A Crafty Crusade/Battle System

The following is a guide going into further detail about A Crafty Crusade's unique battle system, which borrows certain aspects from other games while also attempting to try new concepts.
== Tactics ==
Like many other RPGS and games in general, one of the most essential parts for the majority of the game is, for it is the most common method when encountering enemies. However, in this game, attacking is one of many types of strategies a unit can use in battle called Tactics. The other types include Support, Motion, Projectile, Social, and Transform, some that can even be used outside of battle. Two of the most shared tactics among units are Jabbing and Dodging, and aren't often considered "actual tactics" due to their minimal requirement of strategy nor stamina.
Support Tactics are self-explanatory; they heal one's and their allies' HP and/or SP. Motion Tactics are boosts and are useful moves to use even outside of battle. Projectile Tactics are like attacking in that they often deal damage to the opponent, except they send out an certain item with a certain distance and way of attacking. Social Tactics are simple interactions and gestures towards others in the battlefield, each reaction differing based on the unit's nature and the type of tactic used. Finally, as their name suggest, Transform tactics usually transform the user into a more powerful version of oneself.
== Battle Skills ==
In general, skills are certain aspects of the player's avatar and their development. For skills used in battle, however, they act more like basic attributes in your typical Role-playing game. There are current seven battle skills, all of which will be described in further detail below:
*Vitality: a unit's health stat. It measures how much hitpoints one can take before fainting. 
*Power: a unit's physical attack stat. It measures how much damage one can deal on an opponent.
*Defense: a unit's protection stat. It measures how much damage from an attack one can withstand.
*Dexterity: a unit's speed stat. It measures how agile one is in terms of movement, as well as timing of certain tactics.
*Range: a unit's distance stat. It measures how far one's attacks can go on average.
*Charisma: a unit's social stat. It measures one's interactions with the other units in the arena.
*Wits: a unit's intellect stat. It measures one's ability to make clever strategies to gain an advantage against their opponents.
== Units and Fighter Types ==
Units are any type of being in an or viewing the arena. There are three groups of units, two of which are most often seen in a battle: Heroes, Opponents, and Audience. Heroes are the side that the player controls, while the opponents are the side they fight off against. Audience units are slightly more complicated, as they are usually NPCs that only tend to view the battle unless provoked or forced to fight by the circumstances. A general audience may root for another side than the other based on their performance, similar to Paper Mario.
Units can also be sort into certain character classes known as Fighter Types. There are eight types of these classes: Adaptive, Tank, Warden, Hasty, Distance, Cocky, Intellect, and Support. Each of them specialize in a certain battle skill and different strategies in battle (which the exception of the Adaptive type). 
*Adaptive: Unlike the others, they don't specialize in a specific skill.
*Tank: Specializes in the POW stat.
*Warden: Specializes in the DEF stat.
*Hasty: Specializes in the DEX stat.
*Distance: Specializes in the RAG stat.
*Cocky: Specializes in the ACT stat.
*Intellect: Specializes in the WIT stat.
*Supportive: Specializes in the HP stat.
== Ailments ==
Ailments are certain status effects caused by tactics, environment, or other methods. For balancing purposes, only two ailments can be held by a single unit at once. Some ailments can be cured using tactics, items, or even attracting other ailments. Some are temporary and only last for a few minutes, while others last for an entire battle or until a certain event occurs. 
Ailment 	Effect 	Symptoms
Buffed 	Increases POW by 4. 	
*None
Petite 	Decreases POW by 4. 	
*None
Forcefield	Increases DEF by 4, but decreases RAG. 	
*Shield around Unit
Scorching 	Occasionally decreases HP by 8, but also causes the effect to those they touch.	
*Flames around Unit
Category:Battle Systems
Category:Gameplay
Category:Game Mechanics
Category:Concepts
Category:A Crafty Crusade