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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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random mistakes

PostPosted: Tue Mar 25, 2008 2:32 pm


Okay, just wanting to point out something, here's the standard nuke-type character build.

Warrior with 10 points in attack deals 10 damage; deals 20 total with smash
Wizard with 6 in magic, 4 in skilled caster, deals 12 energy-burst damage

then.... After 4 CP

Warrior with 14 a, deals 14 damage; 28 smash total
Wizard with 6 magic, 2 ranks in skilled caster, deals 18 damage with overblast.

Another 4 CP

Warrior deals 18 damage; 36 smash total
Wizard deals 30 in overblast.

Warriors have an edge in combat when stunned, and when they have things like smash and combat dice, they seem to rule the nuker world. Also, given the fact that physical attack prowess is easier to gain, they can spend less points in things like the skilled and fast actor , and focus on attack, and the defensive stats ((Defense, Life)).

With pure-mages, they can't really dish out damage equal to warriors ((right now)) However, they have an asset that the warrior style lacks: Versitillity. Mages have AOE, allowing easier crowd control, buff/debuff spells, and the abillity to heal themselves as well as other party-members. Even if a mage lacks in damaging abillity, they can atain the abillity to take out multiple enemies, rather than having to use up their only hit on one creatur that doesn't need all of it.

...Now I'm starting to think we shouldn't have debuffed fireball...
PostPosted: Tue Mar 25, 2008 4:09 pm


Atrus_Legnacra
my submission: Magical Atonement: CP 4. When you activate a physical attack, use your magic score instead of your attack score. Weapons or ability that increase your attack do not count with this ability.

See, Action-ists can still attack when stuned, and still damage their target, but mages are left to stand there and do nothing. Sure, it's still a bit unfair, because a mage has to spend CP to actually do something when stuned, but people that rely on actions can still attack, since the damage of actions is based off of your attack score.

There's no rule that says a mage can't use an Action in such a situation. And your over-looking the fact that later in the dungeon, when you have massed personal MP, and a full Party Pool of MP, you get to cast those uber-powerful spell that make the warrior's look like pansies. Generally speaking, the warrior based actions aren't nearly as powerful. For example, can you point out any Action that has a cost greater than 3AP? The mage's power comes with the option of extreme versatility, and the hording of MP. Giving them the additional option of becoming a fighter for a round seems a bit ludicrous. I'd have to say no on this one.

Master of Gladiators


Atrus_Legnacra

PostPosted: Tue Mar 25, 2008 5:20 pm


M.o.G. you've missed the point... there is EVERY rule that says a mage can't use an action in that situation... the situation being when you are Stuned.

And as he said, Warriors can dish out more damage than a mage can. Not to mention there are TONS of items that can make a warrior just as versatile as a mage. RPS is a whole lot harder on a mage. There aren't enough spells to make them last as long... few damage reduction spells, and again if we're STUNED, we're sitting ducks.

Look at Mister Vincent, for example... All attack. Well if he's stunned, he can still attack, he just can't use his smash action. I know he's the farthest example, but there are alot like him, high attack stat with additional damage from their actions.

But, a mage, if stunned, can't do ANYTHING. How many mages (players with their magic score over 5) have an attack stat anything more than there for team-attacks?

The wording needs some editing, but this ability is so that, if stuned, a mage can do a standard attack, instead of nothing; with their Magic score as the modifier, instead of their base attack, which on most mages, is nil.

An amendment on the skill Magical Retonement: (4cp) When you are stuned, counter attack with your magic stat as your modifier for damage. Bonuses to attack from weapons do not count.

with this wording, if you are stuned, and only when stuned, a mage-based caster can still do some damage one round. And in reguards to Random/Bellamin's post, the mage in his scenero will only do 10 damage at the end, and the warrior will do 18, still making the warrior feel "proud"
PostPosted: Tue Mar 25, 2008 7:42 pm


Gah! Being used as a point in an argument... IT BURNS!!!!! burning_eyes burning_eyes burning_eyes Oh wait... I posted for it...

Eh, thats why we need some kind of protection against stuns... Or atleast a major nukage spell.

What you have to remember is that people like Vincent will lose almost ALL their damaging power when 'pounced'.

If you really want more balance between styles, make some counter-fighter spells... I'm already toying with some.

