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Posted: Thu Apr 03, 2014 8:07 pm
scuttlefish Ooh I've been itching to post in this since I saw it but never had the chance last night. gonk I'm trying to find some of the posts I made in the "IT'S WAR" thread, but I'll hold off until after my classes before tracking that down and posting the details of my ideas. For now this is what I was trying to say in a nutshell. I recall Alias pointing something out that defensive's counter seems wholly unfair, and it is! Being able to negate all incoming damage is huge enough without being able to counterattack. Thus I propose that instead of all ranks being able to absorb 100% of all incoming damage, the percentage of damage absorbed is dependent on one's rank, like the counter-damage dealt. I did post some ideas in the thread which I will edit into this post later. Also Defensive's heal is grossly unbalanced. Not only is defensive able to negate all incoming damage, a defensive user would be able to heal to full quite easily in a matter of turns, with the ridiculous odds that the heal has of succeeding. I don't think Rahl liked the idea at the time but perhaps you could consider again my idea of revamping balanced "special" into being something other than a watered-down version of defensive's heal. A balanced fighter has to roll a nat 100 just to get the same heal that a defensive fighter has a 50% chance of landing... And critical hits, we need critical hits! Maybe not with the d4, but definitely if a nat 8 or nat 12 is rolled. One last thing, actually I'm not sure if this was my original idea or not (I'm thinking it was Tom's idea) is to give non-Force users a chance to heal as well, I mean they had kolto packs, it would have made sense. I'm also going to be bold and say that non-Force users should also have more combat styles to choose from, maybe have different class styles to choose from like a "bounty hunter" class or a "sniper" class usw. I've not gotten the chance to fully read over Wonyky and Tam's posts yet but from what I've gleaned so far, I am against the idea of changing combat styles in battle and I will explain later. For now, it's off to class for me! So can we agree on a drop of cancelation of damage by like 5%-10%? Because I am willing to trade that for the ability to attack. That is the only way I could truly agree. Otherwise I am against it.
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Posted: Fri Apr 04, 2014 12:25 pm
My original intention for the system was for it to be similar to what gaia did in past Halloween events. You have 3 classes to choose from (aggro, balanced, defensive/healer). The aggro has 3 attacks (weak, med, strong) and no heal, the balanced has a weak and medium attack, and a medium heal, and the defensive/healer has a weak attack, medium heal, and a strong heal.
This system seemed to be pretty easy to understand and easy to use when gaia did it (of course they had the benefit of not having to figure out using dice or number generators....).
This is one of the systems I'd like us to test.
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Posted: Fri Apr 04, 2014 6:06 pm
Raven Rahl My original intention for the system was for it to be similar to what gaia did in past Halloween events. You have 3 classes to choose from (aggro, balanced, defensive/healer). The aggro has 3 attacks (weak, med, strong) and no heal, the balanced has a weak and medium attack, and a medium heal, and the defensive/healer has a weak attack, medium heal, and a strong heal. This system seemed to be pretty easy to understand and easy to use when gaia did it (of course they had the benefit of not having to figure out using dice or number generators....). This is one of the systems I'd like us to test. Does that mean we are look towards combining the healing and defensive classes?
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Posted: Fri Apr 04, 2014 9:16 pm
Wonyky Raven Rahl My original intention for the system was for it to be similar to what gaia did in past Halloween events. You have 3 classes to choose from (aggro, balanced, defensive/healer). The aggro has 3 attacks (weak, med, strong) and no heal, the balanced has a weak and medium attack, and a medium heal, and the defensive/healer has a weak attack, medium heal, and a strong heal. This system seemed to be pretty easy to understand and easy to use when gaia did it (of course they had the benefit of not having to figure out using dice or number generators....). This is one of the systems I'd like us to test. Does that mean we are look towards combining the healing and defensive classes? Basically yes, the defensive and healing classes would have all the same attributes, so they'd be a class by themselves.
