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Posted: Thu May 15, 2014 12:12 am
Thank you Kouri, I was taking stuff specifically for sleeping as I've always had trouble with that ^^;;
I really like where Kouri is going with calculating Cp and Hp based on a character's level. That is how my other guild does it and it makes the profiles extremely easy to check.
For reference, it's a Pokemon guild. So each character has at least six sub-characters and each of those sub-characters has a full stat sheet, levels, and moves. Normally, it would be a pain in the butt to make sure that someone wasn't cheating with one of their six or more profile sheets. But using the level thing really helps out.
I know that we used to give out skill points if someone trained for it, but I really think we should consider basing the amount of skills on a character's level (which is also what I do in the Pokemon Guild). So, as Kouri had mentioned..... No character would be punished for which kind of build they were running. In addition, it would be extremely easy to check profiles. Decreasing the Crew's workload in any way possible is something that will make Shima last. These are the most important kinds of changes we need to make or else we're just gonna go inactive again when everyone is too busy to count fifty different skill training sessions.
Using Charisma as a determining factor for skill points per level is a neat idea, but I broke this system with Sukotto when we used to use the Intelligence ability for that. You have no idea how many skill points I was hoarding because of that flaw in the system..... It was my little secret......
It's not hard to slow down characters from gaining experience points and levels. A training session could give X experience points, where X is that person's level times five or something. Just an example. So rookies at the academy would gain way less experience than an advanced Jounin training in the mountains.
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Posted: Thu May 15, 2014 12:27 am
In reference to the skill point comment.
Maybe half the mod?
Basing too much on level seems so ordinary to me. Yes it's easy to keep track of, but you get no benefit or hindrance at all..
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Posted: Thu May 15, 2014 1:59 am
As it stands, we have: 7 independent skills 8 dependent skills (Crafting aren't used in battle so i'm ignoring them for the moment.)
Of those, we have: 6 potentially modded by Agility 3/4 potentially modded by Strength 1/3 potentially modded by Endurance 3 potentially modded by Wisdom 2 potentially modded by Charisma
The way we are talking, we could eliminate Sprint and Swim, which would offset the massive agility use, but that presents the problem of independent skills being underwhelming, 5 compared to 8. This part is just an example, do not take it as a literal suggestion *cough* I put that there because i didn't literally mean to mod all crafting skills with charisma, was just an jumping off point to demonstrate using all the skills. If an idea is plausible, great, but don't focus on how implausible it is... anyway ~Independent skills are meant to be those used without chakra. If we make it so that a group of actions can be performed entirely with this set and created an even number as to check each other skill, we could do this: Dodge- Agility vs Melee Melee- Strength vs Dodge Grapple- Endurance vs Tumble Tumble- Agility vs Grapple Range- Wisdom vs Block Block- Endurance vs Range
I'll skip the example for Dependent. Agility and Endurance are given priority because Wisdom and Strength will be overpowering when used with jutsu and weapons.~
If done like this, I think the skills should remain even unlike the mods. Obviously 1-2 mods will be used once more than the others, but whichever mods those are should be the ones used more, like strength or wisdom.
Thoughts?
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Posted: Thu May 15, 2014 5:13 am
We have a join request. I sent them a message about the rebuilding of the guild. For the time being, please don't accept the request. I'll get them in once we're done.
Took me a couple times reading to understand your post, but I'm pretty sure I have been thinking the same thing as you, Semb. The independent vs dependent terminology was just confusing because I'm less used to Sawa stuff. I definitely get what it means, I just have to keep reminding myself.
I was going to post something a bit similar this morning. Correct me if I'm wrong, but what you're getting at is that there should be an equal number of offensive vs defensive skills. Is that what you were saying?
Here is how I would like to simplify things with the system. Now, it's going to seem overly simple and rock-paper-scissory at first..... But it will get much more complex and fun as characters learn more and more jutsu. I'm just going to focus on the core three combat skills for starters.
As far as these three go, Block only checks Taijutsu Dodge only checks Ninjutsu Sense only checks Genjutsu
I feel that Block is kind of underused and it would be silly for someone to put any points into it if those points could be spent on Dodge, which avoids Ninjutsu and Taijutsu. So as far as the three core fighting skills go, what do you guys think about having Dodge only avoid Ninjutsu and Block only avoid Taijutsu?
Another crazy idea that I had was maybe using Charisma as Genjutsu's Mod. That splits it away from Wisdom, which is already used by one of the other big three combat skills. From Wikipedia, Charisma also means "a divinely conferred power or talent". I think it would be the thing that would finally make Charisma worthwhile.
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Posted: Thu May 15, 2014 8:20 am
Well, if you base skill points on certain stats it'll cause a huge imbalance between builds. Even if you make it so that that stat is the only one that determines skill points upon Level up. A simple example I can think of is that someone who focuses on Taijutsu will not only have to put points in Str and maybe End (for HP) but also in Charisma (for example, if that determines skill points) in order to gain enough points to put into their Taijutsu skill.
