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Posted: Fri Aug 31, 2007 9:59 am
I use math all the time. Why not? More accurate that way.
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Posted: Fri Aug 31, 2007 10:41 am
S1N1ST4 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 Hmm, you should take a look at my guild. I already have the leveling system intact. And as part of my guild, there will be moderators looking over battles (mainly me for now, till it picks up). The leveling part will be point reward style, you'll get a fixed amount of points for your HP and SP, and a fixed amount of points for your battle stats, like Att or Def, in each level. It is pretty balanced, and if I need to make changes to it I will. As for the money thing, I'd rather it would be called "rewards" for victory's arena/tournament style of play. And for Adventure RP's, it would be easier for a GM to be involved. But having a GM involved would be some dedication to certain timeslots of a day/week. So that's why an OOC thread/subforum in the guild would make things easier for the players, where they could keep up to date, and edit the stats, and it'll be up to the moderators to keep an eye on cheaters. So money will be basic, and cheaters should be reported and have there character looked over. But right now I can't write anymore, I have so many things I need to do right now.
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Posted: Sat Sep 01, 2007 9:24 pm
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Posted: Sun Sep 02, 2007 4:21 pm
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Posted: Mon Sep 03, 2007 2:11 pm
Well, here's a simple way to get rid of god modding and auto hitting. Very simple. It doesn't need to use any type of stat system, doesn't need multiple rules, or little quirks for it to work, it's just a simple roll of 3 d10's!
Like in a regular RP, you post your attack and such and the other post whether if he wants to be hit or not. So, to counter that, simply remeber to roll 3 d10's at the end of your post. And to find out if the attack was succesful or not, use the first two dice. And the third is the amount damage he'd do if he did hit. Like how much did that hurt on a scale of 1 - 10. If he rolled 10, than that really, really hurt. 1, did he touched me?
The formula:
If the first dice is equal to, or higher than the second dice, it's a hit. If it's lower than it's a miss.
For the third dice, it's a simple rate on how much the blow hurt your opponent on a scale of 1-10. Get it?
So basically just roll three dice and follow the 2 steps... whee
Advantages:
exclaim Extremely simple to use. exclaim Reading it should be easy enough to learn. exclaim God modding is countered. exclaim Auto hitting is countered. exclaim No stats, no math!
evil The hit ratio is a constant 60% chance of hitting. evil A multiple person fight may be a littlebit longer than usual. evil No stats. (Bad on my part whee )
As for the name, lets call it,
The Bob System! wink
Creator:
The Plot Master.
Note: This is so generic, that I don't even think it should have a name. rofl
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Posted: Fri Sep 07, 2007 9:23 pm
Its really TOO simple if thats even possible smile but I think that system is only for people that dont really want fighting in the system, and don't want god-modding either. so in a way its a both plus and a minus.
and as diseverance suggested, think of a system that is more SKILL based instead of LUCK based, but i understand that most systems have a dice system to it, and so luck is a crucial part of the battle, but skill should be the main decider, we need to come up with a system that is effective yet focuses on skill rather than luck.
and if possible, do away with the dice system entirely.
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Posted: Fri Sep 07, 2007 9:33 pm
Hmm, no dice, skill based. That's a tough one. But no need to worry, I'm one of the best problem solvers around....XD Give me a few minutes to think. pirate
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Posted: Fri Sep 07, 2007 11:08 pm
I got it!
A set of skills that would alter a players stats enough for the edge in battle. Usable when it's your post, like in a TCG. This way, the skill in how your use your skills would affect on how the battle outcome would be. In the end, this would still be turn based. And a set of basic, and possibly low stat system would make it run a little bit easier.
And what would go into the stats? The usual basic stucture of any game. Your power and defense and so on. Your HP obviously. And so on...
What do you think of that?
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Posted: Sat Sep 08, 2007 1:40 am
Hey, I'm still here. Had some computer problems and was spending my time on trying to figure out this skill system. I have an idea and it's a little complicated. sweatdrop Here's the basic rules.
