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Posted: Mon May 12, 2014 1:25 pm
YEAH!! Lets burn this mother down Nice to see ya alive katz. this just getting more and more xexciting
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Posted: Mon May 12, 2014 3:30 pm
If I remember correctly Sawa used pretty much the same system for HP and Chakra that Shima did, what with the ...
1). You add 2 + End Mod to your HP 2). You add 1 + Chak Mod to your CP 3). You get ½ (Previous Intel Mod + Previous Charisma Mod + New Character Level) Round Up points to your Skills 4). You get to Distribute 4 points to your Abilities. 5). Your experience bar increases by 10.
I don't remember for the life of me what the formula was for making a new profile and determining HP / CP. If anyone remembers ... > o > I saw a lot of 10 HP / 7 CP, but then 12 HP / 5 CP ... Yeah, anyone who wants to clarify that, awesome. In Sawa instead of using a Chakra mod for all nin / gen jutsus, you used the skill bonus on the dependent skill + wisdom mod. So like with Ninjutsu [ 50 ] and Wisdom [ 50 ], your roll would be like 1d20 + [ 5 Bonus ] + [ 20 Mod ]. I mean I don't mind how it's done either way, it was just a way to slim down necessary skills for training / use and spread beginning points less thinly. If you guys want to add in the chakra attribute again, I don't see a problem. I personally think one less attribute to deal with is slightly easier though.
The summary was a draft to help Semblance out, so really I just followed his skeleton and filled it out as minimally as I could without vomiting details and would have people like, "What the hell is this?"
I had forgotten about the poisons, totally wrote the summary after my export list. Once we fix the village we ought to be able to export all that other crap though. What about fishing? Surely we can export some Shimagakure Rock Lobster or something. > o > As far as goods, there's a dice system that another guild I'm in uses to do things. For example, they have a list of goods ...
1 Guppy: A tiny little fish, barely enough for a snack. Price: 5 Ryo DC: 3 2 Shrimp: A good afternoon snack ... if you catch 10 of them. Price: 7 Ryo DC: 5 3 Big Mouth Clam: Delicious! Filling and fresh! Price: 10 Ryo DC: 9
etc, up to 10, increasing each time in price and DC. 10 is usually something SUPER AWESOME with a DC of 27-29. This is just their system, we can use something similar and adapt accordingly.
First, a user rolls 1d10 to determine what they have caught. So I 'roll' 3 and catch a Big Mouth Clam. Then, the user rolls 2d20 to see if they catch or miss - if I roll 1, 8, then I have caught the clam and can sell it for 10 Ryo. However, if I roll less than a 9, I miss ... I have to try again. They have a cap of 10 times per day to do anything gathering activity, so a lot of people do 10d10 in one post, then 20d20 in their second post, and just tally up their total at the end. We can do something similar, but keep the DC under 20, and do 10d10 and 10d20, to simplify it, and modify prices / DCs accordingly. And it can be done with almost all the crafting things - mining, woodwork, extract, etc. It makes it slightly random, but it's also less monotonous than having to roll 3 of a specific number and potentially failing a half dozen times.
I agree with Kouri's structure, and I know Semblance wouldn't mind teaching / being a leader. I wouldn't mind either, Maya did her share of Kage-ing in Sawa so downsizing to Jounin or something similar wouldn't be a huge problem for me. If everyone's agreeable to it, I wouldn't mind. I like how you split up the levels, Kouri!
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Posted: Mon May 12, 2014 5:10 pm
It's great to read everyone's comments! I'm super stoked now >.<
The only thing that worries me about losing the Chakra stat is how to calculate CP, since to my knowledge that was like the only important thing it was used for? xd But, at the same time, how did we calculate it without that stat in Sawa?
Looking at a profile I made for Kane with the intention to RP in Sawa (not that I ever did with him), it seems like CP calculation was linked to either Charisma, Wisdom, or Agility. Yeah w/e *shrug*
Maybe it's just better if we stick to Shima's system and, if we really want to get rid of Chakra, make the CP formula derive from one of those, whatever leads to the most balance... Less headaches trying to remember it, at any rate.
Fishing would be fine as well, but wasn't the Lagoon poisoned? And the invaders came via the beach, so yeah. It might be clean now that it's been a few months though...
That dice system looks really interesting :3 I'm not sure I like it, since I'd like to be able to choose what to craft, but either way is fine with me. (I can imagine a medic trying to craft burn salve or whatever, to treat an emergency case, and then... just rolling the wrong number X times gonk ) We could just make crafting DCs easier instead of trying to decrease the chance of failing even when doing something really mundane. So the DC for crafting a friendship bracelet could be like 3 (so all you do is put in the time), but something that actually requires skill would be something like 8-10. Failing would just be because the character wasn't actually skilled enough to make the object then.
