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Semblance
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PostPosted: Sun Jun 08, 2014 3:41 pm



Hmm, if we're going that far with it, then it would actually be better if this method set up sneak attack, or preemptive strike to make it more like a video game.
PostPosted: Thu Jun 12, 2014 11:24 pm



Counterattack

For the following example, we will assume that:
-Player A
Dodge: 0
Block: 0
Taijutsu: 40
Ninjutsu: 0

Damage: 1 to 9 (Average of 5)

-Player B
Dodge: 10
Block: 10
Taijutsu: 10
Ninjutsu: 10

Damage: 1 to 6 (Average of 3)

In the current combat system, one post is made for defense, if the opponent has already attacked, and the next post (or first post) is made for attack. In this fight, if A went first, B making a post for blocking would be pointless except to roleplay being hit. When B attacks, the 1d20 system still gives A a window to block if B rolls under a 10 and A rolls over a 10.

With my counterattack idea, the defense post becomes optional. If A went first, B can post an attack roll as well. Instead of A's attack hitting B, still giving A the option to block, A will counterattack, returning B's attack. Since B has no chance of blocking, 'failing' the counterattack will allow B to reduce the damage. I think this becomes unique because, now that block can nullify damage, counters can be done to reduce damage in the event that an attack is too strong, and the reduction in damage can be explained by the opponent holding back in order to prevent being hit. The reduction, as I see it, would be the successful attack's damage minus the failed attack's damage. In the event that B had more damage, the minimum would remain 1. If B wanted, he could still perform a defense roll. In the event of tie rolls, instead of the attack going to the aggressor, the attacks hit as normal, but at half damage, similar to the old block system. It may even be possible to negate the need to use 'block' in a taijutsu vs taijutsu battle so that only people who don't use taijutsu would require points in block.

This applies to similar attacks. Obviously taijutsu can't counter ninjutsu, no matter how high the attack is. Similarly, it should be obvious that a long ranged skill like ninjutsu can't counter taijutsu, unless it's a melee style ninjutsu. If B decides not to allow his attack to be countered, he can use ninjutsu, forcing A to dodge on his next post, but the first attack will still hit. We don't have a range system, but I think there should be some disadvantage to using a close ranged attack against a long ranged attack. My first thought is an agility check to allow the close ranged attacker to get closer.

Ranged attacks can counter other ranged attacks with the same rules, but a tie roll will cancel both attacks rather than doing damage. Same goes for ninjutsu and genjutsu, although ninjutsu will also depend on the element used.

The basic idea is to make combat more believable. If someone weaker attacks, you have the option of grabbing the attack (blocking), or you can grab the person's arm and throw him to the ground with your own attack (counterattack). For ranged attacks, it allows you to knock someone's attack out of the air with your own attack, rather than letting it get to you so you can dodge.


That's the idea so far. Spent a few days brainstorming and I decided that any exploits were just as possible in the current system as they are in this one. No matter what, a person concentrating their points in one attack skill is gonna have an advantage. I think this narrows that advantage while creating some unique mechanics.

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PostPosted: Tue Jun 17, 2014 4:30 am


Ah, sorry for my absence! I started a new job recently (ending a two-year period of unemployment and a two-year period of depression) but it's been stealing all of my energy. I usually collapse at the end of the workday and sleep.

So, I seem to be quite behind in the conversation--would anyone mind summarizing what's been decided so far?
PostPosted: Wed Jun 25, 2014 8:35 am


Semblance

Counterattack

For the following example, we will assume that:
-Player A
Dodge: 0
Block: 0
Taijutsu: 40
Ninjutsu: 0

Damage: 1 to 9 (Average of 5)

-Player B
Dodge: 10
Block: 10
Taijutsu: 10
Ninjutsu: 10

Damage: 1 to 6 (Average of 3)

In the current combat system, one post is made for defense, if the opponent has already attacked, and the next post (or first post) is made for attack. In this fight, if A went first, B making a post for blocking would be pointless except to roleplay being hit. When B attacks, the 1d20 system still gives A a window to block if B rolls under a 10 and A rolls over a 10.

With my counterattack idea, the defense post becomes optional. If A went first, B can post an attack roll as well. Instead of A's attack hitting B, still giving A the option to block, A will counterattack, returning B's attack. Since B has no chance of blocking, 'failing' the counterattack will allow B to reduce the damage. I think this becomes unique because, now that block can nullify damage, counters can be done to reduce damage in the event that an attack is too strong, and the reduction in damage can be explained by the opponent holding back in order to prevent being hit. The reduction, as I see it, would be the successful attack's damage minus the failed attack's damage. In the event that B had more damage, the minimum would remain 1. If B wanted, he could still perform a defense roll. In the event of tie rolls, instead of the attack going to the aggressor, the attacks hit as normal, but at half damage, similar to the old block system. It may even be possible to negate the need to use 'block' in a taijutsu vs taijutsu battle so that only people who don't use taijutsu would require points in block.

