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fractalJester
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PostPosted: Thu Oct 13, 2016 9:57 pm


Aaaaand open!

First on the docket: Rules and Stats!
PostPosted: Fri Oct 14, 2016 8:49 pm


I've also gone ahead and added most of the post-rework character claims in the first post for ease of access.

Please note! As I've said in the chats a few times, we're releasing this new information bits at a time so that people have a long enough chance to read and digest each bit before moving on. You don't have to post and say 'Read it' or 'Done', but just be sure to make sure you have a solid understanding of every new bit posted--if you have any questions about stuff that's currently up, feel free to ask them here so we can go ahead and clarify/edit as necessary.

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PostPosted: Tue Oct 18, 2016 8:27 pm


Added Combat Info: Weapon Types and Status Changes!

PLEASE NOTE: While these have been worked on for some time, this is still not the final draft! Some alterations may still occur.


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PostPosted: Thu Nov 03, 2016 12:08 am


Added Combat Info: Actions per Round and Magic Guidelines: Charging and Interruption!

Please be sure to read each new addition and absorb the available information. The more thoroughly you understand each bit now, the easier things will be in the future. You don't need to have this stuff memorized, but just having it primed will vastly help all of you, and us, keep things running smoothly.


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PostPosted: Sat Nov 19, 2016 2:28 pm


Added Magic Guidelines: Spell Levels and Costs, Magic Guidelines: Elements, and some Miscellaneous questions and answers regarding them!

Reminder to please be sure to read each new addition and absorb the available information.


EDIT: Edited the Spell Levels and Cost portion to include more detailed examples and explanations!


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PostPosted: Thu Dec 01, 2016 2:19 pm


At last, at last, it's here: I've gone ahead and posted up the AP stuff under Stat and Ability Points: Ability Points.

Keep in mind this entire thing is all worked up in theory, not in practice. Like everything else, there may be tweaking and changing; we may add some new things, or take some away, depending on how everything plays out. It's all a work in progress. We're adding it because we think it could be fun, but we want to keep things balanced for everyone, so just be patient with us.

As you'll note, the amount of AP you receive has still not quite been decided. All I can say is it will, at least, be more than 25. So toy with that as you may.

I've also gone ahead and added Magic Guidelines: Summoning, and updated the Miscellaneous posts with information on MP regeneration, Conjuring non-summon entities, and how durability will work with magically-cast objects.

I've also updated the ApR post to include a breakdown of the Speed stats needed to get specific ApR, and I've updated the Elements and Hexes posts with the elemental/hex name changes for Decay element (previously Poison) and the Poison hex (previously Venom, having been changed from Poison before).

Reminder to please be sure to read each new addition and absorb the available information.

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PostPosted: Sat Dec 10, 2016 1:45 pm


And now introducing: Form Shifts, including Form Points, Drive Forms, and D-Links.

More to come on that front in the future!

Also updated the Misc post with additional information, including this important tidbit:

Quote:
::How do we handle the effects of damage? (or) Why did Sora never bleed in the games?::
We're stealing a chapter from RoosterTeeth and introducing RWBY's "Aura" concept into the roleplay. That is, as long as you have HP, any damage you take is actually to a protective, invisible aura of life force that surrounds your body. This works to explain why sometimes super major attacks deal devastating amounts of damage but don't actually, you know, turn us to dust.

In a sense, think of your Constitution as the general strength of your protective aura, and your Defense and Resistance as defining how resilient you and your aura are against those types of damage.

Since your aura is the literal projection of your life force, this explains why hitting 0 knocks you out. It also means that you can take actual, permanent damage to your body.

As far as reasons go, things maybe got a bit too... descriptive in the first half when we compare it back to the games. For a long time, we simply argued that we were adults (or mature, anyway) and it was okay to take that next step, but now stepping back, it seems like it got a little out of hand.

We understand that some of you prefer the actual risk of blood loss and bone-breaking. If it comes down to that, there can still be means of making that happen—maybe a boss field effect that suppresses aura, for example—but it would have to be something to which each writer agrees.

Besides, this explains how 15 year olds had buildings thrown at them and never received so much as a bruise.


Reminder to please be sure to read each new addition and absorb the available information.