Though, for gathering of raw items, that dice system would be really great I think.
And that makes 1 more chuunin and student accounted for if you want to keep both of them, Sakuran 3nodding
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Posted: Mon May 12, 2014 5:21 pm
Hi Katz. Happy belated, Semby you crazy geezer. Dice system looks fine to me.
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Posted: Mon May 12, 2014 5:50 pm
Quote: In Year 106, with the village crippled, many shinobi dedicated themselves to restoring the home of the island's inhabitants, hoping to find the identity of the group responsible for the attack. The higher ranking shinobi were forced to go on mission to gain money for repairs, while the younger shinobi worked hard to rebuild the village and eliminate the poison that affected both the land and the people on it. Before trade routes could be reopened and restore prosperity to the island, a deal was made with allies in the Land of Fire to provide naval patrols, in the interest of supporting the efforts of the shinobi to capture the Nibi, who was now viewed as a valuable weapon. This is draft 3 so far, but I think it works without going into too much detail. A lot happened while i was asleep... Eh, too much at once. I'm just gonna do what I've been doing and pick one thing to focus on... Think i'll do that in another post.
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Posted: Mon May 12, 2014 8:48 pm
Oh Kouri, no for sure - I totally meant the dice system to be for the collecting of raw materials, not actually crafting things with Blacksmith / Alchemy / etc. Whoops! Forgot to mention that. ^^;; Definitely makes more sense when that's specified ...
With the Chakra Attribute, we can just use Shima's system. Without it, we could just use Wisdom instead, what with the focus needed to work with chakra and manipulate it to do what you want it to do. So a level up would be 1 + Wisdom Mod for CP. It's just an option to consider, what do you guys think? Going back, I'm rereading what you say about Lie / Persuade, since you can ... 'persuade' someone that what you are saying is truth. I think for specifically persuading people we had just used the Charisma mod, but I can see it making sense as a replacement to Lie. As far as Sprint and Agility, I can see your point - however, the Agility mod would be much lower in most cases than the Dodge Skill, so if you are only using the agility mod to go at your opponent, it seems fairly often that you would be avoided or dodged easily, where using Sprint would at least make a 'fast' attacker more realistic. It would be Skill v. Skill instead of Skill v. Mod. Does that make sense?
Also, did we ever get around to either raising XP rewards or lowering XP bars? What would be easier / better, do you think?
Thinking about profiles again, the way I've seen it done most often is that when people gain exp or money, anything like that, they post updates in a thread like we were doing before at certain levels - like when you update, you need to have at least x amount of XP or Skill Pnts to add. I don't remember what we did in Sawa to be honest, but I don't think people updated themselves just to keep the system 'honest'. I personally despise checking for updates, but I think that to facilitate this, instead of posting a million posts with links, if we do the subforum where everyone has their own thread, then in that thread they can keep a Post Diary of sorts, a record with links to training, earnings, and fights that would make it easier for everyone to keep track of everything. It would be neat, and there'd be no need to search through hundreds of update posts in order to double check level ups and such. Thoughts?
Semblaaaance ... poifect. That will segue us beautifully into the new year.
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Posted: Mon May 12, 2014 9:12 pm
Ok, after goofing off with a few items on my netflix queue, i'm back. I'm gonna focus on attributes since they play a huge roll in other stats.
It's all about checks and balances. Charisma typically checks Wisdom and Agility checks Strength, with Endurance being the tie-breaker. With that said, I suggest Endurance be BOTH health and chakra. Chakra is also derived from stamina anyway.
Another idea is that we combine modifiers to determine them. For example, if we instead said Wisdom checks Endurance and Agility checks Strength, Wisdom and Endurance can determine chakra under the reasoning that intelligence can convert Endurance/Stamina into chakra and a person's strength and mobility can determine vitality.
A final idea is to have each modifier do a specific thing. My idea for that is Endurance affects health, Wisdom affects chakra, Agility affects independent skills (Lie should just be included in a charisma roll, but I'll get into that later). Strength affects dependent, and charisma affects crafting.
I'm just gonna leave it at that for now to get comments.
