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Posted: Sat May 31, 2014 1:42 pm
Your comment about puppets dodging is more what I was referring to in my post. The puppet itself would either have to have preset stats based on the materials used (a normal puppet would have 5 all stats. Adding an extra set of arms gives it 5 melee, etc.) Or, you could craft the skills, meaning you could perform certain trainings to build a stat a certain amount.
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Posted: Sat May 31, 2014 8:55 pm
I was posting examples - I had said earlier that as far as extracting things or getting metals and lumber, we could use a new system based entirely on single / double dice rolls, and set up threads like [ Forest ] or [ Mining Camp ], which would be the only places to collect wood and ores respectively, to replace the "trainings" for Lumber and Metal and all that jazz.
Example: Mining Camp
Roll #d10 to see what type of metal you find.
1 - Copper - Pretty basic, found everywhere. Worth 2 Ryo, DC 2 2 - Tin - At least it sounds kind of cool when you bang against it. Worth 5 Ryo, DC 7 3 - Silver - Pretty and malleable. Conducts electricity well. Worth 9 Ryo, DC 12 4 - Iron - Strong, and used for a variety of purposes. Worth 15 Ryo, DC 16 5 ...
Would be 1 Post. For this example, let's say we rolled 2 dice and got 3 and 3 - double silver.
In a 2nd post, they can roll for DCs, using one or two d20 for each, depending on how many metals we implement and how high the DCs go. Let's say that we rolled a [15] and a [9]. Since the check is 12, that means we successfully mined one piece of silver, but we didn't manage to get the other one. Such is life, after all. So we leave with our one silver ore and keep going with our lives.
The bonus to making these [ Roll Only ] threads - threads where they don't necessarily have to be RPing in to roll in - is that people can collect these materials while roleplaying elsewhere, thus making collection of materials less of a hassle. However, if they want to make something, that is when they have to RP it out.
This solution would get rid of extract and mine, leaving Blacksmith, Alchemy, Woodwork, and Handcrafts / Fine Arts / whatever we call it. Therefore, it would allow people to train the skill they want to specialize in, if any. They can always pay someone else to build things for them, after all, and this would also be a way to add in some Ryo to things, so we actually make use of it. I can't remember ever using Ryo before. For anything. Ever. At all.
The guild I am in that uses this system allows 10 rolls per 24 hours period, with 1d10 for the first post [ figuring out what you get ] and 2d20 per roll in the 2nd post [ figuring out if you got it ]. So it generally looks like 10d10 then 20d20. Of course we can always make it easier to get things, and lower the DC, and have it be 10d10 against 10d20.
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Posted: Thu Jun 05, 2014 10:34 pm
*scratches head* This is usually when I make some very analytic post trying to get the conversation moving again, but we're already in the middle of a conversation and I have nothing more to add, sooooo.... anything anyone else wanna talk about?
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Posted: Fri Jun 06, 2014 11:49 am
Tategami Maya we could use a new system based entirely on single / double dice rolls, and set up threads like [ Forest ] or [ Mining Camp ], which would be the only places to collect wood and ores respectively, to replace the "trainings" for Lumber and Metal and all that jazz. I like this idea ^ ^Semblance *scratches head* This is usually when I make some very analytic post trying to get the conversation moving again, but we're already in the middle of a conversation and I have nothing more to add, sooooo.... anything anyone else wanna talk about? Haha, you beat me to it man! Yeah I have no idea what else to talk about other than the structure of puppet stats and. . . . Thats not really a pressing matter at the moment.
Umm. Now we just gotta edit/fix our revisions into the game system. Perhaps we should give it a dry run and see how terrible it actually works? xD That way we'll have an idea if we need to change anything if its overpowered or whatnot.
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Posted: Sat Jun 07, 2014 12:07 am
I've been lurking in the shadows.... I'm glad to see so much dedication and potential in this crew. Perhaps Shima can finally withstand the test of time with a group like this at her helm. Kouri posted in the Absense thread, but I know she'll help when she can so let's keep trying to update that first post with the relevant info so she can remain up to speed. Sakuran has also messaged me multiple times saying that she will definitely be able to help but can't quite keep up with the rest of us right now.
