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Posted: Sat Jul 18, 2015 10:18 pm
Aye, trying to make this work with only two people doing the back and forth means we'll probably have a warped idea by the standards of others. So even if you can't get a character going feedback would be useful. sweatdrop since it seems we're back down to me and Nar, with Ishi in and out though that means we're back to 3 people. 4 depending on Tut's opinion when recovered.
Guessing we lost Fen and Ooka's friend with the dice and that's that?
Anyway, back to dealing with the wolf's binding in the testbed. Wolf has 0 magic, meaning binding resistance is non existent. +2 chance to hit is something I can't tell you how to factor in with the hit/miss system besides rolling from 0-3 on the first turn of that spell and being able to hit on 1-3. Said spell is stacking/channeled meaning +1 per turn it's being cast, and it reapplies. The wolf becomes more resistant to it as the spell goes on however 0 on first turn 1 resist on the second turn, 2 resist on third turn, and so on.
The wolf can still move, still has a chance to dodge, it's just thinking it's weighed down or tangled in the roots and has to make a mental effort to fight past that false thought.
How long that spell lasts is the problem since again we're talking about something with no magic at all. H4x logic on illusion breaking is either something has to break the illusion, or it has to run for a length based off your magic resist (which is your magic score for illusions I guess) and probably would use strength if the roots were real.
Again, H4x logic based off our earlier talks about dispelling illusions requiring something. The active dispel being a spell that would cost a turn, or mana (not sure how much yet). In the case of the dispel listed below caster is one's self if they're alone which is what I figured the wolf would deal with. (Given Still casting spell this whole time, not to lasting effect turn on roots)
Quote: Passive Dispel - 100% chance to remove level 0 lasting MENTAL effects. Caster Magic * Turns of Lasting Effect against Opponent Magic(Does not use Turn action) Passive Resist - 100% chance to remove level 1 lasting PHYSICAL effects. Caster Strength * Turns of Lasting Effect against Opponent Magic (Does not use Turn action)
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Posted: Sun Jul 19, 2015 8:04 pm
lol maybe they got busy and forgot, idk if they were interested in this, they'd have spoken by now I think
oh ok, I think I get it now so how is the root suppose to work on the wolf right now specifically? like the next post
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Posted: Mon Jul 20, 2015 9:50 am
Each time my character rolled the effect refreshed. I edited your posts about it to make more sense since once it figures out the 'roots' are another trick it would be able to move, but it's mind would be telling it that it can't move.
So next turn again would use this if we're claiming the wolf can break free.
(Status: Slowed for 3 posts including this one) (Dodge Chance Down)
More or less I'm not sure how we're going to handle people attacking it or other things under that spell's effect though since it's very broken if we use binary accuracy rolls.
Could treat it as dex down per turn, but that's not the right way either.
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Posted: Mon Jul 20, 2015 9:58 am
ok
so this 1-10 magic roll on someone who has 0 magic, doesn't have any real significance other than it's going to refresh the root duration? (for this illusion spell) or is the 1-10 magic roll going to determine how much longer it'll increase the duration edit: and I just remembered, this is a channeling illusion spell (the root spell) right? so would the rolls mean that it's just trying to keep it inflicted? I know you said channeling/stacking spells are suppose to get stronger the longer you channel it, so are you going to have to keep rolling 1-10 and roll higher and higher to keep it channeled? like you just rolled a 5, now you have to roll a 6-10 to keep it channeled?
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Posted: Mon Jul 20, 2015 11:02 am
Sort-of. The idea is that (at least for this one being mental based) is that you take the Magic stat of the opponent, and that's the number you have to beat to start with. Each turn you keep the channeling going you have to roll 1 higher.
So with the wolf it would be beat 0 the first post, 1 the second post, 2 the third post, and so on till either you fail the roll, or you stop channeling and do something else.
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Posted: Mon Jul 20, 2015 2:38 pm
Keep in mind there may be some attacks that just do a consistent effect through channeling. Say I'm channeling a water attack. I'm not expecting that to get stronger since I need it to focused and I may only have a limited amount of resources.
One of the key things we need to remember is that we're an elemental guild. Yes, we're focusing on the basics first since the elemental stuff will come later, but that's our basis and always was (long before Naruto came around at that).
Because of the above, we need to make sure our guidelines fit the above. Illusions also mainly fall between elementals as well, Hikari and Yami. (Yes, we actually didn't do illusions here until then.)
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Posted: Tue Jul 21, 2015 11:19 am
Again, anyone's welcome to contribute attack ideas. I'm trying to think in terms of templates. Water attack, earth attack, avoiding type is the ideal if we want to let people have freedom to do what they want in the system. sweatdrop
To some extent I'm trying to keep these templates vague enough to where someone could even have a non 'magic' character substitute the MC stat for ninja-tool use. (The channeled dodge-reduction being turns taken to set up a wire trap being one example)
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Posted: Tue Jul 21, 2015 5:19 pm
H4X Sort-of. The idea is that (at least for this one being mental based) is that you take the Magic stat of the opponent, and that's the number you have to beat to start with. Each turn you keep the channeling going you have to roll 1 higher.