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PostPosted: Fri Dec 16, 2016 12:06 pm


And for this week's update, Form Shifts has been updated to include information on two unique form types: Drive-Trances and Summon-Trances!

In addition, we've also gone ahead and posted up information on Geists! However, you do not need to memorize, or even thoroughly read, this section! It's merely there for a reference for these unique HA-related creature types. We may end up converting the post to a 'unique beasties' post later down the line.



And with that, this is done! All currently-planned information is up for your perusal; when you start working on profiles, now you can at least go back to these pages for reference if you need it, though you likely won't.


Let me remind everyone that we don't want you to try memorizing any of this! This is a hobby. It's not a stressor, or a requirement. We post this up so you can get acquainted with the information; that simply means knowing that it's there, where you would go for references or questions, etc. We don't want you to become intimate friends with it and know every little detail.

You don't need to know every quirk of the system, just how to find what you need.

And as always, the mods are here for any questions or suggestions.


With that said: we're on our way to Volume Two! Feel free to use this thread as your standard out-of-character chat regarding the roleplay-to-be, just like the other Heartfelt Adventure: Questions, Suggestions, and Discussion thread.

We'll only use the 'spoiler' quote-notifications in the future if there's a large update or announcement that everyone needs to know.

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PostPosted: Sat Dec 17, 2016 8:25 pm


Slight update regarding Form Shifts, specifically Form Points: the default starting FP has been reduced from 5 to 3.

Reasoning: One of the longest battles to date, Phase One against the Dark Abomination in the Louis Arc, was 5 rounds long. Few others have been that long, if close, so we have reduced to default time in order to incentivize saving your FP for critical moments, rather than just starting a Drive/Trance and maintaining it the entire battle.
PostPosted: Sat Jan 07, 2017 3:26 pm


Oh look, another addition. This time, Attacking and Defending!

I say it multiple times in the post itself, but for sheer concrete emphasis, let me be clear: we are 100% okay with people using common sense to determine if something hits or doesn't based on the situation. Like so many other things, this is just an addendum for those that want to make battles more like a game of a chance.


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PostPosted: Sun Apr 02, 2017 10:09 pm


So, about training...


Oookay, I've been meaning to start this, I might as well do it tonight.

ABOUT TRAINING!

The Time Question: From breakfast to dinner on days 8, 9, and 10, we will be entering a magitechnically created dimensional pocket space (known as the Mirage Arena, hereafter Arena) in which time is compressed by magnitudes such that it loses meaning, and space becomes effectively infinite.

For instance, Day 8 (last day in HA V1), we've entered around 8-9 am, and will exit approximately 8-9pm. Reality experiences roughly 12 hours. We will experience roughly four months.

Days 9 and 10 will start sooner and end sooner, to give us more free time during the festival to relax.


How Much Training?!: We will not be spending every existing moment in the Arena training. We will learn for some hours, train for some hours, relax for some hours, and sleep for some hours in day-like cycles. Day and night do not exist, but our bodies still effectively function on the concept of limited energy and required regular maintenance.


What Kind of Training?: Every feasible kind you can imagine!

  • Day 8 will cover General Training and Mastery. In 'compressed time', the first month will basically be boot camp, the second will be a bit more complex, and so on into Day 9, and then Day 10.

    When I say 'boot camp', I don't mean crazy Navy SEAL type training, but I do mean militia-like practices. Running, lifting, sparring--every manner of physical exercise you can imagine. So, yes, feel free to consider your body in a more idealized fashion after this point rather than sticking to 'how lanky was I on Earth' and such. After the first few weeks/first month, the physical regimen requirements will be reduced from 'training' to 'maintaining' (except for those focusing on physical skills, of course).

    During that first half, there will be very little direct training in magical application. There will be discussions of magical theory to help everyone grasp how magic works (*cough* this is how you'll basically learn the magical systems), but there will be no dedicated, required classes (self-practice is always up to you). The reasons being simple and obvious: you're going through very intense physical training. Requiring intense magical training immediately is unwise.

    However, once the physical regimens switch from 'training' to 'maintaining' (about two weeks in), genuine magical lessons will begin. These will be fairly general, and mostly just on the use of magic as a whole.

