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Suggestion |
Yay |
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85% |
[ 6 ] |
it sucks, the system shouldn't change |
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14% |
[ 1 ] |
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Total Votes : 7 |
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Posted: Sun Dec 06, 2009 1:13 am
I was looking at the combat guide and find it to be a bit disappointing. Not in the way that making people role a dice isn't a good way but more in that reaching a higher class makes you able to learn more skills but it doesn't increase your attack ways.
I was thinking it might be better to have people who reach a higher ranking (not lvl, just rank) should be awarded for their work by getting a better shot in the fights.
Going by your guide I'd say the next would be my idea:
Basic - 1 x 6 sides dice, just the way you made it. Intermediate - 1 8 sided dice. which I would divide like this: 1 & 2 - fail 3, 4, 5 & 6 - succes 7 & 8 - great hit.
and then ofcourse there is the Advanced ranking which I think of as follows: 1 x 12 sided dice.
1, 2, 3 & 4 - fail 5, 6, 7, 8 & 9 - succes 10, 11 & 12 - great hit
it greatly raises the chance of hitting since the people who reach those rankings are skilled fighters (or should be) while doing great damange remains a small chance.
It gives higher rankings an advantage over the starters which is the entire point in training. Having new skills ofcourse is nice but it's useless if the chances of hitting remain the same.
ofcourse succes hits grow but it doesn't mean the one getting hit has to take great damage. a succes hit is just a hit but doesn't mean it takes the one taking the hit into pieces.
I'm just making a suggestion here so please don't shoot me ^_^
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Posted: Sun Dec 06, 2009 1:15 am
If a story has a happy ending...
As some of you might've noticed I left out my disagreement on the limitted skills. Seeing as 95% of the people here seem to love the limit that has been placed on it I decided not to include it in my suggestion since that would make my suggestion hated right away.
..then it simply hasn't ended yet
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Posted: Sun Dec 06, 2009 4:23 am
Very valid point. An increased hit rate on higher ranking characters would make a lot of sense.
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Posted: Sun Dec 06, 2009 4:59 am
Nii Amikasame Very valid point. An increased hit rate on higher ranking characters would make a lot of sense. If a story has a happy ending...
Yup. Whats the point in ranking up if you gain no advantages.
More skills don't give you an advantage if the chances of hitting remain the same. it just gives you a bigger variety to choose from.
..then it simply hasn't ended yet
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Posted: Sun Dec 06, 2009 9:39 am
Brain also sent this to me over PM, and I WILL include this in the first update I give to the system. Everyone needs a chance to get used to things as they are before they change. =) But yes, it is an excellent idea and I'm glad to see everyone else agrees too~
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Posted: Sun Dec 06, 2009 10:54 am
Lorika Brain also sent this to me over PM, and I WILL include this in the first update I give to the system. Everyone needs a chance to get used to things as they are before they change. =) But yes, it is an excellent idea and I'm glad to see everyone else agrees too~ If a story has a happy ending...
Yeah, I placed it in here aswell to see how the others would react to it
..then it simply hasn't ended yet
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Posted: Sun Dec 06, 2009 12:39 pm
People that disagree getting along xD This thread makes me happy XD heart
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Posted: Sun Dec 06, 2009 11:07 pm
Nico Says Things People that disagree getting along xD This thread makes me happy XD heart even though we're not all in agreement on certain aspects of RPing in this guild doesn't mean we don't get along ^_^
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Posted: Fri Dec 18, 2009 5:24 am
Just to add to Brain's suggestion, maybe we can have the increased hit rate as a sort of "level up" for that particular skill. So let's say we have Signature Strike. Normally you'd have to roll a 6-sided dice, but if you want a higher hit rate via 12-sided dice then you'd have to train for that skill again (with maybe a longer waiting time), which levels your Signature Strike up to 2. Gamers will know what I'm talking about.
What do you guys think? o3o
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Posted: Fri Dec 18, 2009 5:27 am
o3o heart Nice idea! And it would mean giving people even more things to do. I'm a bit worried about people getting too powerful now x__x Maybe I shouldve restricted the number of skills you can learn per level after all... what do you think?
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Posted: Fri Dec 18, 2009 5:55 am
The restriction would make for some variety between characters, yeah. I'm up for it. ouo
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Posted: Fri Dec 18, 2009 6:01 am
Yarrr, guess I'd better announce that asap then. It's decided!
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Posted: Wed Dec 30, 2009 1:26 pm
Although I already sent this in a PM to Lorika....well I guess I shoulda sent it here
Anyways: I was looking back through the rankings when I noticed that most of them became impossible due to the 'minimal' limit. I propose that the system be altered to allow for a character to learn 2 skills from any level of a given pool, in addition to their levelup-required skills. The extra 2 would be for everyskill set, for example: I have 5 of the 6 needed skills learned in Arcanumacy, then I would pick 2 other arcanumacy skills to learn at normal pace. After that, I would learn the 3 required skills in Transmutation, then pick another 2 skills to learn -again, same pool, normal pace-
or maybe we would get 1 extra skill in the advanced sets, with the self-made skill counting as the other
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Posted: Thu Dec 31, 2009 6:11 am
Hmm... I don't think I understood that completely, but if you're suggesting that we should be allowed one or two extra skills to learn on top of the bare minimum, I'm all up for it. o3o I suggest having it for each character though, not for every pool.
Or maybe learning extra skills could be made into some sort of reward? Like how RPers can get time cut down from their training.
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Posted: Fri Feb 05, 2010 7:41 am
I'm typing a little note here to remind myself.
I'm not sure if I see a problem or not in that people can max more than one Path. The proposed change seems to be suggesting that people, having reached an Advanced level, will always be capable of the highest damage increments. However, this can hardly be possible with Basic skills. So perhaps - which may have been suggested or may not have been, I'm not quite sure what to infer - the ranking needs to be per skill, with Advanced skills always capable of more damage per move.
Right now, though, I'm questioning the high damage increments, regarding the polls I'll be putting up soon...
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