This is just an idea that I had and it might not be implemented in Vampire Hunt at all. Feel free to discuss and improve the system. Still under construction.
Action Points
Action Points (or AP for short) are required to use offensive actions. At the beginning of a party's turn all characters of that party will regenerate some AP (which is calculated by [STATS]+d20) unless that character is affected by a condition that does not allow him to have a turn (for example: stunned, frozen, incapacitated). Action Points CAN go below zero if an ability is used that requires more AP than a character currently has.
Action Points can be affected by spells or abilities. This means that they be negative when an AP draining ability is used. AP regeneration can be affected when an ability is used that affects the opponents AP regeneration by lowering it or casting a buff that increases an ally's regeneration. It is also possible to completely stop AP regeneration by applying conditions to an enemy that stop that character from having a turn.
The maximum amount of Action Points a character can have stored at any moment is 300 AP. In order to take an action during your turn you need at least 50 AP.
Cost of Actions
0 AP:
Wait. (Can only be used if you do not take an action during your turn. Transfers your turn to another character)
50 AP:
Using Items. (Consuming items such as potions or using items such as jewels or runes)
Switch Items. (Switching between two weapons or giving an item to a character)
Switch Position. (Switching position with another character)
Prepare. (Action required to use [Clash]. You prepare for an incoming attack, can be used for yourself or to cover. Does not transfer your turn to the next player)
75 AP:
Very weak Master spells and abilities.
100 AP:
Basic Attack.
Weaker Master spells and abilities.
150 AP:
Most Master spells and abilities fall under this category.
200 AP:
Very powerful Master spells and abilities. Some weaker Servant level spells and abilities.
250 to 800 AP:
Noble Phantasms or Servant level spells and abilities.
1000 AP:
EX-Rank ability, spell or Noble Phantasm.
Skill Points
Skill Points (or SP for short) are used to activate an ability or spell. During a party's turn all characters of that party will gain 1 SP, even when affected by a condition that would not allow them to regenerate AP. A maximum of 5 SP can be stored. Every ability or spell will have a SP cost associated to it in addition to an AP cost.
Example:
Excalibur [Rank A++ Noble Phantasm] 800 AP | 4 SP
Invisible Air [Rank C Noble Phantasm] 250 AP | 2 SP
Avalon [Rank EX Noble Phantasm] 1000 AP | 5 SP
Saber has 300 AP and 4 SP in total. During her turn she could either attack three times, use Invisible Air or use Invisible Air and attack once. Saber would be able to use Excalibur because she has enough SP available but her AP will be negative for several turns, not allowing her to take any offensive actions. If Saber uses all her AP during this turn she would have a lot less AP available for her next turn because she only regenerates 100+d20 AP every turn. It is important to decide how to spend your AP and SP in a battle.
Turns
In Vampire Hunt there will always be two parties fighting against each other, a player party and an enemy party. Turn order will not be individual like the current system. Instead all characters of a party will take actions. Once a party has taken all its actions the turn will be transferred over to the second party. The party that takes its actions second will gain one extra SP during its first turn. The party that has the first turn order will be decided by several factors (yet to be decided) but factors such as an ambush will always gain the first turn.
In a party (which has a limit of 9 characters for now) a maximum of 5 characters will be able to take an action. The characters that are able to take an action are decided by highest to lowest AP. Remember, you need at least 50 AP to take an action. This means that in some cases less than 5 players might be able to take an action. It is possible to transfer your action turn to another character by using [Wait] if no action is taken.
Defending
Defending will be very similar to the current form of defending, that means, that defending against an attack will not be part of your turn. However, there will be some slight modifications.
[Evade] will not consume any AP nor any SP unless an ability or spell is used.
[Defend] will not consume any AP nor any SP unless an ability or spell is used. Using a defensive piece of equipment (such as your weapon) will be free.
[Clash] will always consume AP and SP as it is the most powerful option to defend against an attack. In order to use [Clash] you will need to use [Prepare] during your turn (more information about this action above). Because [Clash] now has hefty costs and requirements all current penalties for its use are removed.
