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:
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