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RP about ninjas and warriors who seek knowledge and betterment 

Tags: Ninja, Stats, Anime, Element, Monsters 

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Ishira Tsubasa
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PostPosted: Fri Jul 24, 2015 10:49 pm


its better to be able to work it out like you are now and allow it to be massive so you can refine it. Luckily with you two, you know and are willing to work together to determine what will work and want wont. If this was open to the public we wouldnt be as luckly and we may have more fighting than we want. I guess my real question would be how do we balance this out? ive read through the rp so far, its a little confusing.... but i guess ill watch a bit more and see how you guys work it out
PostPosted: Sat Jul 25, 2015 3:09 pm


Apparently I'm not as without internet as I thought.

As for how to balance it out. Buffs to dice rolls elsewhere would get my vote, but alternatively we could cut out the 'no mana' spells, but maybe give a faster mana-regen rate so a magic user could recover between battles.

I admit, I kind of need to see how Nar wants to handle a few other opponent situations before I can figure out anything.
 

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Fujiwara of The Wind
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PostPosted: Tue Jul 28, 2015 4:41 pm


Sorry for the disappearance guys, less hours means less money, which means bills dont get paid on time, and then comcast shuts down my internet D: I'm back though! Yay! Just caught up on the OOC and will eat dinner while reading through the spells and the testbed. Will make a character and join in soon! Promise!
PostPosted: Tue Jul 28, 2015 7:14 pm


Okay, Magic Compendium looks pretty good for what you have. As for the resists. A base resist check usually adds your constitution, which can be roped into the strength stat. That, however makes casters even weaker against fighter types, so maybe half the strength stat? Resist to magic damage is usually just a side-effect of making a resist check where you would only take half damage from an area of effect spell, or any side-effects that come from a spell that requires touching the opponent. Resistance to crowd attack is usually wisdom I believe, which we could have either be your magic ability instead, or half that amount.

Fujiwara of The Wind
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Fujiwara of The Wind
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PostPosted: Tue Jul 28, 2015 7:58 pm


and finally I posted a character and made a post. If you guys consider his truck an accessory I can always have the engine block fall out instead of him hitting the brakes and use it as a tool to get him to your location.

The character bio will be improved upon as well, it's the character i plan on using loosely based off Micheal J Caboose from Red vs Blue. razz
PostPosted: Tue Jul 28, 2015 8:39 pm


Yeah, some more tweaking is in order I suppose. I had been considering the physical resists somewhere along those lines, given the chaos that comes from needing 'mental' resistance it probably will be smarter in the long run to cut illusions out of the options.


On the note of your character... my character calls for a Leonard, gets Caboose... that's about right.
 

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PostPosted: Wed Jul 29, 2015 9:52 am


hahaha, that's great. I want to make him less out-there than Caboose. Kind of the normal joe who just kind of gets roped into it all. Maybe get to the GNA eventually and his truck breaks down so now he is stuck there until he can get it fixed. Just imagine people sparing close by and it starts getting heated and he starts waving his pipe wrench in the air "Hey you lousy kids! Keep your fancy lights and sh*t away from Bessy!" All of his weapon slots will eventually fill up with various tools too. 3nodding

I'm going to start thinking of a grappling and unarmed strike system so we can implement that once we work out more of the magic. I like illusions, but you might be right in cutting them out. They are...finicky.
PostPosted: Wed Jul 29, 2015 12:50 pm


o hay wb
good to see you're joining in lol

NarutoNineTails
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PostPosted: Wed Jul 29, 2015 3:50 pm


btw, how would a damaging magic attack work exactly? random # gen 0 and 1?
just a normal 1 shot attack, no lasting effect
PostPosted: Wed Jul 29, 2015 4:45 pm


Have been holding off since I'm not too sure yet. I don't want magic to be easier to hit with then a melee attack, but as we can see the 1/0 thing is all random chance, like my character's current success spree it seems. sweatdrop

So if needed, then yeah use it for now, but we'll treat it like a placeholder.
 

