If you are going to pattern 4e, your number one complexity will come from overlapping benefits in the same category.
True, but I already solved that by creating functions that calculate those for me. 4e isn't the only one ruleset where some benefits overlap or stack depending on their effects category.
It was a lot of work making sure everything work well, but nothing too difficult or ground-breaking.
I was expecting people telling me the 4e interrupt system would be more of an issue to implement without overtly harming player experience but someone on the same previous /tg/ thread have an idea regarding it that I going to test out later on.
Keep in mind that by changing the diagonal rules, you are changing a huge number of interrelated systems. Everything from melee vs ranged to aoe effects, etc.
Yes, I know. Code and design complexity isn't an issue for me since I am a DM irl and can get
poor saps volunteers to test things out. Probably going to change how burst, blast,walls and range is calculated and formed since characters aren't as diagonally agile as in table top.
Melee and AoO should probably be changed too due to the same concern. Ranged going to be the same, with penalties for darkness and cover system.
In exchange, I can add and simulate heights and facing much better so additional rules going to be add in to incorporate those features.
Truth to be told, in tabletop, I love 4e due to the powers, movement effects, easy monster and NPC creations and emphasis on roleplaying out the hits and miss. Mostly the powers and action points system. Those are my main interest and concern in making this prototype.
Which language/engine are you using for your project?
I am using Construct 2. Fastest 2d game engine I ever used so I going to stick with it.