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Posted: Mon Apr 07, 2014 5:46 pm
Raven Rahl Wonyky Raven Rahl My original intention for the system was for it to be similar to what gaia did in past Halloween events. You have 3 classes to choose from (aggro, balanced, defensive/healer). The aggro has 3 attacks (weak, med, strong) and no heal, the balanced has a weak and medium attack, and a medium heal, and the defensive/healer has a weak attack, medium heal, and a strong heal. This system seemed to be pretty easy to understand and easy to use when gaia did it (of course they had the benefit of not having to figure out using dice or number generators....). This is one of the systems I'd like us to test. Does that mean we are look towards combining the healing and defensive classes? Basically yes, the defensive and healing classes would have all the same attributes, so they'd be a class by themselves. I'm fine with that.
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Posted: Mon Apr 07, 2014 8:43 pm
-Cracks knuckles and immediatly regrets ever having this idea.- So I have been toying with an idea roughly since we started the war and I realized as a defensive user I was pretty much in a bubble with counters, heals, and a weak attack and thought 'Oh boy lets see what happens.' I did not fight in the war something I regret but it is done now. At the moment there are three schools of study followed by the academies, that is fine it gives you a feeling of endgame and works with what I am about to suggest, the introduction of lightsaber forms. 0.Knowing when to draw the saber. l Shii Cho Out Numbered, +X to multiple opponents -Y in single combat. Scaled to rank ll Makashi One on One, +X to single opponents -Y to multiples " " lll Soresu Defensive, +X to blocks, -Y to attacks, basically think current defensive temple. lV Ataru Offensive, +X to single target attacks, -Y to mutliple targets and defense V Shien / Djem So Counter's +X to counter damage and blocks (defensive but no heal and only a power attack) -Y to attacks Vl Niman Utter balance, no pro's no con's Vll Juyo / Vaapad Power attacks, +X to all attacks, -Y to defense. Heaviest atk boost and lowest defense Once solved for X and Y, one can state their form and school of study/specialization for all to see. Form shifting can happen once per post giving combat a better flow, if the enemy is wailing on you go defensive and try and survive, get a lucky hit? Switch to Offense and finish them off. It will require some work but it is an idea. Now for the non Force users, all what 2-3 of them. Classes similiar to what I have already suggested. The final two tiers of what we have in play is Assassain, I kind of like it for an assassain, but not so much for a pirate, soldier, bounty hunter, I think you see where I am going but lets simplify it shall we? Long rifle - + X to attack, but only applicable to the first shot, possibly second and a reduced amount due to the enemy now rushing towards you/fleeing for cover Carbine/Rifle - +X to attack again, applicable for multiple to all attacks reduced bonus versus Long rifle Single blaster - +X attack, weakest of the groups however it gets +Y defense as you can move faster with a lighter weapon Double blaster - Attack twice, can not use heavy/medium and attacks require +1 die to hit, ie 3-4 for a light hit. Melee - +X attack and defense versus je'daii/Sith up close and personal I think you figured out now that those are just for weapons as any class can realistically use any weapon though it may be out of place. Smuggler with a sniper rifle for example pretty obvious, so lets toss out classes and use armor instead. Saber jockeys have the force and that damn thing seems to work against everything except Sarlaac's only explosives and posion work on that damn thing.... Light, More or less just clothing. +To evasions? maybe attacks if we do not incorporate evades no defensive bonus Medium - Standard merc gear, balanced +X to defense/health and Offense Heavy - Typical soldier, +Defense/health + -X Offense slight boost to attacks Extra Heavy - Covered head to toe in armor plating +Defensive/health -Y attack
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Posted: Thu Jun 19, 2014 1:22 pm
One thing I really want to do with this is to keep it as simple as possible while being fair and balanced. Not all our members have played table top games or RP'd outside of gaia, so some of the things that are normal for a DnD game like dexterity or other attributes that require a bit of math to add up, could get too complicated for them and cause them not to participate.
My plan right now is to break out my star wars minis game again and look at some of the cards and see how I can maybe use it for our system. If it works and fits, we'll end up rolling a D20 only and figuring the roll against things like your defensive number, attack number, initiative, etc. If it ends up being too complicated for some, we can go another route. I just want to try it and see what happens. We might even be able to integrate the force points for bonus powers like on the cards. That way you have a special ability, but you can only use it a limited number of times.