    Things will get a little bit more specialized after that, and so on, and so on. Month 2 might begin the more personalized sessions and whatnot. By the end of Day 8, you should have developed and mastered the extents of your personal class and summon abilities. That also means that any class, weapon, or summon shifts should occur during this time period.


  • With that said, then, Day 9 will be devoted almost entirely to Synthesizing New Talents and Teamwork. While AP will have been covered and taught at some point in the later months of Day 8, Day 9 will encompass the potential of AP to grant you new powers and the capacity for said powers to work well not only with your own unique talents, but with those around you. Yes, everyone could learn White Magic, but doing so would be a massive waste of potential, and so on. It's about learning your strengths, weaknesses, and passions and combining them with everyone else's.

    And as mentioned, a heavy part of this day's training will be focused on teamwork. On picking squad leaders, if they're necessary; on obeying orders and proper ways to negotiate with leaders in the case of a unanimous disagreement; and so on. Here, everyone will begin working under canons, but as progress continues, Earthlings with more obvious leadership potential will be picked, groomed, and heavily tested for the likely-inevitable case of a canon-less mission.

    Also part of this teamwork training is the oft-spoken of Drive Trials. Though not mandatory by any means, it will be suggested that Earthlings seek to harmonize with each other well enough that, in case of emergency, any one individual can drive with another.

    Another aspect of Day 9 that you probably don't know: Chocobo Training! Everyone knows that we've all gotten our own Chocobos, but they've been more fluff companions than anything significant. But these birds are capable of so much more. In fact, they're capable of something extraordinary: ability channeling. While riding a Chocobo, certain basic abilities of yours can be channeled through the Chocobo's own powers into something worthy of mounted combat. This is not a direct upgrade to your abilities, but something that fits within the concept of rapidly-moving fights and travel.

    By the end of Day 9, everyone--everyone--will not simply be teamwork capable, but teamwork optimized. You will know each other as well as you can for the purposes of combat and skill. You will know your teammates weaknesses as well as their strengths. You will know who you get along with, who you don't get along with, and more importantly, you will know that that doesn't matter: in a life or death situation, your personal preferences are last on the priority list, and your team's survival is first. Whether that solves out-of-combat bickering is entirely up to you.


  • Finally, Day 10. Ah, Day 10. In these months, you will be run through training exercises, fabricated missions, virtual combat--the whole gamut, over and over, in countless, countless different ways and scenarios. These are the war games. These are the days when you're memory-warped into thinking a situation is real, and only after it's over does your memory return to realize it was all training. Is that psychologically healthy? No, not particularly. But it's the closest possible thing to actual, genuine experience you can possibly receive, and when you leave this arena there will be no safe guards, no back-up protection protocols.


That's a lot to process. But there it is. Moving on--


Who Will Be Training Us?: Think of a canon at our disposal. They're probably there! Yen Sid and the Wise Ones, for sure. Every canon who is considered at least close to an expert at their skills (Zell and Tifa for hand-to-hand, the various sword-users for bladed combat and possibly others, et cetera et cetera). Heck, even some of us: Zeiq's character is well-versed in fencing and sword-art, Noelle spent years not just practicing martial arts but teaching it, and so on.

And yes, before you ask, there will absolutely be one-on-one sessions of training if your character requests it!


What About Downtime???: When we're not training our asses off, we've gotta be chilling somewhere, right?

Our resting ground will, effectively, be like a combination dormitory-mansion. A large building with two-three floors, two separate wings for living quarters, and a large central area. On the first floor will be a large living area, including a dining room and kitchen. The second floor will house a seemingly endless library, filled with every volume at the kingdom's disposal, and a gym-like training room filled with any and all manner of necessary equipment.

And yes, basically every room is larger on the inside.


What Character Developments Should We Plan For?: The primary non-combat developments that should be considered are two-fold.

First, out of character, we've all known each other for years. Well, now we're going to be together in close proximity for basically a year! Now our characters can stop acting like strangers we've only known for a few days and start acting like, well, us.

