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NarutoNineTails
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PostPosted: Thu Jul 16, 2015 2:16 pm


oop, didn't even see that ty, reading
PostPosted: Thu Jul 16, 2015 2:21 pm


NP

But basically since the wolf has a 0 if I rolled between 1 and my character's magic score it would be a 100% hit chance every time the way I was thinking of the rules. Unless he has some passive which hasn't been scouted yet (assuming I understand the scouting part of the RPG elements thread right)?

And yeah, thought it would be a good idea to make illusion/physical spell resistances require magic a point in magic, even if it's just for dispelling lasting effects of illusions over time. sweatdrop I figure we should have other similar things in place to not stop, but discourage people from making characters completely without at least 1 point in each stat, but allow it despite Ishira suggesting we just make every stat base 1. After all, if someone wants to make a character with such a glaring weakness why not let them?
 

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NarutoNineTails
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PostPosted: Thu Jul 16, 2015 2:38 pm


yea, no passive on the wolf
it'd have "???" under passives
this is like a slightly tougher normal enemy
I didn't really implement the encounter thing during this, but regardless, if it had a hidden passive, the DM would put it under passives with "???"

now I see what you were talking about with 0 and 1 magic stat

yea I agree, makes sense
I'll have to finish reading the rest of your magic compendium post later on because I'm about to get interrupted, bbl
PostPosted: Fri Jul 17, 2015 10:35 am


I like the spells so far
Primary effects are meant for damage spells? or does it encompass more than that

NarutoNineTails
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PostPosted: Fri Jul 17, 2015 11:32 am


It can be, but it's more then just that. Like if you set someone on fire with a fireball, the primary effect would be the damage from the fireball, the lasting would be the "being on fire" part.

I'd say primary effects with illusions are the moments when you're unaware of being in the illusion.

It's mostly the idea of the effect of magic while the caster is actively doing something meaning it can be dispelled, because the person hasn't been able to react.
 
PostPosted: Fri Jul 17, 2015 1:24 pm


OOH
so primary effect and lasting effect are the phases of the spell (like a fireball) and sometimes there might not be a lasting effect?
and stacking effect is separate?

NarutoNineTails
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NarutoNineTails
Captain

PostPosted: Fri Jul 17, 2015 1:49 pm


before I post with the wolf again, can you reply to this


NarutoNineTails
((hmm, might have to include diminishing returns for crowd control spells
idk about making a system for it, but just in general
like illusion magic below 10 wears out faster, and 10-20 it's stronger, 20-30 even stronger etc

would you say what you're doing is a magic 10 illusion? or below 10))


when I said illusion magic I meant the magic stat, 10-20, 20-30
(still reply, but I just realized)
wouldn't causing pain/attacking the target that's affected by an illusion reduce the illusion's effectiveness?
I was going to post with the wolf that it started biting at it's paws and the illusion started dissipating faster, but Reis stabbing it would also cause pain I'm assuming haha
because if what you're doing atm is a lvl 10 magic illusion, then the illusions would still be in effect, just cut in half or w/e the %
but if it's below lvl 10 magic illusion I think it should end faster than that, if pain is caused
PostPosted: Fri Jul 17, 2015 2:19 pm


Still needs some tuning, but Naruto-verse I know made the whole pain helps to dispel an illusion concept. I admit, I think I've seen one or two other things use that.

The point though is for these rolls more or less the two skills I've used are using templates that could be applied outside illusion magic. Like a physical binding for this current stacking effect, or blasting sand in one's eyes is other ways I'm thinking of the accuracy reduction.

I'd like to lean away from the naruto-verse idea of 'pain breaks illusions' because it would mean we need to completely separate templates accordingly and things will fall down a rabbit hole. Usually in what I read when someone uses illusion magic pain can't be hidden (though sometimes it can be faked), so pain helps someone figure out they are in an illusion, but it doesn't get rid of it.