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Posted: Mon May 12, 2014 10:08 pm
It's an idea but I think the crafting skills were meant to work without mod checks; even so, the idea of Charisma boosting your mining, blacksmithing, lumberwork ... doesn't really make sense. For those you'd use the skill bonus ( 1 per 10 pnts ). If mods -were- to be assigned to anything it'd be roughly like so -
Independent Skills - Skills that don't depend on anything but themselves and Abilities. Dodge: Agility [ Vs. Incoming Atks ] Lie / Persuade: Charisma [ Check: Wisdom ] Sprint: Agility [ Check: Dodge ] Swim: Agility / Endurance [ I have no idea why not drowning is so essential. ] Grapple: Strength [ Check: Dodge/Agility to avoid, Endurance/Strength to survive / break out ] Tumble: Agility [ Check: Dodge, if used as an attack as with Capoeira ] Block: Endurance / Strength [ Check: Opponent's Attack Total ]
Dependent Skills - Skills that rely on independent skills and abilities to counter them Melee: Strength [ Check: Block, Strength ] Range: Agility [ Check: Block, Agility, Dodge, Strength ] Medical: Wisdom [ Don't think we have Dark Medical yet ] Ninjutsu: Wisdom ( or Chakra if we add it ) [ Check: Dodge ] Genjutsu: Wisdom ( or maybe Chakra if we add it ) [ Check: Wisdom ] Taijutsu: Strength / Endurance [ Check: Dodge, Block, other related things ] Stealth: Agility [ Check: Wisdom ] Arts: Charisma [ Check: Wisdom ]
Crafting Skills - Originally meant to be used with Skill Bonus Alchemy: Wisdom Blacksmith: Strength / Endurance Handcrafts: Charisma / Wisdom Extract: Wisdom Woodwork: Strength / Endurance Mine: Strength / Endurance
At least, that is how I see it working in my head. I don't think that modifiers should be 'assigned' a group of things that may or may not even relate to them.
I do like the idea of Endurance and Wisdom being used to determine chakra. Maybe half of each mod at start up, then 1 + 1/2 previous Endurance Mod + 1/2 previous wisdom Mod + new level ? Or maybe without the new level.
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Posted: Tue May 13, 2014 4:17 am
You guys sure got busy! It is wonderful to see the blossoming of Shimagakure's Springtime of Youth!
Apologies for the late arrival, had a bit of a personal dilemma last night and yesterday morning.
So let's get down to business, Yosh!
-Plot-
Maya - You did very well with that summary. Included enough of the history for us old timers but didn't write a novel to bore the newbies.
Semb - I like what you've done with the new year and I think we should go with it. I'm very glad to see those Naval Patrols, it's something I want to see developed. It will be a fun description to find too!
Kouri - It was a post that was further back, but I love the idea of an "Arbitrary Goal". We will set an amount of currency that is calculated by money made from imports and crafting, successful missions, and the gathering of supplies. Once we reach that goal, we will have a fully restored village.
Leadership - Definitely want a couple of the higher ranking shinobi to be in charge, but no Kage yet. I think we should have an event to determine that. It could be pretty fun to do. I would personally like to have Sukotto lead a few underlings and/or comrades on missions. Wouldn't mind forming some sort of Shima ANBU at some point along this journey.
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Posted: Tue May 13, 2014 4:33 am
-Guild Format-
In my other guild, I set up a system like Maya suggested with a profile subforum and each member having a topic to themselves. I am 100% in favor of that idea because it makes organization much easier.
Her other idea about keeping mini experience report threads inside of each profile is a pretty good idea too. So the first post in that Topic will be the character's actual profile sheet and the second post will be a list of experience and skills gained.
The way I do it in my other guild is that you get a certain number of skill points per level. So the only thing you need to do to make sure someone isn't cheating is check how much experience they have earned vs what their level is. What are everyone's thoughts on that? If I remember right, in Shima the skill levels weren't dependent on your character's level.
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Posted: Tue May 13, 2014 5:10 am
-Skills-
Semb put this in a really good way. It's all about one skill countering another. I love the idea of splitting Chakra into a couple abilities. Let's get more into that.
I have to be honest, I've never been a fan of Sprint, Swim, or Tumble. I mean why would anyone want to dip too heavily into Swim?
We could just do a DC with an Endurance Mod or something to make sure someone doesn't drown. That's how I always ran quests in Shima anyway.
Tumble just seems like a cheap way to lump Taijutsu and Dodge into one skill so I kind of think we should get rid of it. I know there will be objections to this, but please give me a thorough reason why we need to keep it.
I feel like an all-out-attacker would just lump their points into Taijutsu or something.
I'll get more into the skills later. I have a lot to say on them because it is one of my favorite areas of this guild. Sleeping medicine is kicking in though! Bye for now, all!