Second, well... our characters have been through a lot. A lot. And it's only going to get worse. Because of that, there will be regular, mandatory counseling sessions for our characters, not just to deal with the grief of loss, but also to deal with the traumas of near-death, combat, and, well, existential shattering. They can't feasibly cover every subject of our Earth lives, so don't try to treat it like every Earth issue gets solved and we're happy-go-perfect. Still, talking is therapeutic for a reason; we'll work through our frustrations, we'll learn to accept certain things and stand against certain other things. There's no simple 'trauma cure-all', but at the very least the Wise Ones aim to give us a stronger foundation than we've had the past week. And that's something to consider.

Out of character, this is a possible excuse for you to speed along or alter your character's identity path to better suit where you are now than where you were, oh, years and years ago when you first started. If you so choose, anyway.



That's basically everything I can think of right now, though if there are more questions, feel free to ask and I'll update as necessary.

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PostPosted: Sun Apr 02, 2017 11:54 pm


On picking Jobs and Weapons


This is here for the help of both new people and vets thinking about switching it up.

Before I get started, PLEASE BE SURE TO HAVE AT LEAST NOTICED THE POST ABOVE! I did two posts in quick succession, so I don't want the first to go unnoticed.

So, when it comes to picking a 'class' or 'job' for your character, there are a lot of options to consider. Like, a crazy amount (hint: go to the bottom, find the wiki-bar that says "Job Classes" above "Character Growth", and press "Expand" ). So we can't expect anyone to reasonably keep up with all that (though we do suggest at least glancing through some of the recurring ones just to get an idea).

So, how do I (personally) typically try to help people decide? I make them prioritize what I feel are the three-to-five various factors: Offense, Support, Sabotage, Defense, Utility.

Before we continue, a basic breakdown:

  • Offense: Pretty straight-forward. Straight-up damage dealing potential. Think Warrior and Black Mage as heavily favoring offense..

  • Support: Rather than hurting enemies, this one is focused on helping allies. Typically healers and buffers, such as White Mage.

  • Sabotage: Imagine the 'Support' version of 'Offense'. Sabotage doesn't do damage directly; it weakens via debuffs and other, indirect means, such as the Assassin.



  • Defense: More of a fusion 'factor', this would be classes focused specifically on keeping enemies at bay or keeping allies from damage. Typically a sort of combination between Support and Sabotage, like a Green Mage.

  • Utility: The most 'vague' factor, this is basically a catch-all for things not exactly like the rest of the above, or perhaps having a little bit of everything. Utility-favored classes are very niche and just sort of fill whatever roll is necessary, or have ability focuses that aren't necessarily any one factor--think Blue Mage or Alchemist.



Now, with those explained, my advice is pretty self-explanatory: look at those five factors and think about what you like. Think about what feels best for you, what feels the most fitting for what you want to enjoy.

Start with the primary three, Offense, Support, and Sabotage. Put them in order of most important to least important. That's usually enough to help us out. However, just in case, do the same thing with all five.

If you do that, then our jobs as mods become way easier. At the very least, Joe and I are crazy knowledgeable about the job system and can help direct you to options that make sense with your priorities.

But you know, maybe after all the options we throw at you, there's still nothing that really 'feels right'. Well, creating a custom class is an option, it's just going to be a bit more time-consuming because we'll need to create and balance. But it can be worth it if nothing else feels like a proper fit! For example, Kyle has the custom class of Sorcerer (which is basically FULL Offense+Sabotage with a dash of self-Support), Bobbi is a Crystallomancer (to be decided?), and Noelle is a Witch (Nature-based Support+Sabotage).


That said, job class is one thing--weapon is another. How do you pick a weapon that both fits you and your job class?!

Well, first thing's first: worry more about what weapon you want to have the most fun with. That's what's the most important; this is a hobby, not a job, so find your favorite weapon or must inspired idea and pick that. Then worry about making your job class and abilities work around that.

For example: Joseph is a White Mage with a whip and shield. That might not sound very 'healer-y', but trust me, he can make it work!


I know this is far from a complete guide. To be honest, there's no real way to give a complete guide; it's all very much how you interpret the classes, how you want to play, and us making sure it's fair to the game and still fun for you. So please, please feel free to ask us questions and whatnot. It's why we're mods, to make sure this goes well for everyone!



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PostPosted: Sat Apr 08, 2017 6:36 pm


HOOOOOOOOOOOkaaaaaaaaaaaaaay, so because of my own hole-poking and Chika's prodding, we've gone ahead and tried to more concretely define combat and stats, which in the process has tweaked the reasons behind other things, etc.