Whereas, if we follow McClane's suggestion for Charisma affecting genjutsu, someone focusing on genjutsu would have a great time just pouring all the points in.
Obviously, those are worse-case scenarios, but still.
But! Charisma used to determine pocket money or whatever sounds fun <_>
Regarding no training of skill points at all. I like this idea a lot but we'd have to make sure everyone agrees with it since it's such a big part of the old system. Also would this also apply to attributes?
Semb, your suggestion of not all trainings (if then, which? And how do we know which do and don't?) giving exp is interesting, but I think I need more info to be convinced cos I'm not sure that it's a problem now :/
As for your analysis of the skills, Semb, I just don't see why we need this kind of balance (attributes-wise)... Yes, Dodge is a really important skill so someone who focuses on Ranged fighting will have a comparative advantage. But that's the only game breaking thing I can think of. Someone who would focus more on backrow fighting (~words~) probably wouldn't be as agile and be able to do all that stuff as well. Like mages would have less agility and be less able to do acrobatics just because they spend most of their time in battle standing still and casting spells.
Unless the worry is something like 'Oh, if someone focuses on making an agile character, they'd have to spread their limited amount of skill points between more skills' question
However! I really like the idea of each skill having a counter-skill. It would make some skills like Dodge much less powerful when compared to other skills. I like your idea for the basic combat skills, McClane. [Does that mean that Block would check Melee and Ranged as well? or would Dodge check Ranged?]
The thing about Charisma is that in traditional D&D, it's meant to be used against NPCs, so it would actually just be really important on missions and things like haggling, not getting punished for stealing, persuading a neutral to let you go and not report you, etc. I guess we just never used it that way though, especially since we're a more wordy, planny RP guild and kind of made things happen either with awesomely persuasive writing skills or OOC finagling even if our characters' charisma was clearly not up to scratch. Well, either way I'm not opposed to it modding genjutsu.
BTW, should I make a summary post of what we've been talking about and keep updating it? Looking through all these paragraphs might be intimidating for someone who may have been away for a few days.
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Posted: Thu May 15, 2014 4:59 pm
Yeah, with what I'm thinking having Charisma affect Genjutsu, we wouldn't be doing the boosted skill point system. We'd be using the skill per level thing. I would want to give a certain number of abilities per level too, obviously. It really makes our lives easier for checking. We'd pretty much never need to do it unless we suspected one specific person of cheating.
For Weapons, we would balance it the same way, Dodge vs Ranged Block vs Melee
This way, it would make Genjutsu kind of the odd one out. And it should be, because whenever a Genjutsu master came along in Naruto, people seemed to have a really tough time with them. However, Genjutsu would be the kind of thing a teammate could help you break free from.
-Part II of my skill idea- So as I said, the basic one skill counters one other skill is boring. But in order to make it more interesting, we would allow certain jutsu to help with the defensive and offensive parts of that.
For example and only for example, Using a Genjutsu Bunshin, we could allow people to add half of their Genjutsu to their Dodge.
Another example, Using the Body Replacement technique to add half of Ninjutsu to Block.
Yet another example, Creating more Taijutsu-based jutsu and having some sort of technique that added half of Taijutsu to Sense.
Kouri - Excellent idea with summing things up. It would help new arrivals as well as the people already here because we're still sorta just throwing ideas around. Perhaps I can write up something when I'm on lunch tonight at work.
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Posted: Thu May 15, 2014 11:27 pm
As per Kouri's suggestion,
In order to keep better track of what we're focusing on, I have placed our current discussion topics into the first post of the Chatterbox. You guys can feel free to add or edit that post with more details as we continue.
Currently, I posted the mock skill skeleton that Maya had described. I also pasted in the history and plot for the new year for reference.
