Working with friends on a Beyblade DnD

Its as the title says.
For all who aren't familiar the DnD is dungeons and dragon, a Tabletop RPG you play with friends.
Me and friends have actually been slowly working on it since this past summer. 
Right now were focusing on the plastic/metal generation. 
(We want to have a basic understanding before we get to anything Burst related)

The goal is to enjoy the over the top world of Beyblade.

I'll be update posting what we have so far here. Again its a very slow process so keep that in mind.

I'll Also put all in info in a google doc in the future.



(These are always subject to change)
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Battles & Launching



Launch rolls are used to determine initiative. In order to launch you roll 1d20 and add your character’s proficiency modifier. Using the table below your character’s launch will go as follows:


Launch Roll
Result
1-5
Unit fails to launch
6-10
Unit has a slow launch
11-15
Unit has a good launch
16-20+
Unit has a great/spectacular launch


Additional Roll Results:
Nat 1 Launch: Lowers AC by 5, first attack roll has disadvantage
Nat 20 Launch: Increases AC by 5, first attack roll has advantage 


2-5 Launches: Lowers AC by 2
19 Launch: Increases AC by 2


Battle
Players take turns attacking each other in order to win Battles. Each battle consists of three rounds where Beyblade units compete to defeat the opposing unit. Rounds can be won in several ways, described in more detail below:


Survivor. Beyblade unit has stopped spinning
Ring Out. Beyblade unit has hit 0 HP.
Draw. Both Beyblade units have stopped spinning and cannot continue to fight each other. This happens if both players lose in back to back turns. 


HP Stat is unit stamina once it hits 0 round ends.


Basic Skills
Attack has Rush Launch (add a D4 in damage if they hit)
Defense has Shield Crash 
Stamina will have Tornado Wall 
Balance has Counter Break which gives them an attack if the opponent misses







Character Creation



Using the following you will create your character, roll for your stats and create your starting beyblade unit(s). Characters start off at level one unless otherwise specified by the DM. Progression past level one is also detailed within this section.


Stats:
Rather than rolling for the six main stats, a point buy system is used. Stats help determine what a character is good at, what skills they can use and more. Each individual Stat is explained below, as is the point buy process.


Strength.
Dexterity.
Constitution.
Intelligence.
Wisdom.
Charisma.


Saving Throws:
All characters have these saving throws, if the character is proficient in both base skills
Will = Charisma Modifier + Intelligence Modifier
Fortitude = Strength Modifier + Constitution Modifier
Reflexes = Dexterity Modifier + Wisdom Modifier

Skills:

Acrobatics.

Maintenance.

Deception.

Intimidation.

Perception.

Insight.

Stealth.

Sleight of Hand.

Performance.

Persuasion.
Sounds interesting. How does obtaining a bey work? Follow up question, can players customize they're bey and add gimmicks? Assuming that the beys you choose or from the series and not fanmade, is there a banlist for overpowered beys?
How does obtaining a bey work?

You can make the story of how you obtain your Bey (or gradually obtain depending on the story you want to make), or you can ask the *DM to come up with something for you.

Follow up question, can players customize they're bey and add gimmicks?
Depends on the *DM. If it was me, I'd say yeah. But gradually or in certain events.
(If your creative enough, you can do a fanmade or series beys.)

For overpowered that is also at the decision of the *DM. From my experience the *DM would usually nerf the OP weapon until later when that person levels up.

*DM= Dungeon Master


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Got and update.


Beyblade Unit



Each character starts off with one Beyblade unit that they can customize and level up as they progress. Starting units and building onto your unit further is detailed below.*


Starting Beyblade Units:
The Starter version of each Beyblade unit type.


Basic Attack: 
Stamina: [] - HP 12
Defense: [] [ - AC 12
Attack: [] [] [ - D6
 
Basic Defense:
Stamina: [] [ - HP 14
Defense: [] [] [ - AC 14
Attack: [] - D4


Basic Stamina: 
Stamina: [] [] [ - HP 18
Defense: [] AC 11
Attack: [] [ - D4


Basic Balance:
Stamina: [] [] - HP 16/16
Defense: [] [] - AC 13
Attack: [] [] - D6



Beyblade Type:
Attack
D4
[ , [] or [] [
D6
[] [] or [] [] [
D8
[] [] [] or [] [] [] [
D10
[] [] [] [] [
D12
[] [] [] [] []


Defense:
AC 10
[
AC 11
[]
AC 12
[] [
AC 13
[] []
AC 14
[] [] [
AC 15
[] [] []
AC 16
[] [] [] [
AC 17
[] [] [] [
AC 18
[] [] [] [] 
AC 19
[] [] [] [] [
AC 20
[] [] [] [] []
Stamina:
HP 10
[
HP 12
[]
HP 14
[] [
HP 16
[] []
HP 18
[] [] [
HP 20
[] [] []
HP 22
[] [] [] [
HP 24
[] [] [] []
HP 26
[] [] [] [] [ 
HP 30
[] [] [] [] [] 
I like this idea a lot.

Regarding starting bey stats i think the attack value for stamina should be [] while it should be [][ for defense. Unless you have some specific balancing in mind, in real life defense beys tend to be the bumpier/more recoil blades when compared to stamina. otherwise this system is shaping up really well!


Excuse me while I ramble some ideas at you, feel free to ignore.

I feel like upgrading beys via individual parts could be a really fun way to add to the immersion. Granted this would take a ton of work balancing wise. It would best to keep the amount of parts small. probably like X or early burst with just 3 parts; Blade, Ratchet, Bit. You could then add gimmicks to parts and treat them like magic items basically. Each part would have its own [] stats that when combined make the total stats of the beyblade.

You could also include special launchers that can add modifiers to your launch rolls, though this idea may require a small rework to how launch rolls work in general.

Special moves and abilities could be added by having multiple parts from a specific type or set. IE Rush Launch comes from being on a flat bit, or shield crash could come from being on a wide bit with a defense blade.

Maybe if youre interested I could make a up a couple of simple stat sheets for some example parts. let me know! I DM my own DnD campaign and have created several stat blocks for monsters within my setting. Again, loving this idea.
(Nov. 03, 2024  10:56 PM)fabelavalon Wrote: I like this idea a lot.

Regarding starting bey stats i think the attack value for stamina should be [] while it should be [][ for defense. Unless you have some specific balancing in mind, in real life defense beys tend to be the bumpier/more recoil blades when compared to stamina. otherwise this system is shaping up really well!


Excuse me while I ramble some ideas at you, feel free to ignore.

I feel like upgrading beys via individual parts could be a really fun way to add to the immersion. Granted this would take a ton of work balancing wise. It would best to keep the amount of parts small. probably like X or early burst with just 3 parts; Blade, Ratchet, Bit. You could then add gimmicks to parts and treat them like magic items basically. Each part would have its own [] stats that when combined make the total stats of the beyblade.

You could also include special launchers that can add modifiers to your launch rolls, though this idea may require a small rework to how launch rolls work in general.

Special moves and abilities could be added by having multiple parts from a specific type or set. IE Rush Launch comes from being on a flat bit, or shield crash could come from being on a wide bit with a defense blade.

Maybe if youre interested I could make a up a couple of simple stat sheets for some example parts. let me know! I DM my own DnD campaign and have created several stat blocks for monsters within my setting. Again, loving this idea.

Bro I'ma let him cook this time