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Posted: Tue May 13, 2014 4:53 pm
Random note: I feel like we need to step up on the archiving now that more crew have been appointed and what not. In all honesty, I feel like starting fresh with many of the threads could be a good idea. Thoughts?
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Posted: Tue May 13, 2014 5:16 pm
For all the roleplaying and character threads, I would say so. You might want to archive all the current profiles though. Some of the systems threads might be salvageable still, so I'd hold off on that for a bit.
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Posted: Wed May 14, 2014 4:22 am
My post was getting pretty long, so anything I didn't mention I love and agree with/support sweatdrop
Calculating CP and the Chakra attribute If we remove one stat, this will have the effect of making characters stronger in general as there'll be less attributes to spread the points around.
The way I look at it, Taijutsu/Melee users will focus on Str/End, Ranged users will focus on Agi, Genjutsu users will focus on Wis (am I wrong?), and Med/Ninjutsu users will focus on Wis(/End if we do the split thing). Does that look fair? If we include Chk, Ninjutsu and maybe Genjutsu users would be focusing on Chk instead of having to put points into 2 stats.
Incidentally, if we remove the Chakra attribute, I love the idea of drawing from 2 stats to determine CP. [Probably Wisdom and Endurance makes the most sense. -pokes Charisma- emo It's OK, Charisma is the territory of the bard, diplomat, and hot person.]
I have an idea from another guild I'm in, where CP and HP are not added to, but just recalculated, upon level up. (So the formula would be something like (10+End mod)*level or whatever.) It's worked in the other guild really well, and it would not only make levelling up easier for both players and Crew (the latter to check), but also make things fairer between people who started as students and people who start at later levels, since there wouldn't be a difference in HP/CP.
XP bars and Training Cap As the heading probably implies, I think lowering the bars would probably be good enough xD
Didn't McClane mention something about wanting a training cap when we first started this get-together? I think that would be a good idea, similar to what was done in Sawa. Something like you'd only need 1 success for the first training in that time frame, then 2, then 4... So while people who have spare time that day cos they finished all their tasks early or whatever would be able to get more RPing in and still gain from it, people who are relatively busier wouldn't fall behind as much.
Attributes and their roles I'm not sure I like the idea of Agi affecting all independent skills sweatdrop I think the previous way of each stat affecting a certain skill, depending on what that skill is, worked well enough. Plus, can you imagine a clan like the Yamanakas being amazing at blacksmithing?
Leadership Battle Royale to determine the leader and thus that was the end of Shimagakure. The Mehos will find our bodies in 20 years and be sad because we aren't even edible anymore.
Skill points I think McClane's idea of determining it by level is a good one because it means that no character specialisation will suffer in terms of skill points when levelling up.
Sprint and Tumble I'll be honest... I still don't see a point for Sprint... sweatdrop You could just do an Agi vs Agi to see if they manage to run away and then start the attack or something. And although Swim seems important since Shima's an island, with a lagoon to boot, I think End would be sufficient as well.
I think Tumble would be really important just for general acrobatics and stuff, though. Maybe if we called it Acrobatics (cough d&d 4.0) and had it include fun things like balancing, tumbling, rolling, falling safely, etc. If you're good at that, even if someone knocks you to the ground or whatever you wouldn't lose an action (for example).
Archiving I've always loved looking at the past RPing that went on in threads even as a new member. I'm aware that's probably not typical XD I personally don't mind too much if we keep them and just edit the names (even buildings like Tenmoki Household could just become Abandoned Household) and just be really depressing. But if people want to make completely new topics I'm good with that as well.
We should probably archive the profile scroll, though.
Hope you're feeling better McClane!
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Posted: Wed May 14, 2014 11:22 pm
With the combining mod idea, charisma as the odd-man-out would be free to be used for other profile factors. Two examples that come to mind are using it to determine the amount of skill points on level up or possibly using it to determine "allowance" or just a reward mod.
As for what skills we have, just as i said before, we should make sure the skills are balanced, which includes the modifiers. If too many skills are modified by strength or agility, it makes someone who trains one attribute unusually versatile. I'll do a summary of what our skill/mod ratio looks like in another post (is gonna goof off on netflix again after this post).
For experience, I made a suggestion earlier that not all trainings receive xp. If we give out xp during events, which we're always having, or at the end of successful classes, this would avoid the need for lvl caps, Simple have students graduate with a final xp reward and allow them to train skills. Higher ranks would use missions to gain much more xp so it wouldn't be easy for lower ranks to catch up.
So anyway, my next project is to look at the skill/mod ratio and see how the skills are used against other skills in the system. Me like projects with a simple goal.
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