So with the wolf it would be beat 0 the first post, 1 the second post, 2 the third post, and so on till either you fail the roll, or you stop channeling and do something else. aaaaaaaaaaaaaaa ok makes a lot more sense now, sorry if you said that in the first place and I missed it
edit: also, can you explain the 0-2 random # thing, was that based off of your dex vs the wolf's dex? or
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Posted: Tue Jul 21, 2015 11:20 pm
Honestly just was a shot in the dark. You said how the hit/miss was 0 or 1 for normal attacks, figured this was a normal attack but with the wolf rooted, or at least slowed making it have a slightly higher chance.
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Posted: Wed Jul 22, 2015 8:31 am
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Posted: Wed Jul 22, 2015 9:54 am
how the hell is cleanse going to work
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Posted: Wed Jul 22, 2015 8:05 pm
@.@ Im kinda happy im thinking of not doing a magic based character but at the same time not.... So i guess i need some clarification here. Does this mean that if some one doesnt have magic stats at all when they come up to a magic user they have a huge disadvantage or am i reading it wrong?
I agree that the templates should be vague, for now at the least. Itll allow people to be more creative.
Sorry ive been absent... Theres been a huge family issue going on thats been keeping me out of my house.... Daughters birthdays are coming up and people are threatening to show up at our house that arent allowed and have gone as far as sitting outside our house randomly. Thus being gone. Im sure itll pass soon, it normally does and we are getting a restraining order.
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Ishira Tsubasa Vice Captain
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Posted: Wed Jul 22, 2015 8:36 pm
sweatdrop Right now we're still working that out. When I started thinking of the magic system I've been posting templates and ideas for the ideas was that we'd have similar 'weaknesses' in place for people who play characters with a 0 in any stat. The idea being that if you have even something in a stat you're infinitely better off then someone with nothing at all. (More or less built around that idea you had of everyone should have one point in a stat to start with, but saying someone's free to choose the burden that comes with none of those stats)
I kinda need to see Nar's template for 'basic combat' spelled out more to know how overpowered this is going to be since I've gotten some mixed messages in the test thread on top of causing them.
Short version Ishi is that I'm trying to make it so are meant to hinder someone, not hurt as they are so far. Likewise that means a caster shouldn't deal too much damage without some kind of combo-attack with a non caster (sort-of what I was trying to simulate with the sword grab since Nar mentioned it) or without the use of Mana which is a limited resource and will use some kind of hit check.
It's better to say that the starting spells are nearly useless against a stronger caster, so being too magic dependent could be your downfall. Also tossed a footnote in the magic book, but tool use could fall under the 'magic' stat as well to do more ninja-like tricks.
If someone else wants to revise, or make a different magic system then feel free to go ahead. I just sort of wanted this out there with the idea that we have some written reference for current working combat systems since I kept digging back through the thread and sometimes mixed up with what we changed our minds on.
@Nar: If you have 1 point in magic, then the first post would auto-dispel a basic spell by an opponent with 1 in magic. If you had 2 points in magic, then the second post would auto-dispel any basic spell cast someone with 4 in magic. ( As it is currently, some issues with this obviously, and it's a bit more specific to illusions as compared to something that realistically a person could endure through, or break loose from with strength alone )
If you mean an active cleanse... I'm going to say we call it a level 0 effect, meaning for some mana later on you could cast it over a group all at once. My idea is it just takes a post to dispel on others if your magic is high enough ( half? 1/3rd? that of the one who cast something) and the one using it isn't using it on themselves. Probably will want to make it require a roll on one's self for success. I haven't put anything down yet because I want to see if anyone else has any ideas for making it 'fair' on how we handle it.
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Posted: Thu Jul 23, 2015 12:23 pm
that's unfortunate to hear, Ishi hopefully that issue goes away soon
as for 'basic combat' aka dex vs dex fighting (idk about including strength in the equation) but I tried to make it as simple as possible if their dex is doubly higher than yours (50% higher), you have to random # gen 0 and 1 if their dex is within range of yours then you can attack and it'll hit I feel like there's something wrong with this system but I don't see it yet but like, this is for melee fighting and physical attacks, not magic magic would have to be different, like we've been trying to figure out
ok, and yea I meant cleanse on someone else
I want to make all of this combat more simple but it keeps getting more complicated
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Posted: Thu Jul 23, 2015 8:15 pm
Pretty much there is a reason there are such massive rulebooks for dice-game systems. Simple can't always work like you would expect, especially with stats, and if we trim things down too much then we are purely based around 'random' luck for things, which was what Fen was afraid of.
Going to be MiA a good bit of the weekend
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