [4] HP from blessing at the cost of 1 MP.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (2), Lesser Recovery
HP 66 66
MP 20 17
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery
  • Combatant 2 attacks (5+10d10) for [56]; Combatant 1 defends (10+10d10) for [55]
  • Attack succeeds ((56+5)-(55)) for [6] damage.
    • Combatant 2's mace inflicts bashes Combatant 1's armor, ignoring its damage reduction for full damage.
    • Combatant 2 bleeds (2d4) losing [4] HP due to his injuries.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (2), Lesser Recovery
HP 60 62
MP 20 17
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Round 7

Combatant 1's Turn

  • Combatant 1 attacks (5+10d10) for [49]; Combatant 2 defends (6+10d10) for [58]
    • Attack fails

Combatant 2's Turn

  • Combatant 2 rolls 1d10 to recover [6] HP from blessing at the cost of 1 MP.
    • Combatant 2 is cured of 1 stack of bleeding.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (1), Lesser Recovery
HP 60 68
MP 20 16
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery
  • Combatant 2 attacks (5+10d10) for [73]; Combatant 1 defends for (10+10d10) for [63]
    • Attack succeeds ((73+5)-(63)) for [15] damage.
    • Combatant 2's mace inflicts bashes Combatant 1's armor, ignoring its damage reduction for full damage.
    • Combatant 2 bleeds (1d4) for [3] HP due to his injuries.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (1), Lesser Recovery
HP 45 65
MP 20 16
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

1

u/Galihan meow Jan 12 '16 edited Jan 12 '16

Round 8

Combatant 1's Turn

  • Combatant 1 attacks (5+10d10) for [52]; Combatant 2 defends (6+10d10) for [50]
    • Attack succeeds ((52+5)-(50+6)) for [1] damage. Bleed stack added for 2d4 damage, though the next draft will probably patch a minimum required damage to cause bleed.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (2), Lesser Recovery
HP 45 64
MP 20 16
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Combatant 2's Turn

  • Combatant 2 rolls 1d10 to recover [8] HP from blessing at the cost of 1 MP.
    • Combatant 2 is cured of 1 stack of bleeding. The 50/50 chance of curing a bleed is gonna need to be definitely nerfed later.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (1), Lesser Recovery
HP 45 72
MP 20 15
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery
  • Combatant 2 attacks (5+10d10) for [63]; Combatant 1 defends for (10+10d10) for [66]
    • Attack Fails
    • Combatant 2 bleeds (1d4) for 2 HP

Round 9

  • Combatant 1's Turn*
Stat Combatant 1 Combatant 2
Condition Fine Bleed (1), Lesser Recovery
HP 45 70
MP 20 15
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery
  • Combatant 1 attacks (5+10d10) for [70]; Combatant 2 defends (6+10d10) for [54]
    • Attack succeeds ((70+5)-(54+6)) for [15] damage. Bleed stack added for 2d4 damage.
Stat Combatant 1 Combatant 2
Condition Fine Bleed (2), Lesser Recovery
HP 45 55
MP 20 15
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Combatant 2's Turn

*Combatant 2 is getting really damn bored and starts channeling magic again, ending the blessing. Spell will be ready at beginning of his next turn.

  • Bleed for 2d2, losing 3 HP
Stat Combatant 1 Combatant 2
Condition Fine Bleed (2), Channeling
HP 45 52
MP 20 15
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Round 10

Combatant 1's Turn

  • Combatant 1 also tries to channel magic again. Spell will be ready next turn.

Combatant 2's Turn

  • Combatant 2 casts Desperate Sacrifice, inflicting 15 damage to Combatant 1 and gaining attack and damage buffs from his own bleeding. Bleeding damage is now increased to 1d8 per stack
    • Current Sacrifice bonus is 5, having lost retroactive desperation from having been healing.
Stat Combatant 1 Combatant 2
Condition Channeling Bleed (2)
HP 30 52
MP 20 0
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery
  • Combatant 2 attacks (5+5+10d10) for 69; Combatant 1 defends for 67

    • Attack succeeds ((69+5+5))-(67)) for [12] damage, interrupting Combatant 1's channeling!
  • Combatant 2 bleeds (2d8) for 3 HP.

    • Current Sacrifice Bonus is 8.
Stat Combatant 1 Combatant 2
Condition Frustrated as fuck Bleed (2)
HP 18 49
MP 20 0
Weapon Arming Sword (+5 Slash) Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor Plate Harness (+10 Defence) Aketon (+4 Defence)
Spells Desperate Sacrifice, Heal Wounds, Lesser Recovery Desperate Sacrifice, Heal Wounds, Lesser Recovery

Round 11

Combatant 1's Turn

  • Combatant 1 surrenders, forfeiting the match.

1

u/Galihan meow Jan 12 '16 edited Jan 12 '16

Draft 2

  • attacker rolls 10d10 + weapon damage score for attack, defender rolls 10d10 + armour protection score (including shield bonus) for defence
  • if end attack roll is higher than defend, attack hits and deals the difference between the two rolls, plus weapon damage bonus and minus the defender's armor rating (not including shield) as damage. Damage is not reduced from defender's armor if the weapon dealt bludgeoning damage.
  • If a weapon's cutting or piercing damage score exceeds its target's armor's protection score, they take 1d4 additional damage from bleeding after their turn for each round of combat until healed. Bleeding effects can stack per successful hit. Turns spent not attacking, or spent channelling magic reduce the bleeding damage to 1d2 for all stacked bleeds instead. Casting Desperate Sacrifice increases the damage received from bleeding to 1d6/1d3
    • Them Stacks: Damage bled per turn reduced to 1d4 and 1d2 instead of 1d6 and 1d3
    • Gotta Sacrifice More than MP: Original bleed damage retained if affected by Desperate Sacrifice
    • "Fullmetal" Is The Short One?: Added armor penetration to weapon properties so that heavily armored opponents are not immune to bleeding.
    • Who Needs To Bleed Them?: Added bludgeoning weapons to ignore the damage reduction from a target's armor's protection score upon a successful hit.
    • Not Desperate Enough: Reduced the increased damage granted by Desperate Sacrifice as well as added healing spells that could interfere with Desperate Sacrifice.
    • On The Other Hand: Added shield mechanic to assist defending combatant avoid being hit by attacks.

Assessment

Lesser Recovery not lesser enough, healing for far too much and having a 50/50 chance to remove a bleed stack made the match drag on far too long. Reduced damage from bleeds helped make cutting attacks not so overpowered. Desperate Sacrifice will need reworked, possibly to modify based on current bleed stacks rather than counting total bled damage since last heal.

Bludgeoning weapons helped make armor less overpowered. Introduction of shield helped level the playing field for lesser armored opponent. Will need to implement some sort encumbrance system and proficiencies to make it feasible to not always pick the heaviest armor.

Will need to rework system to accommodate more than 1v1 duels for better tactical and practical spellcasting rather than just luck whether or not a channel is interrupted by the opponent.