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Tags: High School, Magic, Ria RP, Role Playing, Semi-lit 

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Event Battle System! v. Alpha Goto Page: [] [<] 1 2 3 [>] [»|]

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KuraiGekkou

PostPosted: Sat Feb 25, 2006 8:27 pm


[ Message temporarily off-line ]
RayanStiger rolled 10 10-sided dice: 1, 8, 1, 2, 3, 3, 8, 6, 5, 2 Total: 39 (10-100)
PostPosted: Sat Feb 25, 2006 8:34 pm


dice testing... whee...

I hadn't tested the dice rolling things b4 writing mine. Now I realize some ideas won't work so well. But meh... that can be worked around. Least I had some good ideas. Thanks for the comments! Now I'll try to answer some of your quieries and problems with my system.

1st Quote: No comment needed.

2nd: Yes, that is correct. A block in this version is a hit or miss deal. No taking the amount he would have received and then subtractring the difference. The reason is that in actual fighting, when you block, you generally don't take damage from it; either you're hit or you're not. I understand that most rpg systems (like Tales) have it so that you take some damage while blocking, and it might make the dice system simpler if we did things your way. So really it depends on whether you care more about realism or simplicity. Both have their advantages and disadvantages. I guess if we did things your way, when people block and take damage they can just say the sword grazed them, or they put their arms up to shield against the punch but it still hurt a little bit. I suppose it's not that bad an idea, but still, that was the thinking behind my concept.

3rd: Excellent. I'm glad my combo idea is likeable. ^-^

4th: Good concept, hard to put into practice with Gaia dice. You could just double post, or do a die roll on IM and then copy and paste the results. But to do that the admin would have to do it to keep things honest. I just wanted a way so that some moves are more powerful than others, since not every attack people do would necessarily store the same amount of power.

5th: die limits again...

6th: This is intended to be a means of checking overquick kills or from making one attack far more powerful than it should be.

7th: Again, die limits. Another attempt at allowing for a multiple attack followed by a super powerful one. Allows for more breathing room in actual rps.

8th: Restating myself. I figured some people would forget about the defense rule, but maybe it just made things more confusing by saying it again.

9th: Yay! Combo break is accepted as good idea. ^^ As for counter damage, I didn't put in anything about counters possibly doing damage more or less than 10. That will be changed later. Also what I meant was that if the counter fails, the defender is hurt and nothing happens to the attacker. But I think I like the idea of the counter hitting regardless and the roll is merely for dodging the attack. A way to integrate all 3 possibilities is---
(10 sided die)
1-3: Defender hit, no counter damage
4-7: Counter damage, but attacker's attack hits
8-10: Attack evaded and damage dealt.

This of course would do away with my current way of calculating counter's accuracy. But it's still a possibility. Again, the method of how the counter would inflict varying amounts of damage is as yet undecided.

10th quote: Yet more die restrictions.

11th:
Quote:
i can't wait....
It'll be good, I promise.

12: This is meant to involve everybody! Also it means we don't have the same restrictions that all the other rpg system moves have. Each rp character will be customized to the rper's personal tastes and battle stragegies. Of course, mods/admins are here to keep the move inventions fair.

13: It's Cless. Of course he's awesome. A good, simple example that's very understandable.

14:
Quote:
this has just given me an idea actually. but i want to test out the first battle system before adding more conditions


What what what's your good idea?! Man... now I wanna know. ^-^ I look forward to it!

15: AHHHHHHHHHHHHHHHHHAHAHAHAAAAAAAAAAAAAA *insane laugh*
Kids looking at tv sweatdrop as their parents turn off the tv, then shake their fingers at them saying, "I told you kids not to watch shows where the people in it are on crack!"

16: Over Limits will come!

17: Another fun move. I made it have a high tech cost just so that people woudln't grab spam and interrupt every block and counter. Could lower the amount to 3 or 2 if you think it'd be better that way.

18:
Quote:
I'm just a bit uneasy about splitting out the tech and special points. But this idea will diffently be a grand idea.


The recharge idea came from... uhhh... Tales! When you do lots of normal attacks and regain your TP in ToS. Or when you finish a battle.

As for the dual Tech/Special point system...

I understand your concerns. It will probably be slightly more confusing, and it's another stat to keep track of during a fight. But I put the twin numbers there for a good reason, and even if you disagree about whether it should be used or not, I'm sure you'll at least see where I'm coming from. Characters don't all use physical attacks; some use magic. Even those that are all physical can summon special energy and such. So it needs its own point structure. More importantly, this prevents people from comboing every turn- it forces them to both use normal/combo attacks and their special moves, instead of exclusively one or the other.

19.
Quote:
That is diffently a good one. Audience pumper. I would like to see a tech move like that.


W00t! Glad u like it. I got the idea partly because I remembered when we first talked about having an rp tournament, I was of the opinion that judging should primarily be on rping ability, not stats. But also I got the idea from Xenogears. When Fei is in the tournament thing, he fights "Big Joe", a guy who totally sucks but the audience hurls things at Fei throughout the fight because they love Joe. XD So yeah...also I figured having the audience participate every now and again would be a good way to keep people coming back- they will have the power to affect the outcome of rare individual turns (though obviously not entire matches).

----

Thank you for your positive remarks, Kurai. I'm glad to be of service. And I understand your wanting to test the rpg system first before tweaking it. At least my ideas will be up here for all to see. Maybe we should test both of them out and then post the test rp battles up for people to decide between. I hope at least that some of my ideas (special moves and combos primarily) will be used, even if the rest isn't.

Regardless, I vote yes for the tournament/event rpg battles, even if none of my ideas are used, because I am certain that it will be lots of fun combining a custom-made rpg battle system and normal rping.