((Good thing a stun/pounce would never truely destroy all my damaging capabillities ^.^ One good thing of being a hybrid))

random mistakes


TamrielicKnight

PostPosted: Tue Mar 25, 2008 11:44 pm


(( rolleyes ))

Speedstriker:
5 Cp
You may divide any normal attack you make among any number of targets. For every target beyond the first you lose 1 life.
PostPosted: Wed Mar 26, 2008 6:44 am


random mistakes
Gah! Being used as a point in an argument... IT BURNS!!!!! burning_eyes burning_eyes burning_eyes Oh wait... I posted for it...

Eh, thats why we need some kind of protection against stuns... Or atleast a major nukage spell.

What you have to remember is that people like Vincent will lose almost ALL their damaging power when 'pounced'.

If you really want more balance between styles, make some counter-fighter spells... I'm already toying with some.

((Good thing a stun/pounce would never truely destroy all my damaging capabillities ^.^ One good thing of being a hybrid))


Well pounce is something else, because it stops all actions, so that would even stop my proposed ability. But a standard stun effect, if used on Vincent, would only stop his smash. Look at his action in our fountain of magic post. He went super-nova, and even with out smash, he still slamed out with 60 attack. I understand he's one of the far examples, and warriors need to be able to do the gradual damage, because defense lowers their attack damage, and there's nothing general like it for magic... I'm just trying to think of something a mage can do, without spending half their level up on vindictive, something they can do when stuned.

Atrus_Legnacra


Master of Gladiators

PostPosted: Wed Mar 26, 2008 8:42 pm


Atrus_Legnacra
M.o.G. you've missed the point... there is EVERY rule that says a mage can't use an action in that situation... the situation being when you are Stuned.

And as he said, Warriors can dish out more damage than a mage can. Not to mention there are TONS of items that can make a warrior just as versatile as a mage. RPS is a whole lot harder on a mage. There aren't enough spells to make them last as long... few damage reduction spells, and again if we're STUNED, we're sitting ducks.

Look at Mister Vincent, for example... All attack. Well if he's stunned, he can still attack, he just can't use his smash action. I know he's the farthest example, but there are alot like him, high attack stat with additional damage from their actions.

But, a mage, if stunned, can't do ANYTHING. How many mages (players with their magic score over 5) have an attack stat anything more than there for team-attacks?

The wording needs some editing, but this ability is so that, if stuned, a mage can do a standard attack, instead of nothing; with their Magic score as the modifier, instead of their base attack, which on most mages, is nil.

An amendment on the skill Magical Retonement: (4cp) When you are stuned, counter attack with your magic stat as your modifier for damage. Bonuses to attack from weapons do not count.

with this wording, if you are stuned, and only when stuned, a mage-based caster can still do some damage one round. And in reguards to Random/Bellamin's post, the mage in his scenero will only do 10 damage at the end, and the warrior will do 18, still making the warrior feel "proud"
Despite your compelling argument, I'm pretty sure that this doesn't work for the system. The current answer to the mage's dilemma is called Stun Defense; anything more than that would be unbalancing. I will ask FARGORE for his perspective on your submission; if he's cool with it, then so am I. mrgreen
PostPosted: Wed Mar 26, 2008 10:20 pm


Master of Gladiators
Despite your compelling argument, I'm pretty sure that this doesn't work for the system. The current answer to the mage's dilemma is called Stun Defense; anything more than that would be unbalancing. I will ask FARGORE for his perspective on your submission; if he's cool with it, then so am I. mrgreen

You stating that my arguement is compelling is a bigger victory than actually getting this accepted as a submission. Oh, that's not to say I don't want it ran past Mr. Fargore, because I still want to enter it, but still, it's something.

Atrus_Legnacra


Master of Gladiators

PostPosted: Thu Mar 27, 2008 1:45 pm


The votes are in, and the High Court has rendered it's verdict. The amended version is found to be an acceptable solution.

Magical Retonement: (4CP) When you are stunned, counter-attack with your magic stat as your modifier for damage. Bonuses to attack from weapons do not count.
PostPosted: Thu Mar 27, 2008 1:48 pm


TamrielicKnight
(( rolleyes ))

Speedstriker:
5 Cp
You may divide any normal attack you make among any number of targets. For every target beyond the first you lose 1 life.
Some questions;

What if you have more than one attack, does it apply to all, or only the first?

When you say 1 life, do you mean HP, or Life Stat?

Is damage divided equally, or can you divide it as you see fit?

