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The Battle System Discussion (Not an RP) Goto Page: [] [<] 1 2 3 ... 4 5 6 [>] [»|]

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Are you content with the current battle system?
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Fenrir SongMoon

PostPosted: Sun Aug 19, 2007 12:09 am


Ah, I misunderstood. My apologies. Please, continue. lol
PostPosted: Sun Aug 19, 2007 1:40 am


With all due respect, Fenrir, one could simply replace rifles and grenades with arrows and swords. A Battle System is just the core program. You can add as many words as you'd like, but it will still work the same.

One can still be creative with dice rolling. Except with dice rolling, the player receives an unexpected result and must roleplay accordingly. Therefore, giving the player a chance to roleplay something different. Not only that, but the player also feels a sense of uncertainty, excitement, and nervousness all at the same time.

Disseverance


Fenrir SongMoon

PostPosted: Sun Aug 19, 2007 2:17 am


Ah, my point wasn't the type of weapon, really, it was that the way the game was designed, one hit kills were possible. In some games, that wouldn't be desirable. The reason being, of course, that a rifle is a little bit more deadly than a bow and arrow, but if you want realism, that same bow and arrow could easily cause a one hit kill as well.

So, with that in mind, yeah, you can indeed change words and keep the system the same. Trouble is, it doesn't necessarily make sense anymore. I mean, sure, I could replace rifles with bows... But what if I wanna punch someone? I'm certainly not going to get a one hit kill. The formula doesn't work anymore.

But as S1N1ST4 pointed out, this is supposed to be a collection of battle systems, not a universal one, like I mistakenly thought at first (Oops). No point in limiting ourself to one system then, is there?
PostPosted: Sun Aug 19, 2007 7:56 am


Name: I like to call it the D10 system.

Description: This battle system only requires having a Game Master, which I think every game should have anyhow. The game master assigns everyone a certain number of hit points, sometimes dependent on race, age, or other little differences. Now, the way it was originally posted by Onamisaki, I was a bit unsure of, but I think I understand it. When you attack, you roll a d10. The number rolled is used to determine whether or not you hit. Now, the person who is attacked takes the number and actually applies it to themselves.

1-6 means that you take x damage.
Here, X means the number you rolled plus your character level.*
7-8 means that you blocked.
Usually 8 will be the skillful easy flourish-type block, not 7
9-10 means that you dodged.
as before 10 is the skillful easy one, 9 being a close call.

*Character level is decided upon by the GM. Everyone starts at level 1, but a GM can assign anyone a level for progressing as a character. An added level symbolizes a bonus to damage dealt with successful hits. Thusly, a level two character rolling a 3, deals 5 damage.

Strengths: I think this is a good system because a character having 20 hit points can stand a chance in a fight. It's not he who hits first. It gives a good chance to hit and even defines when a person can pull elite moves. Some have said that this would take away an attacker's options, but as long as an attacker can describe an attack without defining a hit, it works. Auto-Kills are still allowed, but this system makes it so that an auto-kill has to be discussed between three parties, the Attacker, defender, and GM.

Creator: Here's the time for honors. Onamisaki created this battle system as far as I know, She is currently using it for her Blank Slate RP which I recommend.

Dark_Angel_Tona


lanceknightmare

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PostPosted: Sun Aug 19, 2007 8:22 am


I've already worked out a system to keep people from Godmodding in an rp. If I use an attack that takes two sentences to type up. I expect my target to do the same. Simply saying I block it or I avoid the attack then filling in the rest with there attack will not cut it even if it equals up to two sentences. Here's an example of what I mean.

Lance turns his right leg to the right then uses his left leg to jump into the air. He does a spin kick with his left leg while holding onto his right ankle while in the air.

Good Response: Mike puts his right hand on the ground then does a back handspring to get out of the way of the attack. Once he lands he stands there waiting for his opponents next attack.

Bad Response: Mike steps to the side dodging the attack that has targeted him. He then takes his fist and slams it into Lances ear.