So, going in:

On Combat, Stat Modifiers, ApR, and Summon Points


The following are quotes of the new changes made to each respective aspect. First up, how stat modifiers are determined at all.

Front Page
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~snip~

Stat Tiers and Modifiers

With that decided, there are certain "stat thresholds" that are important to remember; each new threshold gives various bonuses to factors determined by the stat in question. They are typically broken down into multiples of 2, with exceptions at the beginning, as follows, in order of [Stat] = [Modifier]; [Explanation]:

_________1 = -4 ; To be this low in a stat is to basically say a toddler could do better.
_________2 = -3 ; Oh, you can beat the toddler, but kids are still scary.
_________3 = -2 ; Alright, approaching upper-grade school aptitude!
_________4 = -1 ; And now you're just below average.
_____5 – _6 = 0 ; Approximately average, to somewhat-skilled.
_____7 – _8 = +1 ; Nearing earth-level professional aptitude.
_____9 – 10 = +2 ; At home, you'd be an expert; here, you're approximately average.
____• 11 – 12 = +3 ; Blatantly super-human on Earth, here this shows great skill and promise.
____• 13 – 14 = +4 ; You are exceptionally skillful, a promising prodigy among even this world.

And the list goes on, a new tier every 2 points (15–16, 17–18, etc.); basically, every new odd number means an additional +1. The modifiers are used for a large number of basic calculations, from attacking and defending to status targets, and various other skill interpretations you can use.

Originally, the tiers were much larger, and thus had less variation; it made too many people approximately equal even across a notable stat gap. However, certain other aspects relied on those first tiers, such as Actions per Round and Summon Points. To maintain their balance, they won't use these modifiers exactly, but will be explained in their own sections.


Second, what that means for Actions per Round (hint, it doesn't change your actions, it just means there's a step between stats and actions now).

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~snip~

Your Actions per Round (henceforth ApR), as you might expect, is the number of times your character can do some sort of battle-related action in one round of combat—and generally does not include the reaction (such as blocking or dodging) unless the reaction is complex enough to warrant the use of an action. If you're attacking, casting spells, or doing pretty much anything besides talking and walking, it counts as an action.

Base ApR is determined by the taking your Speed modifier, dividing it by 2, and adding 1 ([Mod/2]+1), with a minimum of 1. This basically breaks down into the following:

_____1 – _2 = ½; in a large fight, this is rounded up to 1
_____3 – _6 = 1
_____7 – 10 = 2
____• 11 – 14 = 3
____• 15 – 18 = 4

And so on every additional +4 Speed. In order to make things feel realistically paced, however, we would like try to meet the lowest ApR and give the rest of the combatants proportional actions.

~snip~


Third, how combat mechanics can now function if you want to use them.

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Goofy
~snip~

So the question that inevitably arises in combat: how do we determine what hits and what doesn't?

Well, for the most part, we leave that up to you guys to decide realistically. If you look at the situation, with just a brief comparison of base stats, you can usually tell what should hit, what shouldn't hit, and what can be blocked. We're all pretty good about this, so we trust you guys not to go overboard with the dodges, perma-blocks, or auto-hits.

Repeat: we largely leave this up to you to decide.

That said, there might be some tricky or debatable scenarios. So, if any choice is called into question, we have some mechanics set aside for those that want to settle it the old fashioned way.

First, let's clarify some things.

Strength is the default accuracy stat for melee attacks. Why? Good question! Mechanically, we want to keep Dexterity from being a god-stat that everyone must have. Thematically, though, after reading explanations of other game systems and people who've actually trained in martial arts, there is a time for hand-eye coordination and a time for... well, simply being strong enough to take your weapon from point A to point B fast enough that the target can't dodge. Is it 'accurate'? Not if you're necessarily aiming for some small location, but your average melee assault is just trying to hit. And so Strength is used.

Dexterity is our default accuracy stat for ranged attacks, and for any melee attack that's focused more on (you guessed it) dexterity and accuracy over sheer force. Whether you're firing arrow or bullet, or if you're using a melee weapon for a more finesse-based strike (such as, say, a rapier or whip), you'll use Dexterity for your attacks.