This applies to similar attacks. Obviously taijutsu can't counter ninjutsu, no matter how high the attack is. Similarly, it should be obvious that a long ranged skill like ninjutsu can't counter taijutsu, unless it's a melee style ninjutsu. If B decides not to allow his attack to be countered, he can use ninjutsu, forcing A to dodge on his next post, but the first attack will still hit. We don't have a range system, but I think there should be some disadvantage to using a close ranged attack against a long ranged attack. My first thought is an agility check to allow the close ranged attacker to get closer.

Ranged attacks can counter other ranged attacks with the same rules, but a tie roll will cancel both attacks rather than doing damage. Same goes for ninjutsu and genjutsu, although ninjutsu will also depend on the element used.

The basic idea is to make combat more believable. If someone weaker attacks, you have the option of grabbing the attack (blocking), or you can grab the person's arm and throw him to the ground with your own attack (counterattack). For ranged attacks, it allows you to knock someone's attack out of the air with your own attack, rather than letting it get to you so you can dodge.


That's the idea so far. Spent a few days brainstorming and I decided that any exploits were just as possible in the current system as they are in this one. No matter what, a person concentrating their points in one attack skill is gonna have an advantage. I think this narrows that advantage while creating some unique mechanics.


I like the ranged idea about knocking the other weapon out of the air with your own but for counter attack I think it would most likely get abuse quite a bit. To the point that whenever someone is going to be hit by an attack they attempt to use counter attack because it will only cause them to receive half damage.

*Claps loudly to turn the lights on and swipes the cobwebs from the forum*

Is anyone still stalking this or am I alone xP

and Maia you can find a summary of our discussions in the first post of the chatterbox.



McClane

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PostPosted: Wed Jun 25, 2014 11:39 am


Demonic Existence

You missed one of the crutial points. It's not half damage, you subtract the damage of the weaker attack from the stronger attack. And it's meant to be used that way, to give people who can't avoid an attack an option to prevent auto hitting. I'd see it as abuse if the weaker attacker was gaining something, but all that really happens is they don't waste a roll blocking and actually have a chance to prevent a super strong character from just punching over and over to win.
PostPosted: Fri Jun 27, 2014 7:38 am


Oh i missed that point, but in my mind i think it would only delay the inevitable.
Also I think that it would make the stronger character even stronger because he could also use counter and then deal damage to his opposition on their attack roll.
Unless of course the counter technique only could negate all or three quarters of the damage and not do damage itself.

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PostPosted: Fri Jun 27, 2014 12:22 pm


Yes it does prolong the inevitable, that's also the point razz
Like I said, it gives weaker attackers a better chance of surviving a fight.

A weaker attacker doesn't have to use an attack if they know it'll be countered. They can still use block or a different skill. It does prevent strong attackers from being hit with the same attacks, but it encourages people to fight different ways. If you can't beat someone in taijutsu, you shouldn't be constantly using taijutsu. My logic is that if you're strong enough of an attacker, you don't need or probably have no use for blocking.

You do make a point though. It might be a good idea to set a req, like you have to have a rank above the opponent to counter. People of the same skill level shouldn't be able to counter an attack easily.
PostPosted: Wed Jul 02, 2014 11:39 pm


Still here. Stiiiillll here

Sorri


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PostPosted: Wed Jul 15, 2015 7:09 am


I went dark. I am sorry I left you guys. If anyone ever checks this message board again. I would like to say role playing with you guys were some of my greatest memories. It was always a blast weaving a fascinating story with you all. I've never had many friends (socially awkward gamer) but I count you all amongst them. If you need me, I'll be in the forums.
PostPosted: Tue May 10, 2016 2:21 pm


*Random checkin*

Sakuran H
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PostPosted: Tue May 24, 2016 2:25 pm


Sweet god.

So real life attacked .... and ... well honestly I have nothing.

But I'm semi around again, mostly on Skype, should anyone want to revive this beast and do some stuff. I've been craving some writing and some D20 action.

Skype's Gimarie2010
PostPosted: Fri May 27, 2016 10:25 pm


Tategami Maya
Sweet god.

So real life attacked .... and ... well honestly I have nothing.

But I'm semi around again, mostly on Skype, should anyone want to revive this beast and do some stuff. I've been craving some writing and some D20 action.

Skype's Gimarie2010


Ack, I thought I saw you lurking on gaia again. I thought it was my imagination.

And no, I'm not ignoring your text, I simply know what you're planning and I'm attempting a counterattack ninja

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Master Jong Jong

PostPosted: Sat Feb 23, 2019 10:37 am


Hi fellow ninja,

It's been a while, but in case nostalgia guides anyone else back here I am posting to say thank you!

My wife and I are gearing up for a D&D campaign and I ended up showing her where I got my start in RPing. I will always treasure these memories. Growing up in a small rural town, table top RPing was never an option, but Shimagakure was a fantastic community and creative outlet.

I hope everyone is doing well!

Best,
John
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