Even worse they could Godmod at this point by adding something along the lines of. Lance fell to the ground from the blow and his ear began to bleed from the blow. He clearly wasn't a match for me and now he knows it.
PostPosted: Sun Aug 19, 2007 9:48 am


Your battle system seems more like, "one player is offensive and the other is defensive." It is normal to dodge an attack and attack back, but not to dictate where your attack strikes. I imagine your battle system to be something like this:

A attacks
B dodges
A attacks
B dodges
A attacks
B dodges

Continually. God-modding can also be dodging constantly too.

Disseverance


S1N1ST4

PostPosted: Sun Aug 19, 2007 12:05 pm


The way I see it, lanceknightmare. you're system doesn't have a clear way for someone to be defeated. If both people feel like their characters a good and skillful in combat, then both sides would be either dodging or Attacking. No one person would win unless one of the people fighting willingly chooses to lose. Which I'm sure most people won't, but their are special cases....
PostPosted: Sun Aug 19, 2007 4:19 pm


Name: Team Range

Description: Here's a step by step explanation of the battle system that I created for Rise of Anarchy:

AIA have a Long Range and a Short Range character. Insurgents have a Short Range character.

The Short Range Insurgent attacks first, but because the AIA also have a Short Range character, the Insurgent must attack the Short Range AIA. After a bit of fighting, the AIA's Short Range character dies and therefore allowing the Short Range Insurgent to attack the Long Range AIA.

For a different battle, let's say that the AIA team has the same makeup, a Long Range and a Short Range. But this time, the Insurgents also have a Short Range and a Long Range character.

The Long Range Insurgent now has the choice to attack the Short Range AIA to support his teammate or to attack the Long Range AIA to take out the enemy's support.

Now if Team AIA kills the Short Range Insurgent, the Short Range AIA can now attack the Long Range Insurgent. The Long Range Insurgent must Switch to a Short Range weapon to fight the other Short Range character. It's near impossible to fight with a sniper rifle if your opponent is right next to you or to focus on other targets when you are being slashed at.

Then, it's a battle between two Short Range characters.

However! If the AIA have only Long Range characters and the Insurgents have only Long Range characters, they do not have to change to Short Range weapons if they do not want to. They have the option to Switch to Short Range to take the damage while protecting his comrades while forcing an enemy to also become Short Range or to stay as a Long Range character in hopes to distribute the damage received. The reverse is also true. Short Range characters can Switch to Long Range. This adds a great deal of strategy to the game.

To keep players from spamming Switches, the character that Switches, must wait one turn to change weapons and get into a good position before attacking.

Short Range characters can only attack Long Range characters if there are no more enemy Short Range characters. The reasoning behind this is similar to football. The linemen, who represent the Short Range characters, block and protect the quarterback, who represents a Long Range character. When a character gets past the other team's linemen, or Short Range characters, he is able to attack the quarterback, or Long Range characters.

This will not only make a major difference between Long and Short Range, but will also encourage players to work together as a team.

On a side note, you should probably add ranges to items too. Like grenades are Short Range and that you can First Aid somebody as long as both of you are in the same Range. Kinda hard to heal a sniper on the 5th floor of a building when you're on the ground, taking cover. The same should also be true for Skills.

Strengths: Strategy, teamwork, and no two battles will ever be the same.

Creator: Disseverance

This is just the skeleton so you can change the words around and even put Post Actions in. It would also be up to you on which dice to use and what the numbers will stand for. Swords, fists, arrows, rocket launchers, snipers would be supported in this system.

If you see any contradictions or anything that you feel should be fixed, pm me or post it here. 3nodding

Disseverance


Fenrir SongMoon

PostPosted: Sun Aug 19, 2007 11:30 pm


Lance: Yeah, like others said, it seems like a totally one sided system. Also, limiting how much others can type in a post really stifles creativity. And, while it isn't really relevant, those descriptions of movement in battle seem laborious and nonsensical. But that's just an opinionated observation. To define what I mean though, why are their limbs flailing all over the place, and having nothing to do with what action is being taken?