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Posted: Thu Jun 19, 2014 2:41 pm
Raven Rahl One thing I really want to do with this is to keep it as simple as possible while being fair and balanced. Not all our members have played table top games or RP'd outside of gaia, so some of the things that are normal for a DnD game like dexterity or other attributes that require a bit of math to add up, could get too complicated for them and cause them not to participate. My plan right now is to break out my star wars minis game again and look at some of the cards and see how I can maybe use it for our system. If it works and fits, we'll end up rolling a D20 only and figuring the roll against things like your defensive number, attack number, initiative, etc. If it ends up being too complicated for some, we can go another route. I just want to try it and see what happens. We might even be able to integrate the force points for bonus powers like on the cards. That way you have a special ability, but you can only use it a limited number of times. yes...there are those of us who go into system overload with too much input! sweatdrop
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Posted: Fri Jun 20, 2014 12:45 pm
Raven Rahl One thing I really want to do with this is to keep it as simple as possible while being fair and balanced. Not all our members have played table top games or RP'd outside of gaia, so some of the things that are normal for a DnD game like dexterity or other attributes that require a bit of math to add up, could get too complicated for them and cause them not to participate. My plan right now is to break out my star wars minis game again and look at some of the cards and see how I can maybe use it for our system. If it works and fits, we'll end up rolling a D20 only and figuring the roll against things like your defensive number, attack number, initiative, etc. If it ends up being too complicated for some, we can go another route. I just want to try it and see what happens. We might even be able to integrate the force points for bonus powers like on the cards. That way you have a special ability, but you can only use it a limited number of times. Yeah I'm taking a similar route with the combat system I'm making for the Skyrim RP. Lots of scaling down with health and attacks, but I'm also implementing damage modifiers. I'm also taking a different direction with the blocking/counter issue, and I think I like the way it's going. I'll be putting up a thread for a beta test of my combat system pretty soon so that I can get some feedback and see what needs to be done. It's very simplified, but I think I want to start simple for now.
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Posted: Mon Jun 23, 2014 8:56 am
scuttlefish Raven Rahl One thing I really want to do with this is to keep it as simple as possible while being fair and balanced. Not all our members have played table top games or RP'd outside of gaia, so some of the things that are normal for a DnD game like dexterity or other attributes that require a bit of math to add up, could get too complicated for them and cause them not to participate. My plan right now is to break out my star wars minis game again and look at some of the cards and see how I can maybe use it for our system. If it works and fits, we'll end up rolling a D20 only and figuring the roll against things like your defensive number, attack number, initiative, etc. If it ends up being too complicated for some, we can go another route. I just want to try it and see what happens. We might even be able to integrate the force points for bonus powers like on the cards. That way you have a special ability, but you can only use it a limited number of times. Yeah I'm taking a similar route with the combat system I'm making for the Skyrim RP. Lots of scaling down with health and attacks, but I'm also implementing damage modifiers. I'm also taking a different direction with the blocking/counter issue, and I think I like the way it's going. I'll be putting up a thread for a beta test of my combat system pretty soon so that I can get some feedback and see what needs to be done. It's very simplified, but I think I want to start simple for now. Whether you start simple or complicated, you always have to get that good test in so you can work the bugs out. I'm, of course, in favor of the simpler method. smile
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Posted: Sun Aug 17, 2014 6:05 pm
As you know - I'm no whiz at setting up these things LOL but what do you think of using the die we don't normally use for the counters? set up a different return on the hit - might be less confusing...maybe...?
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Posted: Mon Aug 18, 2014 9:54 am
Nia Phoenix As you know - I'm no whiz at setting up these things LOL but what do you think of using the die we don't normally use for the counters? set up a different return on the hit - might be less confusing...maybe...? That may be a good idea. I'll play with it and see what I can come up with.
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Posted: Mon Aug 18, 2014 5:43 pm
Raven Rahl Nia Phoenix As you know - I'm no whiz at setting up these things LOL but what do you think of using the die we don't normally use for the counters? set up a different return on the hit - might be less confusing...maybe...? That may be a good idea. I'll play with it and see what I can come up with. maybe even use them for the aggro re-roll - that way they'd have a set ratio and wouldn't require 2 posts
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