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Posted: Sun Aug 26, 2007 4:21 pm
Thanks, and I think you may have something there, but I think luck is an essential skill in a fight, since in a realistic fight, no side knows what's going to happen in the end. And this is probably what we were thinking when we had so much depending on luck. But a skill based system is something that is an entirely different concept altogether. It will probably be a nice change. 3nodding
As for your other suggestion, I could probably have another thread for Mock fights, where people may test out their Systems. What do you think?
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Posted: Sun Aug 26, 2007 4:30 pm
Yeah, that would be great. It's easy to think up systems, but a player may do something that wasn't expected or even have ideas that could help. We'll have to get random people to test them out too.
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Posted: Sun Aug 26, 2007 6:46 pm
**UPDATE**
It is done, Check out the Main Page. ^^
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Posted: Mon Aug 27, 2007 2:17 pm
S1N1ST4 Hmm... whether to automate or not automate.... This is a very hard decision. If you fully automate the fight sequence you will be sacrificing creativity for fairness (this means the entire thing including all dice/chance rolls) unless of course you have a really advanced program that also enters an rp posts, (in which case, ill be more than willing to join mrgreen ). Here, let me explain--People will have fair fights but they won't be able to RP the entire thing out. there will be no inner feelings for the fight, or thinking, or even simple reactions and dialogue. (everything is automated) But, if you have a semi-automated, it will only give a slight convienience. but it won't really solve the problem of cheating. In a case where someone rps and enters his stats on a stat-tracker, people may cheat by entering the wrong stats. Accidents may also happen. Well its all up to the program, and how advanced it is. But if you do decide to automate, make something like GoogleFight (googlefight.com). mrgreen Thank you so much for your response! Well, what I envisioned for the (partial) automation would be that the database would keep track of a person's skill level/ability between fights, not the fights themselves. It's easy to set up a password system where only the GM would be able to change certain things. I could see this being most useful in games where the players "buy" abilities with points given to them by the GM. Also, if there are many different levels or classes that a GM must keep track of, the database could help keep track of that.
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Posted: Tue Aug 28, 2007 5:06 am
yup me like this thread lol
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Posted: Tue Aug 28, 2007 5:14 pm
Penden S1N1ST4 Hmm... whether to automate or not automate.... This is a very hard decision. If you fully automate the fight sequence you will be sacrificing creativity for fairness (this means the entire thing including all dice/chance rolls) unless of course you have a really advanced program that also enters an rp posts, (in which case, ill be more than willing to join mrgreen ). Here, let me explain--People will have fair fights but they won't be able to RP the entire thing out. there will be no inner feelings for the fight, or thinking, or even simple reactions and dialogue. (everything is automated) But, if you have a semi-automated, it will only give a slight convienience. but it won't really solve the problem of cheating. In a case where someone rps and enters his stats on a stat-tracker, people may cheat by entering the wrong stats. Accidents may also happen. Well its all up to the program, and how advanced it is. But if you do decide to automate, make something like GoogleFight (googlefight.com). mrgreen Thank you so much for your response! Well, what I envisioned for the (partial) automation would be that the database would keep track of a person's skill level/ability between fights, not the fights themselves. It's easy to set up a password system where only the GM would be able to change certain things. I could see this being most useful in games where the players "buy" abilities with points given to them by the GM. Also, if there are many different levels or classes that a GM must keep track of, the database could help keep track of that. I agree, it would be better with the passward system. 3nodding
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Posted: Thu Aug 30, 2007 6:34 am
no ideas? common guys keep it up.
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Posted: Thu Aug 30, 2007 8:56 am
Setting up the password is easy. It's deciding what features you would want in the database that's hard. xd
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School Of Dedicated RPers Captain
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Posted: Thu Aug 30, 2007 12:25 pm
here are some features:
-fight log (like who fought who, and what were the results in the end) -attribute skill tree (list of attribute points and what skills you bought with them) -XP bar (you know what this is right?) for level up.
Its a start, but when I think of more, ill put them here. sweatdrop
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Posted: Thu Aug 30, 2007 3:53 pm
Name: PfP Dice System: A Post for Post Battle System. Description:The PfP Dice System is a system that works off of the previous post. One player rolls his/her dice and posts what she will be doing (much like in a regualr RP) and post down her stats at the end of the post. The next player would take the dice rolled and post according to the dice roll, resolving whether the attack was successful and how much damage has been done. Once that has been done, he/she would post regularly like in a RP then post his/her stats down at the end of the post. You just need to remember to choose the "Roll Dice" action before submitting every post involved in the scene. The system would repeat itself until one player has fled or has been defeated. The PfP Dice System works so that you would only have to roll two dice, one for attack vs. miss, and the second for damage done. Only a simple formula is to be done to figure out whether you've hit or not, and how much damage you done. The Stats are shown here: Attack Vs. Agility: If you Attack is equal to or higher than your opponents Agility, you hit. If it's lower, you've missed. Power vs. Defense: The amount of Power minus Defense is how much damage you've done to your opponent. Now, if your thinking that if your attack is lower than you agility, it would always be considered a miss, and vise versa. A simple formula deals with this, Dice Mods! Example: First Dice: This dice is your attack mod. For the formula may look complicated to people that aren't great with math. But it IS really simple. Your Att, is divided by 3 rounded down and is multiplied by your dice roll. [[Att/3 x Dice Roll = Att Mod]] Second Dice: This dice is your power mod. Same type formula for Att, except divide by 2! [[Power/2 x Dice Roll = Power Mod]] With the new modded Attack and Power Mod, this is how you determine whether if it's a successful hit, and how much damage is done. This is just the core system and more is shown at my guild PfP Dice Wars: The Ultimate Battle GuildStrengths: exclaim Simple to learn to basics and use. exclaim Adaptable to many fight scenes, but not all. exclaim The battle system is unique! (I've searched many hours and couldn't find one like it.) evil May take some time to become an advanced user for in depth RP's Name of Creator: The Plot Master and dun-dun-duun Note: The guild is still under construction.
