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A general roleplay guild with emphasis on improving RPers. 

Tags: Roleplaying, Tutoring, School, School of Dedicated Role Players, RPing 

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The Battle System Discussion (Not an RP) Goto Page: [] [<] 1 2 3 ... 4 5 6

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MysterEous

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PostPosted: Sat Sep 08, 2007 2:38 pm


Here is my second try at this.

Attributes required: Strength, Defense, Critical,

Both players role an 12 sided dice. Lowest score goes first.

First player roles for accuracy with a twelve sided dice. Must be above six to hit.

Then both players role a 20 sided dice, The attacking player adds an attack bonus to his roll. The defending player adds defense to his roll. If the attacking player has a higher role, he does damage. If the attacking player roles a perfect twenty, the attack automatically does 5 damage and the player also gets a critical hit bonus (see critical hit below)

If the attacking player deals damage, both players role luck with a twelve sided dice. If the attacker beats his opponent by more then 8, or if he loses by more then 10, he gets a critical hit. If he doesn't, the critical hit is avoided.

If there is a critical hit, the attacker roles a 12 dice. The amount on the dice, multiplied by their critical hit ratio, 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 20 sided dice. He rolls a 10. 17-10=7. Player A takes 7 damage.

Both players roll twelve sided dice. Player A rolls a 3. Player B rolls a perfect ten. Critical hit.

Player B rolls an 12 sided die. He rolls a 6. Plus 6 damage. Player A takes 13 damage all together. End of round. Repeat.

Basically, what I changed was some of the dice numbers. Now you only use 12 and 20 sided dice. (Unless I missed something.) And I added the perfect 20 critical hit. Also, I made it a bit harder to roll a critical. Critical's aren't supposed to be easy. It takes attributes into account, which means that some of the stratagy comes in with how you set those up. And it's still a rough draft. I'm open to suggestions.

Pros: Helps fight godmodding by making it so you don't chose how if the attack hits. It also adds a little more luck and a little less skill into the mix, giving lower leveled characters more of a chance, while still giving players who have earned better skill an edge.

Cons: Still only formatted for one on one, and doesn't have enough skill. Then again, what skill is there really? You're rolling dice. It's always random.

Keep in mind, this isn't my expertise, like I said. Just thought It might be fun to work on this.
PostPosted: Wed Sep 19, 2007 9:26 am


Nice discussion you guys are having here. I'm currently working on an RP engine, which will include PvM and PVP. I'm not going to post any details immediately, I want to be sure of my ideas before I decide to post them.

I'm probably going to include a six tiered stat base system which will sort of be like the Final Fantasy Tactics Attributes Style. Then I'm probably going to merge it with a more DnD style of hit and check.

Anidzuki


Disseverance

PostPosted: Sun Sep 23, 2007 7:27 pm


It's good that you've put in less dice, but one round still seems like it would take a long time to complete. If you could combine all of those die rolls into just two, that would significantly lower the duration of the battle. If both players roll dice and are able to discern hits, misses, and criticals in those two dice rolls, that would be a good system, in my opinion. Example without stats:

Player A: 20
Player B: 9

Because Player A has a higher number he attacks with the difference of the numbers and because Player A is 10 numbers higher than Player B, he does critical damage (which could be a set bonus or a multiplier). It is auto-hit, but it's chance on who attacks who.

Anidzuki: Awesome. Can't wait. I've never played DnD, but I'm guessing that it's really fun. 3nodding
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06 General Archives (non-RP inactive threads)

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