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Posted: Sun Jun 19, 2011 9:13 pm
CUTTING TWICE.
YEAH CUTTING.
CUT CUT.
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Posted: Mon Jun 20, 2011 3:46 pm
Yes... but what is the exact calculation for that.
Damage x2? Weapon alone not strength damage x2?
Or you just figure 'all' of your damage and multiply it times 2...
So you 'don't' roll twice and calculate separately for each weapon? ...Does this count as two attacks for one (1) dice roll in the case of dual wielding. Or two attack for one (1) 'attack' roll. Since dice roll and attack roll are two different things.
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Posted: Mon Jun 20, 2011 6:43 pm
Top of the weapons and tools thread in the Game System [MUST READ] Forum. Quote: Dual Wield: You can dual wield certain melee weapons on this list. When you dual wield, you multiply weapon damage by 2, and add 1.5x your strength modifier to the damage instead of 1x. However this extra damage comes at a cost. You receive a penalty to all of your attack rolls when using dual wielded weapons, and certain bonuses weapons give you may be cancelled. So, depending on the weapons you duel wield, you will loose 1, or possibly 5 attack turns. Depends on how heavy the weapons are considered to be. Quote: Ninja to The ninja to {also known as "shinobigatana"} was the sword of the ninja. It was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possesses a straight blade instead of a curved one. It is the sword carried by ANBU squads. Damage: 3 - 9 + str. mod. Range: Melee. Special: ANBU sword. Causes a Bleeding Wound upon a critical hit. +2 to blocking checks. Dual Wield: Yes, -7 to attack roll. The damage for the Ninja To is 3 - 9 + str mod. So the post action random number is used to determine the 3 - 9 part. if you get a 5, you x2, and get 10. Then say your str mod is 6, x1.5 will be turned into 9. So the damage will be 19. Of course, as you can see, Dual Wield brings the misfortune of -7 to attack roll. So unless you have Attack Melee of 13+, you are screwed.
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Posted: Mon Jun 20, 2011 6:49 pm
Ah, I see... so all of your secondary attack rolls as well who are 7 or below to melee bonus are all screwed, though I suppose you could still cast them completely negative... if you were hoping to hit someone extremely low level or something... or using them for a Jutsu. Thanks Qyp... I knew I read that somewhere, but after going back I could not find it again.
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Posted: Mon Jun 20, 2011 7:02 pm
Wait... it seems you trying to say to many things at once...
Your Melee Attack Bonus determines the Attack Roll.
Their Dodge Bonus, if higher than 1d20 + Attack Melee, makes the attack a failure.
(1d20) 13 - 7 = 6 + (Attack Melee) 13 = 19.
19 vs Opponent's Dodge Bonus 20 = Fail attack.
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Posted: Mon Jun 20, 2011 7:07 pm
Yes... that's if the opponent has a dodge bonus of 20.
I was pointing out that a person can have multiple attacks... for level five and up at least. I think level fives get two attacks.. but thats not the point. The secondary attacks are lower to hit bonus, and thus would be even more effected by the dual wielding of weapons, is what I was pointing out. However, they would still be just as effective for use if someone is going to for example... attack you first, then cast a jutsu... in the same post... with their two attack options.
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Posted: Mon Jun 20, 2011 10:02 pm
I just got an idea...
Is it possible to have a clan bonus to do with exp? Like +25% exp bonus and nothing else?
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Posted: Tue Jun 21, 2011 1:51 am
Draco Silverlight Yes... that's if the opponent has a dodge bonus of 20. I was pointing out that a person can have multiple attacks... for level five and up at least. I think level fives get two attacks.. but thats not the point. The secondary attacks are lower to hit bonus, and thus would be even more effected by the dual wielding of weapons, is what I was pointing out. However, they would still be just as effective for use if someone is going to for example... attack you first, then cast a jutsu... in the same post... with their two attack options. Well your jutsu would take up a huge load of time including your next round if necessary depending ont he amount of dice rolls it consumes haha. And well dice rolls and attack rolls are usually the same thing. @Qyp: Possibly. If you start out at every stat is 6. Possibly.
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kouri-chan_xx Vice Captain
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Posted: Tue Jun 21, 2011 2:13 am
Eh? O-o
So no Distribute at all? That's a bit harsh. Even if they can level up faster, doesn't mean they would have the same stats by level 5 as another person... heck they would have LESS. If they got 20 exp per training + the 25%... which is 25 exp, they would only need to train something 4 times.
But even then, because they get more exp, they level up faster, meaning they could be a level 7 with level 3 stats.
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Posted: Tue Jun 21, 2011 2:48 am
Yea, it does seem a bit unfair in hindsight. Well, I'm not sure how to balance that at the moment haha.
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kouri-chan_xx Vice Captain
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Posted: Tue Jun 21, 2011 2:56 am
Perhaps... You give them all of their stat distribution points, but they get less points per level. Only enough for it the character to only be affected in the long run, like one or two, or however many you feel. That way, even though they'll have lower stats at the same level, They will usually be at a higher level anyway. Also, it's something that won't cripple the character too harshly, but will penalize the character for a shortcut.
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Posted: Tue Jun 21, 2011 3:00 am
Well, ultimately they would level faster, but get less stat/skill points in the long run.
Less exp, but still getting that +1 skill/stat means you would get like... say, 5-6 skill/stats in one level, compared to the guy who is getting lots of exp and 3-4 skill/stats per level...
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Posted: Tue Jun 21, 2011 3:04 am
Qyp Well, ultimately they would level faster, but get less stat/skill points in the long run. Less exp, but still getting that +1 skill/stat means you would get like... say, 5-6 skill/stats in one level, compared to the guy who is getting lots of exp and 3-4 skill/stats per level...
Yep. There probably needs to be some penalization to stats, or everyone will want the clan. This way, some people would rather not take a shortcut, to help their character in the long run, and some will take it. You could always make up the deficit through training, If I'm right about how the system works.
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Posted: Tue Jun 21, 2011 3:36 am
Chains of Freedom Qyp Well, ultimately they would level faster, but get less stat/skill points in the long run. Less exp, but still getting that +1 skill/stat means you would get like... say, 5-6 skill/stats in one level, compared to the guy who is getting lots of exp and 3-4 skill/stats per level...
Yep. There probably needs to be some penalization to stats, or everyone will want the clan. This way, some people would rather not take a shortcut, to help their character in the long run, and some will take it. You could always make up the deficit through training, If I'm right about how the system works.Well, the level up is +3 skill +3 stat. That's for everyone, so that doesn't matter. Leveling up quicker essentially means less training is needed, but less training means less skill/stat points per level compared to others... So think of it this way... If you watched G1 Pokemon, you would know Ash fought the Lightning type Gym leader with a Raichu that was evolved with a thunder stone. The Raichu never got to experience being a pikachu properly, so never got it's speed, etc, up... So it was slow and pathetic because it was leveled up too quickly. This clan with extra exp bonus, would essentially have a similar disadvantage... they would be at a higher level when they perfect something that could of been done at say, level 3, and they are level 5-6...
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kouri-chan_xx Vice Captain
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Posted: Tue Jun 21, 2011 3:40 am
So...... what's the point?
edit: It's also 10 skill points per level, not 3 XD
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