Magic, then, becomes fairly self-explanatory. Abilities that are purely magical--conjuring a bolt of lightning or tossing a homing fireball--will use this stat. Keyword here is purely; if you're using magic to instead enhance another attack (such as adding fire damage to a melee strike), you will still use the default stat for determining that attack's accuracy.

So then, how do you actually figure out the effectiveness of an attack?

First, roll 1d20 and add the Modifier for your attacking stat (STR, MAG, DEX), as well as any other bonuses that might apply to accuracy. Then you check that number against the target's appropriate 'armor class', of which there will be three:

Physical AC = 10 + [REF Mod] + [DEF Mod]
Magical AC = 10 + [REF Mod] + [RES Mod]
Reflexive AC = 10 + [REF Mod] + [REF Mod]

These will be listed in an easy spot near the top of their profile!

If your result is less than the target's respective AC, then your attack misses. However, if your result is equal to or greater than the target's respective AC, your attack hits!

That brings us to damage. The amount of damage you do is equal to whatever remains of your result after subtracting the target's AC, +1. The +1, of course, is because even in a case of the result being perfectly equal, you still hit, and damage is guaranteed. Additionally, if there are any other bonuses that might not have applied to the accuracy roll--such as bonus magical enhancements--then you apply them here. Elemental calculations happen here; if they are weak to the element of your attack, double the damage done, and so on. Elemental immunity is the only way a successful hit can do 0 damage.

In the end, the damage may seem extremely small. Well, we also have very few hit points! If we increase one, we have to increase the other.

Meanwhile, there may be some abilities that--as suggested above--are not physically present or dodgeable. Typically, these might be simple hex casts (which have their own system) or other, more unique spells, such as Drain or Syphon. Since these are considered 'auto-hit', they will have their own rules.

And that's basically it. There are a dozen different ways this could go wrong or be abused, I'm sure, but it's what we've got right now. Besides, unless a significant number of people even care, there's no point in really pursuing it further. All of the above is probably going to be more than enough for most people. Again, all you really need to do is look at the situation and make the call; we typically trust you guys to be smart and fair about all this.


Of course, this only covers basic offense. With a system like ours, there's all sorts of quirky things you can do. Maybe to defend against an ability, it has one part reflex save and one part fortitude save, or one part against resistance and one part requiring strength. You describe the ability as best you can in concept, and we'll make sure it works mechanically!

Please note, again, that status effects have their own calculations!



And fourth, though I'm not gonna quote the small change, your Summon Points will use the same formula as your ApR.

Once again, as always, you don't need to memorize, it's numbers, etc etc. In fact, once again, you don't even need to use this at all if you don't want to. If you're unsure whether something should work or not and you don't want to get nitty-gritty, ask a mod! We're the GMs of this whole thing, so our primary roles are to be arbitrators.

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PostPosted: Mon May 01, 2017 6:50 pm


New announcement regarding Spell Level upgrades!

First, to quote it as a reminder.

Quote:
User Image

~snip~

User Image

~snip~

In all cases, the cost of a spell is typically decided by the scale and potency of its effects. Fira has one increased effect, so it's level 2, and costs 2 MP. Firaga goes one further, and so on. Still, these effects are extremely variable, and sometimes dependent on the base spell—giving increased projectile speed to KH2-Fire would be pretty pointless, since it's not a projectile.

Here are some baseline examples. Each one increases the spell level (and cost) by 1, but you can pick them each multiple times to stack:

___• Increased potency (+2 to damage)
___• Increased duration (+1 action [or] round) [depends on the type of spell being enhanced]
___• Increased flight speed (or) accuracy (+2 to attack roll)
___• Durability [used to give a spell's form staying power equal to your MAG; things with durability will ALWAYS be level 2 and have this attachment]


The following ones have somewhat arbitrary numeric values—how much they can be increased by really depends on the type of spell itself.

___• Increased force (+knockback)
___• Increased area of effect (+## feet diameter)

Then there's this one, only useful for spells that are higher level and have required charges.

___• Quickened cast time (-1 action); increases Spell Cost by +2, rather than Spell Level

For instance, Wall: Wall is technically Protect + Shell, and should cost 4MP and a charge. But you can cast Protect and Shell separately for that exact same price; the entire point of Wall is to cast both in less time. This 'upgrade' is how that will work: you trade 1 required charge for 2 additional MP. It doesn't affect the spell level in any way due to being a trade-off as opposed to an upgrade.

