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CRPS

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Yoder


Invisible Phantom

10,775 Points
  • Elocutionist 200
  • Perfect Attendance 400
  • Tycoon 200
PostPosted: Mon May 05, 2008 6:47 pm


What is it?
The Combat Role-Playing System, CRPS, is a role-playing system developed by myself.

Why did you make it?
I wanted a custom role-playing system, because no existing systems suited my interests.
I wanted a simple role-playing system, because detailed systems often scare potential members.
I wanted a limited role-playing system, because free-form roleplay combat is often disorganized.

What does it involve?
By starting fresh, I have avoided many of the complications (excessive dice rolls) and flaws (character imbalance) found in other systems.
It can be easily applied to nearly any roleplay, because it can be easily modified to fit your roleplay's needs.

What does the system use?
1 Statistic
Health: A guage of how much damage you can withstand
4 Attributes
OFF: Offense: A measure of your ability to damage your opponent
DEF: Defense: A measure of your ability to bear your opponent's attacks
ACC: Accuracy: A measure of your ability to hit your opponent
AGI: Agility: A measure of your ability to dodge your opponent's attacks
2 Formulas
Hit/Dodge Chance:
[ 100 - ( | ATKR_ACC - TRGT_AGI | ) ] / 200 = Chance of Player with Smaller Attribute being Successful
Damage Dealt:
( ATKR_OFF ^ 2 ) / TRGT_DEF = Damage Dealt
1 Die
1d100: Randomization for any percentage

What do those mathematical symbols mean?
Key
ATKR = the attacking player, followed by an attribute
TRGT = the target of the attacking player, followed by an attribute
+ = addition
- = subtraction
* = multiplication
/ = division
^ = exponentiation
|| = absolute value, makes the result of the operations within positive
() [] {} = brackets, denote which operations to calculate first

How is character creation done? [under_construction]
1000 Health
200 Initial Attribute Points
20-80 Initial Attribute Limit

What are some standards or suggestions for using it?
<-> Being free-form in nature, it should only be applied to free-form roleplays.
<-> While the initial distribution of attribute points is up to you, Health should remain proportional to it.
<-> The initial distribution of attribute points should have limits so players don't super-charge one attribute and severly deplete the other attributes.
<-> No attribute should rise above 100, lest the formulas malfunction.
<-> Attributes should be halved under these circumstances: Offense for weapon loss, Defense for shield/armor loss, Accuracy for sensory problems, Agility for mobility problems
<-> Using a separate topic for the dice rolls and formula work is recommended.
<-> For the sake of participation, I split the responsibilities for formula work. The target will always calculate the "hit/dodge chance" formula, while the attacker will always calculate the "damage dealt" formula.

What are the rules and conditions regarding its use?
Whether you use it as is or modify it, you must give Yoder credit.
My formulas are not to be used in any other system.
Yoder rolled 1 100-sided dice: 5 Total: 5 (1-100)
PostPosted: Mon May 05, 2008 10:30 pm


This topic is now open!
Please, I need to hear your questions, comments, critiques, and concerns regarding my system. Without feedback, I can't improve upon CRPS. As of now, CRPS is still very incomplete. While basic physical melee combat can be calculated, there are no formulas for other types of evasion or damage.

I will now include an example of the system at work:
Example
Characters
Lael
Health: 1000
Offense: 60
Defense: 30
Accuracy: 70
Agility: 40
Raish
Health: 1000
Offense: 40
Defense: 70
Accuracy: 30
Agility: 60
Session
Lael, standing on the edge of the battlefield, faced his opponent. Drawing his sword, he rushed at his adversary.

~ Hit/Dodge Chance Formula
~ [ 100 - ( | LAEL_ACC - RAISH_AGI | ) ] / 200 = chance of Raish dodging Lael's attack
~ [ 100 - ( | 70 - 60 | ) ] / 200 = chance of Raish dodging Lael's attack
~ [ 100 - ( | 10 | ) ] / 200 = chance of Raish dodging Lael's attack
~ ( 100 - 10 ) / 200 = chance of Raish dodging Lael's attack
~ 90 / 200 = chance of Raish dodging Lael's attack
~ 0.45 = chance of Raish dodging Lael's attack
~ 1d100 roll = 5
~ 5 ≤ 45
~ Result: Raish dodges Lael's attack

Just as Lael was about to bring his sword down upon the motionless Raish, his target deftly evaded his blade.

# For example's sake, pretend Lael attaked again, striking Raish this time.

Lael neared his opponent, assured that this blow would connect.

~ Damage Dealt Formula
~ ( LAEL_OFF ^ 2 ) / RAISH_DEF = Damage Dealt
~ ( 60 ^ 2 ) / 70 = Damage Dealt
~ 3600 / 70 = Damage Dealt
~ 51.428571... = Damage Dealt

With one motion from Lael, a stream of blood appeared on Raish's shoulder. The injury and the pain thereof was minimal, but his opoonent had claimed the first strike.


Yoder


Invisible Phantom

10,775 Points
  • Elocutionist 200
  • Perfect Attendance 400
  • Tycoon 200
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