Name: Dice Skills
Description: -All rolls use the 10-sided dice. -Both players roll to see who goes first. -Players look at the last two rolls to decide what action to use. -Does not matter who rolled which number. -Players first make a "Thinking" post to roll their number. This will help predict what the opponent will do next turn. (Edited in. Note at bottom.) -If the numbers are not equal, a normal attack can be used. Damage will be equal to the difference plus the attack modifier (explained later). -If the numbers are equal, a critical attack can be used. This uses the number that both rolls landed on plus double the attack modifier (explained later). -Items vary in effectiveness according to the size of the number. (Big number=high heal, high damage. Small number=low heal, low damage.) -Skills can be used if the numbers meet certain requirements for the skill. (Sum of the numbers, difference of the numbers, evens, odds, specific number, etc.) -Block can be used if a player expects a large attack the next move. This lowers the amount of damage received. -Players choose two skills and also chooses which number to put them on. -When a player levels up, (not sure how to decide when players level up) they can increase Attack, Health or Block. (so far) -Attack adds a damage modifier which adds that number to the amount of damage dealt. (6-2=4+1=5 / That +1 is the attack modifier) -Health represents the amount of life that the player has. -Block decreases the amount of damage received when the block command is used.
Strengths: Uses both skill and luck to decide the winner. No GM. Complicated, but still easy to use.
Weakness: Only for one versus one fights. Not complete. xp
Creator: Disseverance
I'm not entirely happy with it. Any help and ideas to make it better would be much appreciated.
I think this system corresponds with Uno a lot. There are two ways to match a card, color and number. There are multiple ways to use dice rolls, 6 and 4 = Attack, Item, Skill, etc. (as more is added on).
EDIT: Also a bad thing about this system is that you're not sure what your roll will be. If players roll first, say something like, "Thinking", submits it, looks at the number and then edits that post for their move, then this could work. 3nodding
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Posted: Sat Sep 08, 2007 2:05 am
Welcome, Plot Master! That idea for skills is a very good one, however, this is a pure skill system and could possibly get rather old if there's no luck involved. A luck/skill game would be extremely hard to pull off without dice. sweatdrop
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Posted: Sat Sep 08, 2007 2:08 am
I've never been a fan of official battle systems. I prefer to just roleplay it out the same way you roleplay everything else. State an action, and wait for your opponents counter reaction.
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Posted: Sat Sep 08, 2007 2:15 am
No offense to your preference of battling, but that just seems so... boring. sweatdrop Sorry. You can still role play with our systems, these are just more complicated and add more strategy and hopefully more fun.
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Posted: Sat Sep 08, 2007 2:34 am
Here's one for you guys though.
Both players role an 8 sided dice. Lowest score goes first.
First player roles for accuracy with a twelve sided dice. Must be above six to hit.
Then player roles a 20 sided dice for damage. Other player roles an 12 sided dice for defense.
Both players role luck with a ten sided dice. If the attacker beats his opponent by more then 6, or if he loses by more then 6, he gets a critical hit. If he doesn't, the critical hit is avoided.
If there is a critical hit, the attacker roles a plus 8 dice. The amount on the dice, multiplied by any critical hit ratio the character might have, to figure out how much extra damage is done.
Example: (Example doesn't take attributes into account)
Player A rolls a 12 sided dice and rolls a 5. He misses.
Player B rolls a 12 sided dice and rolls a seven. He hits.
Player B rolls a 20 sided dice. He rolls a 17.
Player A rolls a 12 sided dice. He rolls a 10. 17-10=7. Player A takes 7 damage.
Both players roll ten sided dice. Player A rolls a 3. Player B rolls a perfect ten. Critical hit.
Player B rolls an 8 sided die. He rolls a 6. Plus 6 damage. Player A takes 13 damage all together. End of round. Repeat.
Repeat process.
This was a rather simple one I just made up in about half a minute. If it's like a pre-existing one, or if it's like one that you guys already mentioned, I apologize, but I didn't read the entire thread.
Pros: Takes accuracy into account. Decides if moves hit for you. Also gets rid of impervious to damage. If it hits, it should normally do damage, unless you have a good enough defense bonus to block all damage.
Cons: Doesn't really take attributes into account. It also was made with me naming random dice. There are probably better dice that could be used. Also, it isn't currently formatted to more then one on one fighting.
This is an extreme rough draft.
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Disseverance rolled 20 100-sided dice:
36, 36, 66, 49, 64, 28, 86, 20, 7, 89, 71, 21, 77, 56, 31, 14, 84, 54, 87, 60
Total: 1036 (20-2000)
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Posted: Sat Sep 08, 2007 2:58 am
That seems like it would take a long time to battle. If there are going to be multiple rolls, it should be with one dice, that way you can roll multiple times in one post. For criticals, rolling a perfect 20 could double your attack? It seems to be luck driven and it doesn't look like it supports leveling. Sorry if it seems like I'm criticizing. sweatdrop I'm just trying to help.
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Posted: Sat Sep 08, 2007 3:44 am
I edited my last submission for a battle system. Fixed a major problem with it.
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