As for crowd control, you might be onto something, because I admit currently I'm not sure how well it will work as I wrote down the level 1 spell. I'm not sure what your own definition of crowd control is TBH though, since I assume it's area based spell-casting in our context, but other places (usually MMO games and one or two odd tabletop systems) have treated it like a 'sleep spell' on a person in a group before combat.


Now to answer your question on the magic Stat, really I can't tell you here how we should handle it. I'm running around the idea that the 10/20/30 is the Stat you use in a roll for success for any magic spell. The starter spells (no mana-cost, and hopefully more utility then anything) just straight out pit one person's magic against their opponent's magic (which when defensive is magic resist) but I admit that what I'm thinking of as a template doesn't quite work in all cases, since someone using a flashbang technique probably would have less mental resistance needed and be able to dodge more through reaction speed. sweatdrop

edit: At the same time it's a bit awkward since I was sort-of treating magic stat vs magic stat as accuracy for anything roughly considered support spells. I admit, I think I had been running under the assumption our hit check system would be different then a Landhit/Miss system xp so yeah, stacking dodge-chance skill will be overpowered as hell if something has no magic or support from something with magic.
 

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NarutoNineTails
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PostPosted: Fri Jul 17, 2015 4:03 pm


I wasn't referring to Naruto, it was more like you'd realize you're in the illusion from w/e pain caused and therefore the effects would start wearing out because your brain just got a jolt of disruption that the illusionist didn't foresee and start attacking in a wider area (reducing the amount of posts the illusion is on you, but this is more-so pointed at below magic 10 illusions)

because someone like my character, who isn't at least 10 in magic, shouldn't be able to cast a starter-magic-illusion that works past the victim feeling pain/getting owned.
like the illusion shouldn't be that potent below 10 magic, because that should be reserved for someone who invested in magic
an illusion starter spell should be used for escaping or ambushing (like Reis for example, if he knew any illusion spell, right now he doesn't)

so I'm assuming the illusions you're using atm would be considered 10+ magic illusion?
and don't worry about characters with 0 magic stat, this was just a test, the next thing I bring up will have magic, and we'll get even more confused with ourselves LOL
PostPosted: Fri Jul 17, 2015 8:45 pm


It's a fair point, again try to think of it like we're not talking about an illusion how about. The character I'm using is an illusion specialist ( so yeah, consider it a 'level 10 caster using level 0 spells' if that helps ) meaning that we could consider her illusions are different then others.

I don't know what starting specialty your character will use. Ishi suggested one element limit, I'm sort of adapting it to say pick an element, or something comparable (like illusions in my character's case). I admit, tried to pick ideas that would be useful later levels, but not game breaking now, but this wolf is sort-of something that fits the idea of a character I think would be helpless against illusions based off our earlier talks about needing 'something' to dispel (either a cast for instant dispel, or something). I admit, I need to rethink how dispelling works for physical stuff because you're right about some other stats making more sense for a dispel.

But yeah, this will have us confusing ourselves again soon.  

H4X
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NarutoNineTails
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PostPosted: Sat Jul 18, 2015 8:51 am


hah I completely forgot about elements, oop
PostPosted: Sat Jul 18, 2015 9:20 am


It happens, tons of stuff for us to keep straight, part of why I'm writing the key parts down. We probably won't be able to escape needing some rolls to be modified based off the attack type. Ideally though I want only support rolls to need complications like we've got now to figure out

Hopefully the attack rolls will work that anything can inflict a type of attack and it works the same. Or at least we have enough variations that someone can pick one that suits their custom technique ideas.
 

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NarutoNineTails
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PostPosted: Sat Jul 18, 2015 9:43 am


yea, I agree

we also have to uniform what we call things, so we don't confuse ourselves
PostPosted: Sat Jul 18, 2015 8:22 pm


Sorry that this is taking me forever guys.... Im having a hard time coming up with a new character between working on commissions and other rps.... I dont want to make something im not going to enjoy so please hang in there for me cause as soon as i figure it out i can guarantee ill be into it.

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NarutoNineTails
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PostPosted: Sat Jul 18, 2015 9:02 pm


ok no worries, we'll be at this for quite a bit I think

we also need another person's take on this
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