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I would love help with original movement mechanics in an agility-based world.
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I am in the beginning stages of creating a homebrew campaign set in the world of Dying Light, a parkour/zombie game by Techland where the main objectives revolve around fast movement, reactiveness, and enthusiasm for gory melee action. This 3D real-time first-person gameplay is very difficult (yet absurdly fun) to adapt into turn-based RPG mechanics. Here is what I have so far. Scroll down the doc for older edits. As a viewer of the document, you are able to leave suggestions / comments in direct response to whatever you like.

I welcome any and all feedback, constructive criticism, and brainstorming. Thank you for your time.

EDIT: I should make it clear the doc above is vague about what "Breath" actually is, as I never stated it clearly. Breath is my homebrew stat I'm using to measure the difficulty of most physical movement within the parkour-friendly cityscape. It regenerates to its maximum every turn, but you have only that much to spend until your next turn. It's difficult knowing where to begin explaining these seemingly complex systems.

EDIT 2: maybe, instead of downvoting, y’all could leave a respectful comment telling me what conflicts you have with the system, or what you’d change. Thanks.

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4 years ago