Puppets are a very specific topic so I don't want to focus on that too much, but I like where we're going with it.
Semb, I like the idea for having Grapple be under Agility - Can't remember if I already said that. When we redo the game system, I want a page that describes every skill in detail (what it does, what can counter it, when to use it) and I'd like you to describe that one.
I absolutely love Maya's ideas for the crafting stuff. If you're up to it Maya, I'd like you to take charge of that system and we'll all work with you on making it truly awesome.
There were two more things that I wanted to finalize before we dug our hands into this monster and got it going again. I'll mention the first so we actually get to it and then I'll mention the second.
Are we all in agreement that we will use the Agility Mod to determine posting order in a battle when it's relevant? Obviously if you're successfully ambushed or successful in ambushing something, the ambusher will be going first. But when it comes to a straight up fight, I think the Agility Mod is a decent way to determine who goes first. This makes a HUGE difference in the fight, so feel free to throw suggestions out there for this one. I'd even be willing to consider each combatant just rolling 1d20 and the winner going first.
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Semblance generated a random number between
1 and 2 ...
1!
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Posted: Sat Jun 07, 2014 3:36 am
I think a simple coin flip would do fine, case in point. Ambushes would fall under stealth if we're still using that skill set. Just my opinion, but normal attacks should be determined by circumstances, such as the aggressor goes first, because you're not gonna attack first if you are the one being attacked, and I don't think a person attacking should have to wait for the target to attack first.
Other than ambushes, i don't feel that strongly, so if someone else thinks agility mod is a good idea I'm cool.
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Posted: Sat Jun 07, 2014 6:41 am
Hey I'm back! What have I missed?
I'm for an Agi roll determining it. To me, it's less attacking first and more reacting first. If a slow guy attacks a fast guy, the fast guy will have enough time to do something. Well, that way of thinking might make it a bit complicated, though...
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Posted: Sat Jun 07, 2014 6:51 am
If a slow guy attacks a fast guy, then the fast guy will obviously be 'fast enough' to dodge, which kind of makes it not a big deal. I agree with Semblance - if someone starts a fight, they're gonna be the ones throwing the first punch.
Also, I'm setting up the 'harvesting' systems, but I want to be clear on whether we'll be accessing the mainland or is it just kinda .. there. Like the five main countries + Shima + whatever secret islands / locations we throw in at whatever time in the future.
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Posted: Sat Jun 07, 2014 10:29 am
In my eyes we would need some point of contact with the mainland since that is going to be our main source of import/export if i'm not mistaken. I'm not sure about how involved the other countries would be at first. I agree with Semblance in that the aggressor would attack first unless its is a situation where both combatants are intending to kill/battle such as a mission battle or chunin exams. If its just a fight that happens in role play between characters the aggressor should attack first.Welcome back mrgreen
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Posted: Sat Jun 07, 2014 10:36 am
Well the way I'm setting up the 'collecting' threads, I want to encourage travel to the mainland and to other countries.
For example, there would be five basic goods to collect - Herbs, Metals, Woods ( which can be further refined via crafting skills ), and then Fishing and Hunting.
Each country would have something that it is 'dominant' in - of course, Fishing in the water country, herbs in earth country, etc.
The idea is that because Shima is so small, its resources are limited - it will have [ 4 ] things per good that could be found on the island. For example, herbs - on Shima, you would be able to find Chamomile, Echinacea, Feverfew, and Oleander - BUT in Earth Country, where "herbing" would be dominant, you'd be able to find those four PLUS Valerian, Stinging Nettles, Caster Bean Plants, Water Hemlock, Monkshood, and Angel Trumpet.
Etc etc etc ....
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Posted: Sat Jun 07, 2014 10:47 am
Tategami Maya Well the way I'm setting up the 'collecting' threads, I want to encourage travel to the mainland and to other countries.
For example, there would be five basic goods to collect - Herbs, Metals, Woods ( which can be further refined via crafting skills ), and then Fishing and Hunting.
Each country would have something that it is 'dominant' in - of course, Fishing in the water country, herbs in earth country, etc.
