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Tutsumi Hy

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PostPosted: Sat May 16, 2015 5:01 am


Things to now work out in detail:

  1. How attacks work
  2. Loot system
  3. Weight system
  4. Pet/familiar system
  5. EXP system
  6. Skill traits system
  7. Advanced Class system
  8. Master Training system
  9. Resistance system
  10. Stat system
PostPosted: Sun May 17, 2015 12:05 pm


Yes nar, that and some of what tut has outlined here. We need to be clear on how things will work. Though im not sure about loot and weight... Would we have item drops? Sorry ive been away for a bit, children havent been letting me sleep so my normal times to post have been occupied. Id also like to see basic rules too. Would we allow a person to have more than one character if they werent a dm? Do they need to stick to specific class builds? is "adult" language allowed and if so to what extent? Will we be doing set post line ups? Simple things really but they do need to be set up so there is no confusion at all.

Tutsumi Hy
Things to now work out in detail:

  1. How attacks work
  2. Loot system
  3. Weight system
  4. Pet/familiar system
  5. EXP system
  6. Skill traits system
  7. Advanced Class system
  8. Master Training system
  9. Resistance system
  10. Stat system

Ishira Tsubasa
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NarutoNineTails
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PostPosted: Sun May 17, 2015 12:20 pm


adult language is whatever lol
yea we can make multiple characters, I just don't want someone to roll and then if they don't like the #'s they delete the post and reroll again

so, first thing's first, since we totally just got off track from it
what's the decision about the advance classes?
one discussion at a time


NarutoNineTails
ok great stuff
don't hold back with what's on your mind, dw about overloading with info, it's not like this is spoken outloud and can't be reviewed lol

I agree with everything you've said so far
but real quick, we need to make a foundation on how these classes advance into another class, like "ok this is how it's going to be for swordsman, can change into a knight etc" and then details after we finalize that (like the mage elements you're talking about)


so how do we go about organizing the classes? from the ground up, basics

1. do the starting classes "evolve" into their advanced class, and then get access to their support or combat tree?
for example, swordsman gets enough "exp" to advance into knight class, he now has access to support or combat tree (can only choose one)
(side note: just because you pick support tree doesn't mean you can't use a basic attacks known from your starting class)

2. or are there two advance classes to choose from, and then each adv. class has support or combat tree?
I'm basically saying same thing but there are two adv. classes to choose from
PostPosted: Sun May 17, 2015 1:35 pm


Basic>Base>Advanced

Each point they pick what they want, it gets logged, and we move on.

Tutsumi Hy

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NarutoNineTails
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PostPosted: Sun May 17, 2015 8:03 pm


yea yea, anyone else?
PostPosted: Tue May 19, 2015 9:41 am


i agree with tut on that, i thought we already discussed that?

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PostPosted: Tue May 19, 2015 12:00 pm


if we decided on it I wouldn't have brought it up again
reading back on the convo, we didn't
Tutsumi said this is RO and we got off track

so since this is like, a huge building block (i.e. mostly everything we decide on, is launched off of this point) can you please expand on... base>base>advance? lol
because that's basically what you just said
base base advance
what does that mean exactly?
what about the trees?
what each class is allowed to wield?
armors?
a lot builds off of this

there's a reason why I wanted to decide on the classes subject first, and flesh it out thoroughly, so we don't have to keep coming back to it frequently
so please expand, unless you guys just want to do a really simple dice roll system thing idk

I think we might be having different expectations here about this whole thing lol
PostPosted: Tue May 19, 2015 1:08 pm


Everyone starts out as a base, a person, with no knowledge of anything unless they're an allied guild/thread. This is the building block of the character.

Stats are rolled, which can influence how the character might want to decide on becoming. Do they want to be focused on archery or melee, poisons or magic, etc. These are things that should be worked forward from the roll.

A character who's now rolled, knows which direction they want to head in, and can then look forward to their specialization is a basic character. This then guides them from Base>Archer>Shortbow/Cross/Long or Melee>Katana/Kunai/etc.

Then there's the sub spec, something else they can work on afterwards on improving. It starts at the basic level, then specializations. I'd say a max of 2-3 of these specializations to be allowed.

Tutsumi Hy

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PostPosted: Tue May 19, 2015 1:36 pm


thanks, tut,for explaining that. i think that system will work well and it sets route for personal choice. As ishi asked, will we be doing set post line ups?
PostPosted: Tue May 19, 2015 2:56 pm


ok, thanks for explaining
sounds good so far
but how would the uh, characters start off?
ok so, basic>base archer>advance archer
you rolled your dice and put your stats towards what an archer-like character would be
when you're in basic, (we will be starting off with weapons, at this point you know you want to be an archer and choose to start out with a bow) what would be the difference between basic and base archer?
just being able to use base archer abilities? compared to basic not having abilities yet?


you mean post order? that would be good, yea
the important thing about post order would be the DM I guess (the DM isn't going to be posting 24/7, it's situational)
-for example, 3 people RPing, they're doing it in order how they see fit, and then when the DM comes in. those 3 ppl post after the DM, and wait for the DM to reply again
it'll be played by ear

NarutoNineTails
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PostPosted: Tue May 19, 2015 9:33 pm


I'm gonna guess it's the number of skills focused in on a class somewhat? and that any basic character could pick up any weapon and have 'some' level of skill with it. The difference being probably the accuracy or clumsiness decreases in a fight.

For example I'm blind in one eye offline and half blind in the other and I can still hit a regular size stationary target 90% of the time when given an unfamiliar gun or bow at the average range for the weapon in question. I'd assume you double or triple that range, and make moving targets more likely to be hit in the dice rolls if they've picked their specialty.

You then go on to the advanced level, and the person is probably considered world class in their ability with basic throws, which in that case would be hitting a target with a regular arrow for low to high damage depending on how critical. This not perfectly tying to the accuracy of some super skill shot exploding arrow or something.
 
PostPosted: Wed May 20, 2015 3:40 am


hmm, I think I like that

NarutoNineTails
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PostPosted: Wed May 20, 2015 12:09 pm


Edited that a bit in the checklist version to be more about the RPG elements since you copied it in.

Can't tell you with other weapons since it's a bit harder to figure out with melee weapons. With bows, or thrown blades it's pretty much just an accuracy thing. Clashing blades with someone needs thought on cutting power, technique, and still some accuracy of a different sort. Cutting something with a sword is pretty much just cutting power, with the accuracy or technique boosting the damage.

Other thing I imagine is the 'base class' skill level carries over to advanced classes. So you give a swordsman a bow, and the swordsman still has the basic class level of skill, open to the option of some penalty against basic level as moved higher up the sword ranks. Same with archers and swords in that they could use a blade, but it's not their thing.
 
PostPosted: Wed May 20, 2015 12:24 pm


is what you're talking about D&D related or just saying in general? (just wondering)

btw can you explain the 3rd paragraph a little more in detail? I didn't fully understand with the example

NarutoNineTails
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