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Posted: Thu Sep 23, 2010 9:05 am
Hey! I'm fun! Just not when you're trying to kill each other......
Ranks is goooood. *shoves Cassi in with Sae* XDD
As far as the dragons go.... It would be challenging to try and figure out things for them. XD Though, I could see a footrace between Vorel and Tural with the rule of flight getting you disqualified. Peri's probably not going to want to do a lot of battle type things with the dragons. More fun type contests like some of the teen classes have. ie: Two ice wielders: Who can freeze the waterfall the fastest? or An underwater race for two aquatics... or some sort of obstacle course for mixed types.
.... Do teachers get first dibs on young adult growths? *shot by Ara* XDDD I think most of us have a kid ready to grow to that stage....
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Posted: Thu Sep 23, 2010 1:42 pm
Perilas_Coleman .... Do teachers get first dibs on young adult growths? *shot by Ara* XDDD I think most of us have a kid ready to grow to that stage.... LOL.
... Though it would probably be easier to work out the kinks that way.
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Posted: Thu Sep 23, 2010 2:06 pm
Tural never struck me as the sort that was good at running given his short legs. He'd shuffle along huffing all the way to the finish line to make Kliken happy but I doubt he'd win against Vorel... *giggles a bunch* Its a cute mental image though. rofl
*giggles at Niki's suggestion*
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Posted: Thu Sep 23, 2010 2:33 pm
Seeing as how I'm in Europe and only just today got reliable/any internet (withdraaaawl), I'll mostly just say that I like the way the idea has progressed so far.
I like the idea of keeping based mainly around the roleplay, with dice rolls giving a guideline as to how well your child should be doing during that post. As to making it into a... duel, say, rather than a battle, that seems more in line with a school anyway, doesn't it? They don't want the kids or dragons to maim each other, it would be...non-cost effective. >>;
So, if you have someone to whom violence is abhorrent, you can have them play defense, or use their healing, etc, and they will still get a good grade for showing of their skills. So it's more like sparring rather than actual fighting. In my martial arts belt promotional, we were supposed to demonstrate our skills before the judges, but demonstrating control was a part of that as well.
At least, that's how I see it.
I'm not much good at making battle systems for RP, though... I generally just assume everyone will play fair (in my own RPs) until they don't, and then talk to them... but in a large group setting, I can definitely see that having problems.
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Posted: Thu Sep 23, 2010 3:32 pm
Ahaha, watch me be Miss Tardy-to-the-Party. *FAIL*
Dittoing that I rather like a lot of what's been discussed already- base stats, optional exercises to increase said stats, mostly roleplay-based with a few dice rolls to keep changing things up, and a rank system all sound great. I do like dice as an equalizer, and think the way it's been presented will allow for chances standard roleplay might not allow, while preventing a constant stream of bad luck for an otherwice excellent fighter (although that could be fun to RP too).
I also really like the idea of non-battle events. Obstacle courses, athletic challenges, etc. Those might be a good way to prepare for the arena, maybe starting at preteen or teen to get kids and their dragons on the same wavelength. I also really like the idea of team events, both non-battle and battles. For example, teams of three, with each person taking a different role (mage, fighter, defense, what have you). Or even exercises where people are forced to take on roles outside what they're specialty is for broadening purposes, or other surprise twists. Keep things interesting, y'know?
While we're talking about inter-class battles, I'm wondering if there's going to be an established curriculum at any point. I've noticed that there's a broad range of techniques and specialties being taught by the various magic and melee teachers, and while that's great, it's difficult for someone who's trained solely in hand-to-hand combat to fight someone who specializes in archery, for example. Will we just be trying to match up people who can fight each other, or will it be up to the player to diversify their child's education by seeking out different teachers, or should we try to establish certain things that everyone teaches? I'm not sure if this is a big issue, really, but it's been bugging me for a while. ^^;
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Posted: Thu Sep 23, 2010 5:03 pm
The mental image of Tural waddling makes me laugh. XDDD I SHOULD SO MAKE HIM RACE! *shot*
*agrees with Indu* See? We're volunteering to be guinea pigs~
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Posted: Thu Sep 23, 2010 7:25 pm
Peri is so cruel making poor Tural race! *shakes head*
I do think things like that would be fun though, races and obstacle courses. Some thing on the obstacle course would be harder for some kids, like Geia or the other birds could easily get their wings tangled in things while Ter would have an easier time slithering through some obstacles... or wow... the idea of Valens running an obstacles course makes me giggle, he'd be the only one able to get lost on the course. *giggles a bunch*
Those stuff does sound like it would be fun though ^_^
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Posted: Fri Sep 24, 2010 3:22 pm
I think the idea of Dragon classes is just that~ People RPing their dragon through obstacles. I think the damage would be too great if they had dragons fighting eachother. xD
As for combo classes, I imagine it involves a lot of flight-technique on the dragons part... Getting melee kids close enough to land punches etcetc. OR again back to obstical courses that involve both the kid and the dragon.
Overall the goal is to TRAIN the kids to be able to run tasks for D-corp at a later date. >3>
but OKAY I think we got quite a few things worked out for the time being. |3 A general idea... Hummm... I need to work on some stuff and then bring it back for REVIEW TIEMZ.