The idea is that because Shima is so small, its resources are limited - it will have [ 4 ] things per good that could be found on the island. For example, herbs - on Shima, you would be able to find Chamomile, Echinacea, Feverfew, and Oleander - BUT in Earth Country, where "herbing" would be dominant, you'd be able to find those four PLUS Valerian, Stinging Nettles, Caster Bean Plants, Water Hemlock, Monkshood, and Angel Trumpet.
Etc etc etc .... Ahh I see. That way by adding more to find it makes them harder to obtain, very Tricky Maya-sama.
If thats the case we would have to have a thread dedicated to those places 3nodding
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Posted: Sat Jun 07, 2014 2:27 pm
We have a whole subforum for the mainland. If someone needs something specific we can just make a thread. We could have " trade missions" where we're allowed the hunt or gather in return for a small service like finding a lost cat, stuff that we would normally ignore because it would be boring to rp.
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Posted: Sat Jun 07, 2014 8:10 pm
Demonic Existence Tategami Maya Well the way I'm setting up the 'collecting' threads, I want to encourage travel to the mainland and to other countries.
For example, there would be five basic goods to collect - Herbs, Metals, Woods ( which can be further refined via crafting skills ), and then Fishing and Hunting.
Each country would have something that it is 'dominant' in - of course, Fishing in the water country, herbs in earth country, etc.
The idea is that because Shima is so small, its resources are limited - it will have [ 4 ] things per good that could be found on the island. For example, herbs - on Shima, you would be able to find Chamomile, Echinacea, Feverfew, and Oleander - BUT in Earth Country, where "herbing" would be dominant, you'd be able to find those four PLUS Valerian, Stinging Nettles, Caster Bean Plants, Water Hemlock, Monkshood, and Angel Trumpet.
Etc etc etc .... Ahh I see. That way by adding more to find it makes them harder to obtain, very Tricky Maya-sama.
If thats the case we would have to have a thread dedicated to those places 3nodding Well that was the idea ... > o > Did I not make that clear .. ?
It's not necessarily 'harder', just - it's like, going to a mall to buy sneakers versus going to a brand's outlet. Store has some, outlet has so much more.
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Posted: Sun Jun 08, 2014 12:15 am
Let's really make the trade system worthwhile. It would be totally awesome if the only way to get a really powerful sword or potion made was to have someone go through like three missions to acquire it. As Maya mentioned, we can have the location list the various trade items and DC's in the first post of that topic.
I know that's a big task, but I'd really like you to handle the trade-goods part of the Mainland posts, Maya. If you can't, let me know and I will work with you to take care of it myself. I just like how you detail it and it makes more sense to me when I read what you type about it.
Kouri! Welcome back. You didn't miss much really.
It seems like the majority of us want the posting order to be based on aggresser vs defender, which does make sense for missions and crew-controled NPCs. When it comes to sparring though, it makes such a significant difference when your character goes first. This HAS to be addressed and I want to take care of it here and now before we move onto the last topic that I want to discuss.
Now remember, this is for a fight that was mutually agreed on such as a sparring match or Chuunin exam match. Here are my current ideas:
1. Use some skill or mod to determine who goes first. Agi Mod makes the most sense to me. It seems like a slender and speedy fighter with low Hp would probably go first in a fight. This is balanced because the heavier fighter with more Hp can take more hits.
2. Simply have each character roll 1d20 This option is less dependant on skills. In theory, you could have a speedy ninja with lots of Hp so it might not be fair just to base it on the Agility Mod. However, in my opinion, if we do it this way the character who goes second in the fight should get some sort of boost to their first defensive roll. This way, no one really gets an advantage.
Think about two characters who are perfectly matched up in stats and their owners are equally capable with battle strategy. If we just randomize who goes first or say first to post goes first (aggressor clause), that person's chance of winning the fight is boosted significantly if they are trading punch for punch. That is unless we give some sort of boost to the defender against only that first attack.
In most any strategy game I've played, if going first gives you some sort of advantage, there is always some sort of boost given to the player who goes second. Not sure if any of you guys are familiar with the card game, Magic: The Gathering, but the person who goes second gets to draw an extra card which is a pretty good balance in that game.
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Posted: Sun Jun 08, 2014 12:45 pm
I would suggest Agility mod + 1D20 to determine first attack. Because that way your testing your agility against your opponents but sometimes even slow bastards can get lucky.
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