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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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-A M P-

PostPosted: Wed Jun 13, 2007 9:04 pm


!~~--~- FEEDBACK -~--~~!

MISSION STATEMENT:
To bring DM's to the attention of all the wonderful, or horrible things YOU all think about the RPS.

DO:
- Say whats good and whats bad. Just explain why.
- Suggest ways to improve abbilities and such in a profesional manner.
- Act like a person.
- Express yourself! We are all here to have fun! So lets make it a fun experiance for everyone!

DON'T:
- Say things suck without giveing reasons why, flame, or troll.
- Beg DM's to make cool overpowerd things for you.
- Act like an idiot computer monkey.
- Be a gereral d**k and ruin everyone elses fun.

PostPosted: Wed Jun 13, 2007 10:37 pm


Item Suggestion:

Idea/Concept:
To covert unused MP to AP and vice versa.

Item Description:
Potion of Magic Flux: Covert X amount of AP to X/2 MP (Thus 4 AP turns to 2 MP)

Potion of Action Flux: Covert X amount of MP to X/2 AP (Thus 4 MP turns to 2 AP)

(Both above potions would be normal potions, usable on potion belt)

Potion of Pure Flux: Convert an equal amount of AP to MP; or MP to AP.

(This potion would count as a special potion, like the fire potion, and would not be usable on the potion belt)

what do you guys think?

-A M P-


Hlyn

PostPosted: Thu Jun 14, 2007 9:40 am


I'd be hesitant myself to suggest stuff, but building off AMP's idea, why not take it a step further. Such as being able to dump (for example, my character) unused AP/MP into the group pool for other's use.

The other thing I'd like to see would be items with even more versatility than the equip system itself. Like a weapon that could 'fluidly' change it's stat from attack to defense and back again, though at a turn to turn basis at best. Like for example a weapon with a high equip that could flow from all attack to (over the course of several turns) to an entirely defensive tool. Haven't seen or read anything like that yet, might already be out there in some way or another.

Edit:: And a thread with guidelines for creating threads in the various forums biggrin
PostPosted: Sun Jun 17, 2007 8:09 pm


I would like to suggest a skill that transfers MP/AP from one character to another.

Action Boost
-Pay X Ap to raise another player's Ap by X/2
Magic Boost
-Pay X Mp to raise another player's Mp by X/2

Or maybe an open cost spell

Magician's gambit
-Pay X Mp to deal damage equal to (Magic)X to one enemy.
Fighter's gambit
-Pay X Ap to deal damage equal to (attack)X to one enemy.

Reversal
-(1 Ap) If the enemies Attack value is less than your defense deal damage to the enemy equal to your Attack value + the difference of enemy attack and your defense.

Parry
-(1 Ap) If half your attack is greater than the enemies attack negate that enemies action and deal damage equal to your attack value.

Magical divergence
-(1 Mp) If half your magic value is greater than your enemies magic value negate the enemies spell and deal damage equal to your magic value.

Trip
-(2 Ap) Negate the enemies attack and deal damage equal to that enemies defense value.
((This would be the enemy falling down and receiving damage due to the weight of armor or shield pressing down on them, the more armor the more it hurts.))

Polkana


The Zelphyrian Queen

PostPosted: Wed Jun 20, 2007 8:41 am


Enchant: If you happen to leave an enemy with 1 hp it converts to your side until it dies(which would be very quick, obviously)
{Can be an item, spell, whatever}

Necromancer: Call up the spirit of a dead enemy.
{spell, probably cost like 3 or 4ish mp considering it's uber spiffy x3}

...Yes, I like having minions. how could you tell? XP
PostPosted: Wed Jun 20, 2007 4:07 pm


Shadow, whould that work like nukus Mouse Spirit summon spell?

-A M P-


The Zelphyrian Queen

PostPosted: Wed Jun 20, 2007 4:20 pm


Meh, not really. That's just an attack while they have HP and stats and the sort. More like a summon.
PostPosted: Wed Jun 20, 2007 4:21 pm


Oh oh OH! I got an item suggestion!

Reason
A basic idea on Hlyn's idea of a shifting weapon.

Buckler blade
Equip cost: 5
+2 attack
+2 defense
Store Price: 500 chips

Special: Moveable Blade

Oncer per turn, you may spend one AP point, to move one of the modifyer points to the opposite stat. This counts as an action. Resets after combat.

Ex. So a 2 attack, 2 defense modifier can become 1,3 and 0,4 and vice versa

random mistakes


Polkana

PostPosted: Thu Jun 21, 2007 9:05 pm


I got some ideas now for area affect spells.

