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Posted: Thu Sep 11, 2008 3:26 pm
What happens if an opponent doesn't attempt to defend but instead attacks relentlessly?
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Posted: Thu Sep 11, 2008 9:41 pm
Brilliant idea and I like that better than my own.
@ Phaeton: I think that the other player would account for the damage. If he took on too much damage, he wouldn't be able to keep attacking. (and if he did, then we would have to reprimand him/her).
But what would happen if someone defended and someone attacked?
Defender- 55
Attacker-51
Would the difference be void?
Or should we have defense points as well?
What if it was the other way around? Even though the defense lost, he was still putting up a shield or something, which means the full force of the attack didn't affect him.
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Posted: Thu Sep 11, 2008 10:06 pm
Parry Damage? Add it on to the next attack? It only lasts for 1 round? So if they defend twice in a row, only the last defended attack will count.
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Posted: Fri Sep 12, 2008 3:54 pm
Well this kinda puts me at odds.
My one non-neutral character is a berserker. It's only a standard variation from the barbarian type but even regular barbarians don't really worry about defense, they usually rage and flail away with reckless abandon.
Also, what about all those spellcasters running around?
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Posted: Fri Sep 12, 2008 4:57 pm
Parry damage? How would we go about that?
I think spellcasters would be the same. Or go with what I originally said for that.
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Posted: Sun Sep 14, 2008 2:35 pm
First person= a Second person= b
A attacks with a roll of 55, B defends with a roll of 67. 55-67= -12
A then attacks again, rolls a 64, B attacks with a roll of 54. 64-54=10 but with he parry damage from the defend from last time. 10-12= -2. A takes 2 damage. >.>
It could also work with the Parry wins the roll as well. Let's say B won the second roll as well as the first. 65-78= -12 so. The Second person would have 12+12 for a total of 24 damage that turn.
Does it make any sense? >_> Or only to me x.x
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Posted: Mon Sep 15, 2008 5:07 pm
I like the first part, but you lost me when you said that A takes two damage.
Why wouldn't he take 12 damage and then when he attacked B and B lost by ten then B would take 10 damage?
(re-read it and it sort of makes sense now, but just wondering how you came to that conclusion)
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Posted: Mon Sep 15, 2008 7:06 pm
A Far Cry from Heaven I like the first part, but you lost me when you said that A takes two damage. Why wouldn't he take 12 damage and then when he attacked B and B lost by ten then B would take 10 damage? (re-read it and it sort of makes sense now, but just wondering how you came to that conclusion) Because B last the second attack. So B would take damage, but the Parry subtracts damage that B takes and the excess is what A takes as damage. That fourth set of subtraction is for if B did more damage than A on the second move. I probably should of seperated it with a space. o.o;
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Posted: Mon Sep 15, 2008 10:34 pm
Oh, okay, I get it now!
And if B hadn't lost the second round, A would just be screwed, right?
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Posted: Tue Sep 16, 2008 11:09 pm
Ya, cause if A only had 100 Hitpoints... he/she jsut lost 1/4th of his/her's health o.o;
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Posted: Wed Sep 17, 2008 2:50 pm
Okay, I get it. I think it's a good idea ^^
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Posted: Thu Sep 18, 2008 9:14 pm
Recap.
1. Every class has different amounts of health due to class/job. Base health is at 100, and is added upon. 2. Roll 10 ten-sided dices. Both attackers do. The difference is subtracted, and the damage is done to the one who rolled the lowest. 3. Parry damage is added if someone defended on the last round of rolls, if the defender won that round. That difference is added to the next roll and calculated as part of that attack. If the Defender while defending, nothing is added to the next round.
Anything else?
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Posted: Thu Sep 18, 2008 9:37 pm
Nope I think we got it ^^
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Posted: Fri Sep 26, 2008 2:48 pm
HP Wise... I think we should all start off with 100 HP at the festival. Make it more even, and then add and subtract when we use it for the actual war...
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Posted: Fri Sep 26, 2008 2:53 pm
Sounds like a good idea to me. It's a more controlled test run that way so we can see how it actually does in rp-mode. Plus, we will be able to get unbiased feedback.
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