You'll note that "increased projectiles" isn't an option. The way increasing projectile count works is that you simply divide the spell's power over each additional projectile, so that they all add up to the spell's total power. So any spell can be divided into multiple projectiles without necessarily including it in the description, because in the end the effective power is the same.

And these are just some examples; run any additional ideas by us, and if it works, we'll probably include it in the Miscellaneous post with the others for quick reference!

~snip~

Please note that this idea—that a spell's cost is determined by its cumulative effects—is not restricted to normal spell trees. Even unique spells will have varying costs determined by the number and/or potency of their effects. This includes more potent 'super abilities' that might require charges simply due to the strength of their inherent effects; more often than not, they will not get increment boosts such as the above.

Spells can (typically) be cast regardless of the caster's Magic stat, but their overall strength will still be determined by that stat. Increasing the spell's power beyond the Magic stat requires dedicating a new level's upgrade (such as making Fira identical to Fire, but with a +2 Magic increase), or charging the spell.



We've updated them to be more like this:

___• Increased spellpower (+2 MAG)
___• Increased physical strength (+2 STR)
___• Increased precision (+2 DEX)
___• Increased damage (+4 STR/MAG/DEX after successful roll)
___• Increased duration (+1 action [or] round) [depends on the type of spell being enhanced]
___• Durability [used to give a spell's form staying power equal to your MAG; things with durability will ALWAYS be level 2 and have this attachment]
___• Increased Durability (+50% of base Durability)

Now, you might have noticed a particular bit in there:

Quote:
You'll note that "increased projectiles" isn't an option. The way increasing projectile count works is that you simply divide the spell's power over each additional projectile, so that they all add up to the spell's total power. So any spell can be divided into multiple projectiles without necessarily including it in the description, because in the end the effective power is the same.


However, as it is, there was simply... no good reason to use multi-shots over AoEs against one target. One has a higher chance of success but for lower damage; one has a higher chance of success, but for the approximately the *same* amount of damage.

And yet, Ragnarok--that crazy explosion of light missiles Sora can do--is one of his most potent moves even against bosses. So we decided to implement them as a new upgrade type!

New Spell Tree Upgrade Option:

___• Split Projectiles (Projectiles individually roll for attack; damage remainder is divided by number of projectiles, then multiplied by 1.5x)


My Reasoning: This gives people a concrete, if risky, reason to split their spells: a *potential* total of 150% damage, at the risk of actually being *lower* than a single successful spell if they're unlucky.

So hey, there you go. Another option to wrack your brain over sweatdrop Still, figured some of you might enjoy the option of creating a barrage of sweet, sweet bullet-hell.

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PostPosted: Sat Jul 29, 2017 2:36 am


Rule change regarding Standard and Custom Hexes.

First, a note: Due to the debilitating nature of Silence (no magic/MP usage whatsoever) and Pain (no melee/standard physical attacks whatsoever), their difficulties have been shifted to (-3).

Please be aware that balance changes are inevitable, especially given (as has been brought up) that statuses in the games were so easy to get because they were also so easy to get rid of via items (which we lack, for the most part).

Rather than trivialize statuses to the point of insignificance by increasing the variety and allowance of items, we will almost always opt to increase their impact--which will likely mean greater difficulties when an imbalance is discovered.

Moving on, the second bit:

Custom statuses are always encouraged. Innovative ways to work around a target's immunity are efforts worth rewarding, not punished. That said, should a custom status be almost perfectly equivalent such that it's fairly clear that it's a work-around status rather than something unique, its difficulty will be based on the original status. At minimum, it will take the original status' difficulty, increase it by -1, and require one additional successful roll.

Example:

  • Slow reduces Speed by 50%, and has a difficulty of (-0).
  • Frost does the same thing, but does so using ice magic through the idea of chilling the body into slowness. It will have a minimum difficulty of (-1, x2)


The minimum increased difficulty is the price one pays for invalidating a character's innate, reserved power to resist such a hex.

As usual, if you have any questions, feel free to ask.

Also, probably starting in the next week, so... >o>

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