Action Points
Action Points (or AP for short) are required to use offensive actions. At the beginning of a party's turn all characters of that party will regenerate some AP (which is calculated by [STATS]+d20) unless that character is affected by a condition that does not allow him to have a turn (for example: stunned, frozen, incapacitated). Action Points CAN go below zero if an ability is used that requires more AP than a character currently has.
Action Points can be affected by spells or abilities. This means that they be negative when an AP draining ability is used. AP regeneration can be affected when an ability is used that affects the opponents AP regeneration by lowering it or casting a buff that increases an ally's regeneration. It is also possible to completely stop AP regeneration by applying conditions to an enemy that stop that character from having a turn.
The maximum amount of Action Points a character can have stored at any moment is 300 AP. In order to take an action during your turn you need at least 50 AP.
Cost of Actions
0 AP:
Wait. (Can only be used if you do not take an action during your turn. Transfers your turn to another character)
50 AP:
Using Items. (Consuming items such as potions or using items such as jewels or runes)
Switch Items. (Switching between two weapons or giving an item to a character)
Switch Position. (Switching position with another character)
Prepare. (Action required to use [Clash]. You prepare for an incoming attack, can be used for yourself or to cover. Does not transfer your turn to the next player)
75 AP:
Very weak Master spells and abilities.
100 AP:
Basic Attack.
Weaker Master spells and abilities.
150 AP:
Most Master spells and abilities fall under this category.
200 AP:
Very powerful Master spells and abilities. Some weaker Servant level spells and abilities.
250 to 800 AP:
Noble Phantasms or Servant level spells and abilities.
1000 AP:
EX-Rank ability, spell or Noble Phantasm.
Skill Points
Skill Points (or SP for short) are used to activate an ability or spell. During a party's turn all characters of that party will gain 1 SP, even when affected by a condition that would not allow them to regenerate AP. A maximum of 5 SP can be stored. Every ability or spell will have a SP cost associated to it in addition to an AP cost.
Example:
Excalibur [Rank A++ Noble Phantasm] 800 AP | 4 SP
Invisible Air [Rank C Noble Phantasm] 250 AP | 2 SP
Avalon [Rank EX Noble Phantasm] 1000 AP | 5 SP
Saber has 300 AP and 4 SP in total. During her turn she could either attack three times, use Invisible Air or use Invisible Air and attack once. Saber would be able to use Excalibur because she has enough SP available but her AP will be negative for several turns, not allowing her to take any offensive actions. If Saber uses all her AP during this turn she would have a lot less AP available for her next turn because she only regenerates 100+d20 AP every turn. It is important to decide how to spend your AP and SP in a battle.
Turns
In Vampire Hunt there will always be two parties fighting against each other, a player party and an enemy party. Turn order will not be individual like the current system. Instead all characters of a party will take actions. Once a party has taken all its actions the turn will be transferred over to the second party. The party that takes its actions second will gain one extra SP during its first turn. The party that has the first turn order will be decided by several factors (yet to be decided) but factors such as an ambush will always gain the first turn.
In a party (which has a limit of 9 characters for now) a maximum of 5 characters will be able to take an action. The characters that are able to take an action are decided by highest to lowest AP. Remember, you need at least 50 AP to take an action. This means that in some cases less than 5 players might be able to take an action. It is possible to transfer your action turn to another character by using [Wait] if no action is taken.
Defending
Defending will be very similar to the current form of defending, that means, that defending against an attack will not be part of your turn. However, there will be some slight modifications.
[Evade] will not consume any AP nor any SP unless an ability or spell is used.
[Defend] will not consume any AP nor any SP unless an ability or spell is used. Using a defensive piece of equipment (such as your weapon) will be free.
[Clash] will always consume AP and SP as it is the most powerful option to defend against an attack. In order to use [Clash] you will need to use [Prepare] during your turn (more information about this action above). Because [Clash] now has hefty costs and requirements all current penalties for its use are removed.