As for curriculum, I'm not sure. I do want to leave it open to preferences, I've always liked the way battle classes spread out to match individual desires-- so I think overall the goal of any matchup would be random... and to say look, you're going to be up against ANYTHING. Learn your strengths, and above all, learn your weaknesses. So I agree, its much more of a sparring thing.
So mrfists vrs mrarchery... They'd have to figure out how to get in close enough.
So there may be a few things everyone would agree on teaching-- But that is what this forum is for! Its for teachers to discuss things like that... So if you want to start up some like "Hey magic teachers here" please feel free to x3 You guys can work on some "magic basics" and move on from there.
And I'll be happy to give my opinions as well as to how magic sort of works in a more scientific sense. >x> Theoretically speaking, anyways.
and ENJOY EUROPE. SUCH FUN!
As for running a scenerio-- I have an Idea. How about the teachers do it first? This will give everyone an idea of how the system works-- and you'll get to be SUPER BADASS. |D But without jumping the growths or anything... ANd you'll still get credits towards the "vending machine"
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Posted: Fri Sep 24, 2010 3:29 pm
base stats, optional exercises to increase said stats, mostly roleplay-based with a few dice rolls to keep changing things up, and a rank system all sound great.
+Dragon Skills+ I need to apply a set to every dragon species. UGH. ie: Water based Weak to Electric Strong to Fire
LIKE POKEMANS.
+Dice system+ I want to work with a very small scale, and leave a broad range for the RPer... So maybe even just a number 1-5 every 5 posts.
+Sparring system+ Maybe to match the dice? Theres like "rounds" so every 5 posts, round 1 is up-- a set of 3 rounds, and in the end they're graded? I think drawing from karate type events would be a good idea.
+Skills system+ Name- Class- Offense of choice- Defense of choice- Primary Skills-
example: Name- Geia Rank- 1 Class- Healing Mage Offense of choice- Support magic Defense of choice- Sheild magic Primary Skills- Flight Night vision
and then maybe a point scale, I'll be making cards... that you can kind of fill in like ||||||||||||
What do you think the scale should be? I think maybe pretty wide, so there's lots of room for improvement and character differences?
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Posted: Sun Sep 26, 2010 8:54 pm
The profile that you have made up would actually be good both for use for the student and for the dragon I think.
Perhaps having the players fill them out and send them in along with the other info when their kid hits Young Adult for that kid and their dragon. Having the profiles sent in along with the other growth info would allow for them to be looked over and approved before the student start any of the Young Adult classes/events/courses.
I wouldn't mind helping out and applying the stuff to the dragons if the need arises, since I have the Draconomicon which would help and play waaaay the hell to much Pokemon. rofl
Not to mention plenty of time on my hands. *giggles*
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Posted: Sun Sep 26, 2010 9:17 pm
yesplease. D: I don't even know where to start really with the dragon info now... xD
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Posted: Sun Sep 26, 2010 9:28 pm
*giggles* I can fiddle around a bit and see what I can come up with. ^_^ <3
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Posted: Sun Sep 26, 2010 9:43 pm
God so much to catch up on. So far everything sounds pretty well sorted out. Having the teachers try it out first could be a good idea for sure. Seeing that some teachers have both melee and magic it would work well to have them try out both to see any flaws or difficulties with it.
Like the point system. SHould work well :3
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Posted: Mon Sep 27, 2010 8:20 am
*gives a thumbs up* Looks good to me. I agree with Orphy that the form could be filled out by the player (and probably reviewed by techs or something to make sure they didn't add skills that hadn't been obtained via RP yet...).
Hmmm.... as for the scale.... 1-20? Bit larger than 1-10, but not so huge that it seems they never get better at stuff...
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Posted: Mon Sep 27, 2010 3:06 pm
I can help do some mock-up examples of what a kid's card might look like [the information on it], because it's a bit more in-depth, and there are different things to consider.
For instance, we need to agree on what each point marker means. Say we use a 1-20 scale, we need a way to make sure that my 10 and Jay's 10 are at least within a point of each other.
So, let's use Tyven as an example. If we ALL did a card for her, and compared/discussed the different point values we chose, we could come to an agreement on what makes a 11 versus a 13, and so on.
I think that, depending on how you use the scale, a 1-20 scale is much too large.
If you have 10 "Average" that makes it a different story. Then you could use the scale for anything. For instance, if you were using Tyven [sorry for the repeated example], she is sensitive to extreme cold.
So perhaps her card would have: Hot/Dry: 15 Wet/Cold: 7
If we started at 0, I think that 1-20 may be too many points to assign, as the main way you get these points are through classes and training roleplays [Solos, Group, Private, etc], and at this point, they're on their second to last stage.
---
I think it would be interesting to make specifications, based on type of student.
For instance, using Simon, he doesn't have much training, but he is very naturally strong. So, something like:
Skill: 1-10 Power: 1-10
With Skill being gained through training, and power being based in a kid's nature [DNA + Personality, such as being aggressive or determined].
----
As for different skills/fighting types, there can be general battle rules established prior to each fight, such as "No Weapons" or things like that, to keep it in the same range. Since cross-bow vs hand-to-hand is not fair, nor is it something most of the teachers would be willing to do...
Whereas, you could also have rules like "Melee and Defensive Magic only," and a number of other guidelines/handicaps for each individual battle.
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