Numbing cold
-(2 MP) No actions can be used this turn
Acoustical dampening field
-(2 MP) No spells, except this one, can be used this turn

Smokescreen
-(2 AP) No one, except this player, can attack this turn
Pin
-(3 AP + 1 AP per additional turn) Select one enemy whose attack is less than your defense, this enemy cannot attack use actions or cast spells while the effect pin is still active. The player using pin can not use actions or spells while using pin. Each turn the player must roll a 6 sided die. If the result is odd the Pin effect remains in place, if it is even the Pin effect is no longer active.
PostPosted: Thu Jun 21, 2007 9:08 pm


Lets try some feed back that ISN'T an item creation.

-A M P-


random mistakes

PostPosted: Fri Jun 22, 2007 10:04 am


Okay... Ummmm... How bout this:

The RP system is really great! But there was one thing I kinda thought needed abit more flair: The dungeons. I know you want it to keep abit simple, but what about some stragegical teamwork-ey stuff, out of combat? You could have things such as traps or terrain obstructions that require allitle teamwork to handle... I'm only saying this because it says
Quote:
There are some things that you can use MP on other than casting spells
in the [System Rules] page. Oh, and the fact that dungeons are just pick and pierce

Ummm... Let me think of what I have in mind... Oh! You could have... Say... A boulder... Blocking the way. To get through, you can either blast it, or push it.

So the boulder would have some kind of magic resistance rating, and magic users would have to cast a spell with saved up MP that will deal more 'damage' than the resistance rating.

With physical solutions it's different, the rating will be roughly the same, depending on logic, and there is someting called teamwork. The user would have to compare their Attack stat to the boulder, and if that doesn't work, they roll a 1d3. Now if another pary member uses their Attack stat, they get the d3 boost to their stat, because they are getting help, and are helping the previous guy. If they dont succed, they roll 1d6 and so on

But there is a limit on how many people will get this. Like if the boulder had a low rating, there would be less room for people to push, and less people will get the bonus. While with bigger objects with higher ratings, will allow more people to get the bonus.

So if the boulder had a enough room for 3 people, and four peope try, the third person will get a bonus, but the fourth person will not

((Natural meaning without weapons))

Ex: 1st- has a natural attack of 5
2nd-has a natural attack of 6
3rd- has a natural attack of 3
4th- has an natural attack of 9
Boulder has rating of 14

So 1st tries, auto fails, rolls 1d3. Gets say... 1
So 2nd tries, fails even with help, rolls 1d6. Gets say 6
So 3rd tries, fails with help, doesn't roll.
So 4th tries, fails, not enough room to recieve help.

So this is just a suggestion and a response about something making it more than just choose and char-broil. ^.^;;
PostPosted: Fri Jun 22, 2007 12:06 pm


There should be a sort of standard format that we can use to post our actions. Or possibly create a thread explaining the correct and incorect ways of making your action.

Also This Feedback is for Fargore. If you could possibly be a little more descriptive with your posts (I know it alot tougher for you since you do all the math in all) but it's hard to find a mistake when you don't show your work.

But other than that great job on the RPS thus far. I like all the updates thus far.

DJ_Kage


FARGORE
Captain

PostPosted: Sat Jun 23, 2007 9:24 am


I used to post all the math but it was making for huge posts. But OK, from now on I will go back to posting all the little things. But This is actually going to be my last post for a long time. GC will be the one you guys have to deal with for awhile.
PostPosted: Thu Jun 28, 2007 9:58 pm


You know what I just realized we need?

Raise (5 Mp)
-Raise one dead party member to 1 hp. They cannot act this turn.

That would be incredibly useful, if limited.

Maybe to make it even harder to use it would come in an item.

Phoenix charm (4 equip)
-You may use the spell Raise as long as this is equipped.

Gonzu the Immaculate


FARGORE
Captain

PostPosted: Fri Jun 29, 2007 11:52 am


Gonzu the Immaculate
You know what I just realized we need?

Raise (5 Mp)
-Raise one dead party member to 1 hp. They cannot act this turn.

That would be incredibly useful, if limited.

Maybe to make it even harder to use it would come in an item.

Phoenix charm (4 equip)
-You may use the spell Raise as long as this is equipped.


FYI: I had already made both of those (And some others with the simular effects). I gave the stats to GC. So you should expect to see them some day. And BTW since I had also come up with them they have to be good ideas. wink
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