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Brian_The_Elementalist rolled 5 100-sided dice:
40, 28, 66, 18, 34
Total: 186 (5-500)
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Posted: Wed Dec 29, 2010 12:08 pm
<_< LIES!!!
Edit: I think you could potentially make this balanced. You just have to seperate defense and offense for the 5 die roller. So make the lowest roll of the five his defense value. But otherwise he does damage normally.
So for an example.
Say the 5-die rolls a total of 250 with a lowest of ten
The one die person rolls a 60. They take 190 damage whilst the 5-die takes 50 damage. Now obviously that's still a big discrepancy but you make up with it by making the 5-die roller only have 100 HP 150-200 HP if you're feeling generous.
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Posted: Thu Dec 30, 2010 8:28 am
I could probably work and balance it out, but I refuse for the potential unfair beating. The damage being dished out by the 5 roll is still too high. And this idea is working against you now because I'm formulating the final showdown with Cort in the back of my mind. Still a long way off, but now those 5 dice seem enticing now.
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Posted: Thu Dec 30, 2010 9:03 am
You could probably balance it for a one on one duel but doing the large events probably not. Though maybe if you reduce the rolls...
A person with permanent 2 dice rolls would be a lot easier to balance for. Just give them a sufficient reduction in HP and then blam. No?
Honestly I'm fine with this never coming to fruition. Its just a fun little experiment.
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Posted: Thu Dec 30, 2010 10:05 am
So...uh...what happens if the war doesn't end before February the 4th of 2011?
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Posted: Thu Dec 30, 2010 10:17 am
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Posted: Thu Dec 30, 2010 10:44 am
That's when ol' Copper gets called back into active service. I'll be on off sporadically afterward until maybe around April....in which you will never see me again. Because I'll be in Afghanistan. Well...unless you guys are still around ten months from then...then you will see me. Just seeing how much Battledome changed in the last year, I'm just not sure who will be around and who won't be.
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Posted: Thu Dec 30, 2010 11:13 am
I'll keep that in mind. I could probably crank out a dice event a week and have the war over by the end of January.
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Posted: Thu Dec 30, 2010 11:53 am
@CU: Well that is coming up pretty quickly here.
I guess that's a good idea, Rust
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Posted: Sat Jan 01, 2011 8:20 am
The event will be ready around Monday or Tuesday. Just got some rolls to figure out.
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Posted: Sun Jan 09, 2011 7:51 am
One event down, three more to go!
Abduction of the Fletcher Twins: An unknown assailant abducts Remus' twins. apprehend him!
Assault on the Minister of Science: Prof. Albert Bohr has created a super weapon that he believes will end the war. Stop him before he can attempt to use it!
The Final Battle: After capturing several strategic systems, the Tri-Alliance can now begin their final assault on the Dragonheart Palace, massive, orbital space station. If Cort is defeated here, the war is won!
As anyone could guess, the first of the three remaining events would be the quickest. Just take down the assailant who's got 400 HP.
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Posted: Sun Jan 09, 2011 1:42 pm
I think I might have Alex start work on a line of warbots. Just because that last event battle tossed him through the wringer.
Just wondering if there was anyway we could work those in or not.
Also we really should hammer out the passive bonus things.
I was thinking giving each one a base cost of 50hp and allowing people to pick multiple ones. And maybe do an elevating cost of HP to retain balance. Like make the first two cost 50 hp apiece and each subsequent one costing an additional 20 hp. So 50 50 70 90 110 130.
xD I just added that all up and if you take six upgrades it'll cost all 500 HP. xD
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Posted: Sun Jan 09, 2011 2:42 pm
Remus will be involved personally with the abduction. However, Rome will still greatly reward anyone who returns them.
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Posted: Mon Jan 10, 2011 7:48 am
I'm going to implement passive abilities in the second to last event. It needs to be tweaked. Here's what I propose.
Anyone can roll up to 4100-sided dice. However, for every extra dice added to the roll, they roll a lower dice for how many extra dice were rolled. For example, Say Brian rolled 4 100-sided dice. For the next 4 turns after, he'd have to roll a 10-sided dice. That's a penalty. The dice go lower for every extra dice rolled.
Another example would be If Brian only decided to roll 1 extra, he would then roll a 20-sided dice the turn after. After the penalties, the dice return back to being 100-sided.
Event wise, the next event will be up Tuesday or Wednesday. Taking place in the capital of Rome! A mysterious assailant appears and abducts Remus' kids. This event will have a time limit. If the assailant is defeated by Friday, Remus' kids are smuggled out of Rome and brought before Cort as hostages.
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Posted: Mon Jan 10, 2011 10:21 am
I don't really like the adding extra dice rolls to be honest.Well at least not the way you propose them. Just because even if you're only rolling one extra you're still forced to end up rolling a 20 sided die next time.
Now with what I was proposing it would go like this.
10 damage bonus costs 50 Only works if you win roll 10 damage reduction costs 50 5 HP regained per turn costs 50 and you can't exceed what health you started with. +5 to Dice roll costs 50 1 Extra dice roll every other turn costs 100 HP only able to pick this one once.
Then we could toss in some other things like... 5 damage return costs 50 25% life steal costs 50 Dodge die: You roll a second die as a dodge modifier depending on the roll compared to the difference between the attack rolls you might avoid taking damage costs 100. Or I suppose it would be simpler to just make it a flat % to dodge excluding special attacks. Like say 10% so whenever your second die is 90 or above you manage to dodge.
Oh and all the number and HP costs are up to debate.
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Posted: Mon Jan 10, 2011 11:20 am
Going from a mechanics standpoint, losing health to perform a special like that makes little sense unless there's a certain gimmick. I could see it working for Emma because she knows blood magic and all that good stuff. I could see drawbacks like that. But for everyone else?
I don't see how. It's also hardly fair since if a player can't be permanently defeated. After three turns, health returns back to normal. It's also a handicap to the group if a specific person uses said abilities, loses too much health, and the event is lost. My dice abilities are more neutral. You just don't like my dice abilities because of the penalty for the next turn. rofl
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