As for Disseverance, I'm not sure I understand the battle system you're proposing. It seems complex, and like it's well thought out, but the words you put it in, I find it very hard to understand exactly how it works. I think it's because you described it all in examples, without explaining what is really happening in those examples. Then again, I just might be dumb. lol
PostPosted: Mon Aug 20, 2007 9:25 am


I get that alot. sweatdrop Alright, no problem. 3nodding

-Short Ranged characters cannot attack Long Range characters if there are opposing Short Ranged characters blocking the way.

-Long Ranged characters can decide to attack Short or Long Range characters.

-When a Short Ranged character attacks a Long Ranged character, the Long Range character must Switch to Short Range.

-Anyone can Switch at any time during the battle. Short Range to Long Range and Long Range to Short Range.

-Switching requires the Switcher to wait one turn. (To deter spam switches.)

-Items can only be used on allies if your allies/enemies are the same Range as you are.

Those are just the basic rules. Like I said, it's the skeleton so you can easily change, take out, or add other elements to the system. I.e. Dice, weapon proficiencies, etc.

Disseverance


S1N1ST4

PostPosted: Mon Aug 20, 2007 7:09 pm


Sorry guys, for not posting in a while, ( i was working on my profile). But anyways, Disseverance, that is a unique battle system, but from the way I understand it, if people want to fight they will have to pair up with another ally. And fights will be 2 v 2. But if that's the case are there going to be any 1 v 1 battles? I'm asking because not all fights are 2 v 2 and furthermore, sometimes people will get spread out in the world (of the RP) and their won't always be 2 people of team A and 2 people of team B.

That's just the way i see it, I may have misunderstood tho.
PostPosted: Tue Aug 21, 2007 8:46 am


Good point. Hmm... I'll list the 1v1 rules below.

-Long Range characters do not have to switch when attacked by a Short Range character.

-Anyone can Switch at any time during the battle.

-Switching does not require the switcher to wait one turn.

I suppose that's all that should change in the case of a 1v1 fight. Basically, it just turns into a basic turn-based rpg with no special rules save for Switches.

Disseverance


S1N1ST4

PostPosted: Tue Aug 21, 2007 9:28 am


(( it's still in it's beta stage but...))


Name: TBD ?? confused
Description: This System is a modified version of the system Delta 808 posted. It was a good system but I added a few stats behind them.

There will be two attributes: Stamina and Agility

Stamina: this attributes determines your vital hits / nonvital hits
3 sta: 3 vital hits and 6 nonvital hits
4 sta: 4 vital hits and 8 nonvital hits

Agility: determines your attack style (Aggressive, Controlled, Defensive)
and your SPECIAL (more on this later). if your agility is either 1 more, even, or 1 less with your stamina then your fight using the controlled style. If your agility is at least 2 more than Stamina then you fight using the Agressive style. and therefore if you agility is at least 2 less than stamina then you fight using defensive style. if you think that somone will go all in stamina or all in agility, he can't unless he wants to be weak.

Explanation: if someone does choose to go all in Stamina, then he will not have a SPECIAL. which is a obviously one of the best ways of killing an opponent. and if the person goes with agility then he will have a low hitpoints, and thus won't last long enough to use the awesome specials.