--Rayan Stiger, aka DP

RayanStiger
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Kaitae

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PostPosted: Sun Feb 26, 2006 9:53 am


Kaitae Says:

*nods head slowly*
PostPosted: Sun Feb 26, 2006 10:15 am


... crying so confusing...

maxochrome effect
Crew


Ausa-kun

PostPosted: Sun Feb 26, 2006 10:59 am


I'm with Max. I mean I don't mind that you're trying to make it more interesting to fight, but some people might like to just normal RP (like myself). If it got confusing I wouldn't really feel like trying anymore. That's one reason why I quit D&D.

So my question is this. Will everyone in the guild have to do this?
PostPosted: Sun Feb 26, 2006 11:17 am


From the first post:

KuraiGekkou
......
2nd off.

This is NOT going to be a must for every RP battle. This is just going to be for Events

once again:

This is NOT going to be a must for every RP battle. This is just going to be for Events.....


KuraiGekkou
So there you have it folks. My idea for a simple battle system to be used for events.

Please I beg of you Please do not have the idea that you must use this for your plotline fights and all.

This is only because if we are to have a battle themed event we will have to have some fair form of judging a winner. Please think of this only as fun. If your player does loose to somone that will knock your plotline off track just well. Improvise, you know.

Like say you loose.

"hah.. i was only going easy on you. Oh hohohohoh."

or something like that.

And once again. I will LOVE any suggestions for special moves or trance styles. ::thumbs up::

KuraiGekkou


Ausa-kun

PostPosted: Sun Feb 26, 2006 11:22 am


Ooops... Sorry... sweatdrop
PostPosted: Sun Feb 26, 2006 11:27 am


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*~It happens. Just keep in mind to read the first post from now on before posting, me and the crew try to explain the threads purpose on the first post. And about the confusion on the syste, Ill be working on an example to demostrate how the system works. I just dislike the posting limits Gaia has. puff.~*


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KuraiGekkou


Ausa-kun

PostPosted: Sun Feb 26, 2006 11:47 am


I did read it... I just have a very bad memory. :was droped on a glass table when he was younger: ._.;
PostPosted: Sun Feb 26, 2006 2:29 pm


It sounds pretty good and it's not too slow like some dice based games. PLus, it makes it so the fight doesn't last forever and people have argue about whether or not they hit each other.

Only problem is, I don;t nkow hwo to use the dice on Gaia. crying

Kimihiro_Watanuki

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RayanStiger
Vice Captain

PostPosted: Sun Feb 26, 2006 7:56 pm


Kimihiro_Watanuki
It sounds pretty good and it's not too slow like some dice based games. PLus, it makes it so the fight doesn't last forever and people have argue about whether or not they hit each other.

Only problem is, I don;t nkow hwo to use the dice on Gaia. crying


Which system, Alan's, mine, or both? Just to clarify.

And for die rolling (I just learned myself):

Hit reply just like your normally do. Then click the arrow "post action" underneath the large color box. Choose roll die. Put in numbers. Now you type your normal post bladda bladda. When you hit SUBMIT, the numbers will pop up afterwards.
PostPosted: Fri Mar 17, 2006 2:13 pm


As pretty and detailed and effort-ful as that is... you need to think of everyone who's going to be using it First off. It's pretty good and everything, but it ain't simple in the least and people might feel constrained by all the rules/moves from it.


Here is a fairly sketched out, on the minute, brainstorm of an RP battle system that alot of people could use:


Since people usually have their battle post ending in either showing an attack action and letting the opponent choose weither or not it hits, or possibilities of their attack hitting; I say why not add some machine fairness to it?

What I propose that in each RP battle post, a dice is rolled to indicate weither the ending of thier own post will hit the opponent. ((Eg. rolling 1-3 is a miss and rolling 4-6 is a hit)) Most posts, I've read are showing an attack as the last few sentences, but for this....... All battle posts would end in an attack OR the result of what will happen once the attack hits.

While the poster is writing out their battle post, they will have no idea of the outcome of the dice untill they are done, Unless they make a quick OOC post with the dice, then edit that post after they have seen the result, turning it into their real post.

BUT they must not write the attack hitting/dodging! It's up to the opponent to do so, in order to negate godmodders. And the opponent must be fair in taking/dodging the blow.

If this were done for the star event, the stars would be marked on the description of how you are hit, fairness of the hit in context/effort to the opponent, creativity for the consequences, as well as the lenghty-ness of it.

Also, each person would have an amount of hits they could take before going down, maybe like 3 or 4. I maybe could also get some attack power worked in there for the people who don't like the 'winning based on luck' thing.


I think this way is super simple, and it gives everyone freedom to RP to their hearts content.

bleachman


KuraiGekkou

PostPosted: Fri Mar 17, 2006 3:25 pm


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*~bah ::wiffs hand::

thats not even a system naryu-san then >_<;

Thats just flipping a coin when you and your friend dosen't know how to end a post.

Which is what we all sorta did neways XP.~*


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PostPosted: Fri Mar 17, 2006 3:31 pm


>_> Its better than yours. I personally think it would rid us of those situations where both people think they are the kings of the world and neither of them gets phased by anything they throw at eachother. My way ensures that they actually Get hit once and awhile.

bleachman


KuraiGekkou

PostPosted: Fri Mar 17, 2006 3:56 pm


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*~It is a good idea. But not a system. The whole idea was to create some sort of alternative system to use for RPing. We already have rules enforcing if not the person would get hit or not.

Its called the god-moddin rule.

And as you have noticed. yes Dante and Scythress has used their dices to determine the attack and what not. That was pretty much on how the god-mod rule was enforced.

So if that was what was trying to be done here Naryu-san, it was already been done. You won't have to worry about it.~*


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Work in Progress / Ideas and Suggestions

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