Master of Gladiators


Wedry

PostPosted: Thu Mar 27, 2008 3:07 pm


Berserker series, Stat enhancement;

Berserker: (6CP) Each time you are receive a successful physical attack, increase your Attack Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Mana Berserker: (6CP) Each time you are receive a successful physical attack, increase your Magic Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.
PostPosted: Thu Mar 27, 2008 6:44 pm


ummm... Not wanting to sound like a nag, but:

a) Not many people have more than a few points in defense.

b) Wouldn't it just be more beneficial to put 6 points into attack, or magic?

random mistakes


Atrus_Legnacra

PostPosted: Thu Mar 27, 2008 7:54 pm


Jordan Windsfury
Berserker series, Stat enhancement;

Berserker: (6CP) Each time you are receive a successful physical attack, increase your Attack Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Mana Berserker: (6CP) Each time you are receive a successful physical attack, increase your Magic Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Sounds interesting, and the ideal of a berserker is nice, but the fatal flaw is that most RPS members have few points in def. Look at myself, Bellamin, Vincent, and yourself even. You and I have 2 def, which would be 4 to respecitve stats. For a WHOPPING 6 cp, we get only 1 more stat than the power up action gives... which if you remember only costs 200 chips.

of the 29 "Active Members" from the post... only 8 have a def of 3 or more.
The Lone Ronin (5) TamrielicKnight (3) Clendyx and the Ham-Hams ( cool Xeno99 (3) imperial1989 (6) veinkiller (4) Arayl (3) Anasii (5)... well, that is ~36%... so maybe it'd be useful, but it still seams that 6cp is alot.
PostPosted: Thu Mar 27, 2008 8:43 pm


random mistakes
ummm... Not wanting to sound like a nag, but:

a) Not many people have more than a few points in defense.

b) Wouldn't it just be more beneficial to put 6 points into attack, or magic?


Atrus_Legnacra
Jordan Windsfury
Berserker series, Stat enhancement;

Berserker: (6CP) Each time you are receive a successful physical attack, increase your Attack Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Mana Berserker: (6CP) Each time you are receive a successful physical attack, increase your Magic Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Sounds interesting, and the ideal of a berserker is nice, but the fatal flaw is that most RPS members have few points in def. Look at myself, Bellamin, Vincent, and yourself even. You and I have 2 def, which would be 4 to respecitve stats. For a WHOPPING 6 cp, we get only 1 more stat than the power up action gives... which if you remember only costs 200 chips.

of the 29 "Active Members" from the post... only 8 have a def of 3 or more.
The Lone Ronin (5) TamrielicKnight (3) Clendyx and the Ham-Hams ( cool Xeno99 (3) imperial1989 (6) veinkiller (4) Arayl (3) Anasii (5)... well, that is ~36%... so maybe it'd be useful, but it still seams that 6cp is alot.


So are you guys saying reduce the CP cost, or scrap the idea completely?

Wedry


Atrus_Legnacra

PostPosted: Thu Mar 27, 2008 9:17 pm


Jordan Windsfury
random mistakes
ummm... Not wanting to sound like a nag, but:

a) Not many people have more than a few points in defense.

b) Wouldn't it just be more beneficial to put 6 points into attack, or magic?


Atrus_Legnacra
Jordan Windsfury
Berserker series, Stat enhancement;

Berserker: (6CP) Each time you are receive a successful physical attack, increase your Attack Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Mana Berserker: (6CP) Each time you are receive a successful physical attack, increase your Magic Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Sounds interesting, and the ideal of a berserker is nice, but the fatal flaw is that most RPS members have few points in def. Look at myself, Bellamin, Vincent, and yourself even. You and I have 2 def, which would be 4 to respecitve stats. For a WHOPPING 6 cp, we get only 1 more stat than the power up action gives... which if you remember only costs 200 chips.

of the 29 "Active Members" from the post... only 8 have a def of 3 or more.
The Lone Ronin (5) TamrielicKnight (3) Clendyx and the Ham-Hams ( cool Xeno99 (3) imperial1989 (6) veinkiller (4) Arayl (3) Anasii (5)... well, that is ~36%... so maybe it'd be useful, but it still seams that 6cp is alot.


So are you guys saying reduce the CP cost, or scrap the idea completely?

Umm... dunno... it's great for rp, but normally people would put points into the stat... Then again... you can spend 4 points in def, and gain 8 in atk/mag in a long battle... so I could see how it could be useful.
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