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NarutoNineTails
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PostPosted: Wed Jul 29, 2015 6:39 pm


lol
success spree -unreal tournament voice announcer

ok then, I'll try to think of an alternative while we do this
Fujiwara of The Wind generated a random number between and ... !
PostPosted: Wed Jul 29, 2015 7:33 pm


So, do you roll and 0-1 to see if you hit and then automatically do the base weapon damage? I'm wondering, basically, if the strength stat adds anything to the attack/damage. Also, if our starter weapon does 5 dmg should we roll a 1-5 to determine damage?

Using my character as an example, if I have a 10 in strength he could have a fifth of that as a bonus so I roll a 1-5 for damage, it ends up being a 2 and add a +2 for the strength bonus equaling 4 damage. (Basically every 5 points in strength gives you an extra +1 to damage. So 5 attack would give you +1. 10 Attack would give you +2, 15 gives you +3 etc, etc)

We could use that in magic the same way as well, and for defending against a magical attack. Such as in the most recent post, Since the man has 20 magic he casts that lightning spell, if he hits he rolls a die for whatever the damage is (So, if it's 10 damage he rolls 1-10 and then adds +4 to the damage.)

We could make defense based on your bonus as well. Since H4X's character has 10 magic her bonus would be +2 and would subtract 2 from the magic's damage. YAY MATH!

So. hypothetically, in that last post the stranger #1 uses a lightning attack, he rolls a 0-1 to see if he hits. He rolls a 1 to hit and so then rolls a 1-10 for damage adding +4 damage from his magic bonus. So let's say he rolls a 5(+4) for 9 damage total. Since H4X's character has a 10 magic her bonus would be (+2) which basically helps protect her slightly reducing the damage to 7.

...I hope this wasn't too confusing, or overly complicated. sweatdrop

Edit: In testing the post actions I see you can only generate one random number in one post, so that might make things overly difficult. sweatdrop

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PostPosted: Wed Jul 29, 2015 7:56 pm


Yeah, kinda need to keep it an all in one thing. Easier to make flat damage rates for spells, likewise resistances should be somewhat 'flat' in figuring out as well.

I'm still tempted to say there is some 'crit' system in place though for boosting damage, something that would make it so a much higher level might be able to crit every time or something as a way to show that your stats improve your basic skills.

Also running under the assumption that her starting weapon doing this is as fair as a bow user shooting someone, or a swords user running up and stabbing someone.
PostPosted: Thu Jul 30, 2015 11:20 am


Yeah, i'm pretty good at making things difficult sometimes, hahaha. Everytime I think of something it's always really complicated procedures that could probably be super simplified. That's what I get for playing ALL THE D&D growing up, lol.

Maybe we should have the DM doll out the crits? Like have them fit the situation. Take your character for example, say she gets the drop on someone who is looking for her. She sneaks up behind them and get's a free hit (I would assume). Since it's basically a sneak attack the DM could also add a crit for bonus damage.

Where as my latest post has me taking advantage of the free hit in the most free hit way. Since they didnt notice me I got one free hit. instead of being stealthy about it I ran in there and cracked dude upside the face. Basically announcing my presence and allowing the guy to know the damage is coming therefore i just get to do base damage without having to roll for a hit.

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NarutoNineTails
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PostPosted: Thu Jul 30, 2015 6:54 pm


originally, the strength # added to the damage of your weapon and that's all it did
so you would have done 15 dmg to Stranger #1
unless you want to do something else, so long as it's simple

but yea, with new ppl, I think that'll be pretty complicated haha
we need to simplify everything as much as possible

I agree with the crit idea (and keeping things flat dmg as much as possible), I was thinking about it with that ambush post
you could dodge in and out of an enemy's awareness and crit every time? (which would fit with the "ninja" theme, and it wouldn't be spammable I'd think)
or maybe you can gamble by doing random # gen 0 - 2, if you get anything other than 2 you miss, but if you get a 2 you crit? (for physical attacks)


I mean, things will eventually get complicated, but as much as we can help it during this stage, the better
did you want to do strength differently other than it adding a flat # to your weapon dmg?
because the way you suggested was a little complicated
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