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Posted: Thu Aug 30, 2007 7:01 pm
Nice system plot master, its unique and different. its good, and the part i like about it is that it is relatively simple. It makes use of stats well, but just like my system and a few other's i've seen, isn't it better suited for an rp where fighting is regular (arena) ?
the only thing that I don't like about your system: you have to use math lol gonk (simple, but math none the less) for every post. even though I'm pretty good at math, why?? sweatdrop lol
anyways, I'm trying to think of a way to incorporate a good battle system that uses the environment and various other things that are more adventure/action rp supportive. a system that isn't primarily for pvp rps
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Posted: Thu Aug 30, 2007 9:06 pm
Well that's the beauty of the system, being able to jump in and out of it when ever you may need. It is very useful in an arena type of guild/rp, but my main goal with this system is being able to use it when ever you choose. I've shorten and downsized it from a spinoff from the d20 stats, down to seven essential stats. I also downsized the rules from pages, to paragraphs just for some person who doesn't like to read can just skim through it and still understand it. XD YAY!!
What I also didn't mention here, and put up on my guild was the way weapons and skills are used with the PfP Dice System. They work with it almost perfectly. Meaning you can take almost anytype of weapon, from sword to ballistics and apply them to your action. Anytype of skill and apply them to the setting, or maybe even cause more damage, and effect your opponents skill. This can even be done with weapons. Let me show you.
Each Item has it's modifier (if needed) to it's appropriate stat. Weapons would add to Att and/or Power, while armour would add to Def, Agility, and or Speed or possible any mixture of the stats. And each item of have a number of effects on it (if needed). With this setting, you can create virturally any type of item you need
Example:
Steel b*****d Sword d6 - <--meaning this is the type of dice you roll when you attack for Hit/miss and power. Type: Weapon Modifiers: +6 Power/-1 Att Effects: None
or possibly
Fire Blaze Plate Mail Type: Armour Modifiers: +20 Def/+10 Agility Effect 1: Immune to Fire Based Attacks Effect 2: Explode! 200 Damage to your opponent - Kills wearer - Attack: 50
Skills would also fall under the same system.
Now, to get a system useful in every possible RP, is going to need alot of thinking. First off, any stats would half to be very basic, or taken out completely. Getting rid of god-modding and auto-hitting would involve dice, but which way would you use them to keep the stronger player winning? Right now, what I can think of is a character that has a certain dice welded to him/her/it and a healthbar/hp counter. But if you want, I can take the next few hours constructing my guild and discussiing possible solutions.
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Posted: Fri Aug 31, 2007 12:21 am
Also, on the math part and why it has to be done. I have no other way at the moment to use luck of dice rolls at once without having to use them alone.
I've received many other ideas on how to figure out the hit and miss ratio from other players, and they all either had to use more stats, more rolls, more space, and more time, and that's just not in my boat. I had to figure out a way to keep it nice and simple, and dividing and multipling small numbers was the best I could think of.
Missed that part of your post. razz
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Posted: Fri Aug 31, 2007 12:41 am
spreadsheets are awesome for working out the math of stuff, plus in openoffice you can sortof easily copy/paste them into a database, then with a great deal of difficulty save that into a mysqlable format. some example work of mine: http://the1joebob.no-ip.org/b/src/1188545689253.ods.unknownhttp://the1joebob.no-ip.org/b/src/1181012451078.ods.unknownjust remove the .unknown and open it in openoffice calc. the first one was designed to eventually move into a database, I gave up on that... the second one is figuring out the math of it, if I recall the projection goes out a hundred runs, and I hadn't quite worked out the math
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Posted: Fri Aug 31, 2007 9:33 am
thats the thing you know: if yer not going to have a level-up system. how are you going to let the more experienced person have a better chance of winning. you said that you will have items that modify the stats, but how do you plan on giving them? are you going to have a money system. (dont you think cheating will happen this way?) thats the problem with all money systems.
And if yer going to make it so that they are rewards (thats more suited for arena/tournament rps)
for a basic quest/adventure rp, yer system can't be used because it is unrealistic. it will be a heavily GM dependent rp, or other wise unfair as one person gets one item and the other person gets another one. Do you see what I mean? neutral
i probably misunderstood you... cry
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