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Posted: Fri May 16, 2014 2:42 am
McClane, that's pretty much what i was saying. As for block and dodge, i was actually discussing the same concept with Maya. Not a fan of Charisma modding genjutsu though. It does make sense that fear and surreal illusions could be the product of charisma, but wisdom makes more sense as higher level genjutsu manipulate the opponent's chakra. Only non-damaging or support genjutsu are created externally. kouri-chan_xx Semb, your suggestion of not all trainings (if then, which? And how do we know which do and don't?) giving exp is interesting, but I think I need more info to be convinced cos I'm not sure that it's a problem now :/ In the academy, you might do 3-4 classes with a basic dc. There's rly no need to reward each of those training xp when you could do it at the end of the school day. Outside of class you have events such as festivals. High ranks typically get so little xp from basic trainings compared to their xp bar, so i don't think it would make that much a difference, they get most their xp from missions anyway. The main idea is to give the xp after everything is done rather than for each individual training. We could easily assign tasks, possibly that take more than one day, and reward it at the end of that task, rather than reward 3-4 trainings as the person does them. They still get the skill point for each individual training, if that's what we decide, since that point is mostly guaranteed as long as they met the dc. Now, giving xp based on level... eh, it could work. Although that way I see it defeats the purpose of a rising xp bar. If a lvl 1 would get 1 xp and a lvl 2 would get 2 xp for the same training, they would either level up too fast, or if we increase the bar, would be getting the same xp. That is, unless I just don't understand. kouri-chan_xx As for your analysis of the skills, Semb, I just don't see why we need this kind of balance (attributes-wise)... Yes, Dodge is a really important skill so someone who focuses on Ranged fighting will have a comparative advantage. But that's the only game breaking thing I can think of. Someone who would focus more on backrow fighting (~words~) probably wouldn't be as agile and be able to do all that stuff as well. Like mages would have less agility and be less able to do acrobatics just because they spend most of their time in battle standing still and casting spells. Since you put it that way, a balance of mods doesn't make that big a difference, but i feel the diversity would help people decide how to develop their fighting style.
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Posted: Fri May 16, 2014 5:11 pm
I'm feeling a bit under the weather today so I'll reply properly tomorrow >.<
But I edited in some of the more admin things we talked on/decided we should do in the first post as well.
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Posted: Fri May 16, 2014 6:30 pm
I hope you feel better, Kouri.
So do we all agree that we should do this Dodge vs Ninjutsu, Block vs Taijutsu, and Sense vs Genjutsu concept? I wish that I could sell you on that Charisma affecting Genjutsu (and maybe Sense) thing to give Charisma the attention it deserves, but I definitely understand where you are coming from with Wisdom "making sense".
Always felt that Charisma is very under used. We could have it affect missions like before with various DC's, but I'm certain that we will automatically dumb down the Charisma checks in order to let people progress during the mission. If there is a team with low Charisma, I doubt we'll punish them for that, it's just no fun to do it that way. Looking from a member perspective, I just hardly see any reason to put points into it.
But the main point of this post is to see if we agree about making it so at the core level, not counting jutsu,
ONLY Dodge can be used against Ninjutsu (and Ranged Weapons) ONLY Block can be used against Taijutsu (and Melee Weapons) ONLY Sense can be used against Genjutsu
So do we agree? I'd like at least three of you guys, not counting me, to agree on it.
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Posted: Sat May 17, 2014 12:21 am
I have no problem that. I didn't realize why you were so concerned about charisma until now. I forgot that in Sawa there were a list of techniques that used charisma. Xyn IntimidateDamage: Your Charisma Mod determines what level character you can coerce. CP: 10 Roll: 1d20 + Deception + Deception Bonus I can't remember what other skills we had, but I know there was Lie, Hide, and Trap. They were listed as stealth. Personally I'd call them Hidden (Hijutsu). I'm not sure why lie and persuade became techniques, but i enjoyed the idea.
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Posted: Sat May 17, 2014 5:21 am
There's one! Need two more people to agree with the new combat system!
Charisma has always been something I've wanted to see shine.
I really like that technique idea..... Off the top of my head, I think we can go even further with it. What if we allowed people to have the ability to affect combat with Charisma-based techniques?
So some big hulking guy uses an Intimidate Technique and it either lowers an opponent's stats or buffs his own. The check could be dependent on the technique.
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Posted: Sat May 17, 2014 7:53 am
Would blocking still allow damage to the defender? If so then I don't think it would be very even. Taijutsu users would inflict damage even if there attack was blocked, but if a ninjutsu user uses an attack it can be dodged and no damage applied. Therefore genjutsu and ninjutsu users would be at a disadvantage in battle against Taijutsu users. But, if block were to work more as a parry and more or less deflect a taijutsu attack and cause no damage it would be more of an even balance. Just my Opinion.
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Posted: Sat May 17, 2014 1:39 pm
McClane So some big hulking guy uses an Intimidate Technique and it either lowers an opponent's stats or buffs his own. The check could be dependent on the technique. My suggestion would be affecting dice rolls, since buffing stats is the same as using preemptive skills to apply modifiers, and a poison or other system would debuff. For example, an intimidate technique would prevent an attack roll, but you could still perform other actions. Maybe lie/seduce could prevent one whole roll, etc.
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Posted: Sat May 17, 2014 1:48 pm
Demonic Existence Would blocking still allow damage to the defender? If so then I don't think it would be very even. Taijutsu users would inflict damage even if there attack was blocked, but if a ninjutsu user uses an attack it can be dodged and no damage applied. Therefore genjutsu and ninjutsu users would be at a disadvantage in battle against Taijutsu users. But, if block were to work more as a parry and more or less deflect a taijutsu attack and cause no damage it would be more of an even balance. Just my Opinion. If we applied a range system, then the dmg over block would be justified, since both nin and gen could be used from a distance. Otherwise ur right.
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