Aggressive (roll 2 6-sided die)
1-You miss and the enemy strikes back hitting a non-vital area
2-You miss and the enemy strikes back hitting a non-vital area
3-You miss
4-You hit the enemy in a non-vital area
5-You hit the enemy in a vital area
6- SPECIAL


Controlled attack style (roll 1 6-sided die)
1-You miss and the enemy strikes back hitting a non-vital area
2-You miss
3-You hit the enemy's weapon and he is disarmed
4-You hit the enemy in a non-vital area
5-You hit the enemy in a vital area
6- SPECIAL

Defensive attack style (roll 1 4-sided die)
1-You hit the enemy in a non-vital area
2-You miss
3-You hit the enemy's weapon and he is disarmed
4-You hit the enemy in a non-vital area

As you know controlled and aggressive styles have SPECIAL ability. what is that? A SPECIAL is a skill unique to a particular class or person. On the rp, there will be a SPECIAL page in which all SPECIAL abilities will be listed and people are going choose what their SPECIAL is. But as such there will be unique SPECIAL which require you to be in a particular Agility skill level.

For example if the person is a mage then their SPECIAL may be Freeze Legs: opponent's leg is frozen for 2 turns. When Frozen opponent can't move and whenever you get rolls saying that you miss, you will instead hit him in a nonvital area.

another example: if the person is a thief their SPECIAL may be Poisoned Blades: in which in the next 2 turns the person has the ability to poison his opponent if he hits him. When poisoned the opponent will automatically be hit in a non-vital area every turn IN ADDITION to your regular hits. lasts for 3 turns.

Killing the Opponent: the way to kill the opponent is by (obviously) hiting all of his vital or non-vital areas. If you get defeated, its not a permenant death but you will respawn in your base.

Attaining attributes: every time you win a fight you will get 3 points. and you can choose to invest in either attribute.

Strengths: I feel that this system is able to give you a more customized approach to fighting. You have the choice to go from aggressive, controlled, or defensive. And, you can have a SPECIAL that makes it all worth it. It gives you a chance to kill the opponent without HP/MP systems involving large number (as most RP's do). It keeps things relatively simple yet efficient.
Creator: S1N1ST4

(( I hope i didn't make it too complicated. And right now I'm working on a system that doesn't use stats, if you have ideas then post here razz ))
PostPosted: Tue Aug 21, 2007 9:49 am


It seems that Vital and Non-vital hits seems like having two completely separate health bars. I propose that a character has one HP stat where non-vital hits take one HP where vital hits take two. However, using either way can create super long battles. If you're going to increase HP/vital, you should also make a way to increase damage.

Also, gaining 3 points per win can overly rig a character. I think that level differences should affect how many points you earn. Also, while each point automatically raises a skill, there should be one number to represent the level of that character. Like every 5 points, your level increases. No benefits for gaining levels, it just represents to others how strong one is so lower levels don't challenge a higher level if they wouldn't want to.

Disseverance


Delta 8O8

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PostPosted: Tue Aug 21, 2007 10:32 am


Well...it's a modified sort from mine...Modified for melee attacks only though. Which is good. Mine doesn't cover melee attacks all that well. Anyways...I forgot to mention what a vital area was.
A vital area to an enemy/NPC would be chest shot to head shot, neck shot...anything quickly fatal.
A vital area to us and our characters/NPCs would be a chest shot to a shot in the back, or some such. But it's not fatal. The reason for this is because since the dice are unpredictable (and the dice gods hate us all) it's quite often that one person takes a hit to the chest or leg artery more than once in one post, much more in one rp. This way your character could call out for help. Either a medic or another character can come in and treat the wound or carry them back to base.
Now if you notice NPC shows up in both. When one thinks of NPCs it's mostly the gamers. Non-Playable Character. NPC means that and also means Non-Player Character.
A Non-Player Character is someone no one really plays but if need be they can. Such as a Medic, or maybe a side character that always sticks with your main.
With that said when someone thinks of a side character they think doubling up, as this concept has been around for...god knows how long. BUT when one rp's a modern war Rp it never really goes the way a war rp should because it focus's on the main characters. The NPC's are everyone else. Most of these NPC's are Non-playable characters, but some are Non-Player characters and just because they are titled that it doesn't mean they are less important or more important. They're equal. Being able to control more than one character allows you to rp actions of each person in your squad or platoon, and also rp the actions of the wounds they've received.
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06 General Archives (non-RP inactive threads)

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