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SocialSocialist

PostPosted: Tue Jun 23, 2009 6:13 pm


I don't like having any doubt when it comes to dice based games. Ima post a list of questions to help me clear obscurities in some cards. Answer as few or many as you want:
1)For the double attack perk, can you fire autofire and double weapons twice?
2)If you fail a check that you yourself have elected to make (IE a charm check to reduce a price), does the situation worsen or stay the same? Or is it GM's discretion?
3)The drome card mentions a mount. Has that been made yet?
4)With the fast casting perk, can you prepare spells in battle?
5)If a character acts different than thier allignment, will it eventually be changed?
6) can you carry more weapons than you can equip? If so, can you switch them in battle?
7) The assault rifle must 'recharge' after 3 rounds. Does this mean you can fire it as many times as you want in this duration?
8 ) once again with the assault rifle, can it fire normally? Also on the same lines must you use a weapon if it's equipped or can you switch to base attack (not including magic)
9)Can technique and magic be used against an adjacent foe?
10) is there any difficulty class (or DC, in D20 modern) for deciding encounters? is this completely done by the gm?
Might add more later...
PostPosted: Tue Jun 23, 2009 7:44 pm


Let's see if I can get some of these right.

2) I believe it falls under GM's choice, depending on the situation. A Charm for Diplomacy in hostile territory may worsen with a failed check but a failed check to charm a merchant could possibly stay the same.

4) I wish I could answer that but I'm still having issues with it's wording and meaning. Also not to mention the fact that it's name is Fast Casting but everytime I'm told it allows faster preparation of spells and nothing to do with the actual Casting, but preparing in battle if I remember right is something that can't be done since it takes an hour to prepare one spell which I think should be changed to one hour to prepare three spell slots. When casting spells in battle you used what you've prepared ahead of time or simple spells, also I believe special Magic found in Cards.

5) I believe this would only be decided by the actual player since there are multiple games going on at once so a character could act differently in any of them as long as the stick to their character. If you're neutral and later you feel your character would seem better with a more bloodthirsty attitude I think it should just be a simple PM to an authority for a quick change.

6) Even When every part of your body is equipped your allowed Three pieces of equipment to be carried and can be swapped out at any time. I think Hunter needs to add more info on that for what kind of action it is to swap out something and what modifiers can take effect.

7) If I'm correct then after three rounds of usage it needs to recharge or reload. So I think if you use it only two rounds out of Five you can still use it. but Noticing it being a new card it probably has a few errors in it's text, like the fact that it doesn't say how long recharging it takes unless it's supposed to say reload

8. I don't understand the question but if you mean if it works as a Semi-Auto then yes. It has two functions, a single shot with added range and damge or Auto fire Granting a Triple attack with the gun.

9) I have no clue about Tec attacks but I'm pretty sure Magic can be used in close combat. There is alot of information missing that is so basic but NEEDS to be put somewhere. I'm not seeing any rules on basic combat in the library. Only thing is in the "READ THIS OR SO HELP ME-" Forum on the front giving no info. Hunter, You might need to set up a Combat page in your little book in the library!

10) GM decision if I'm correct....

This is all hopefully correct but I think the Captains should still pop in and answer.

Ganturo Ginokun
Crew

Tipsy Millionaire

11,300 Points
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  • Hunter 50


Zero the hunter

Captain

Ghostly Warrior

35,565 Points
  • Vicious Spirit 250
  • Seasoned Warrior 250
PostPosted: Thu Jun 25, 2009 12:40 pm


HELLO!!! Wow many questions I think I should answer them.
1) Double attack is basically in one turn you can do two attacks as long as your character only attacks in that turn. If your character has like a double weapon (ex: two knives), he can attack with both knives in the same turn. Fire arms are different since some need a recharge time.
Ex: a character with crossbow can't do a double attack since the crossbow takes time to recharge. But if the character has for example assault rifle, he can use the weapon's skill Autofire two times since it counts like an attack. So the character can do a total of 6 attacks in one turn! Weapons that have an attack skill are considered attack.

2) Like Gan said, it depends on the GM

3) Not yet, I made the card before I implement the new character system. It will be made soon.

4) Fast casting enables the caster to prepare spells faster and cast them. I know it's an odd name for a spell but this is how it works. Normally casting a spell just takes half a turn, other spells like LV3 Element Blast take more time. Faster Casting, enables the character to take half time to cast and/or prepare the spell. Since casting most spells just takes half a turn you can't take 1/4 round to cast the spell, so most spells will still take half a turn to cast. But since preparing spells takes time, faster casting halves that time. Currently, there are few spells that take more than half turn to be casted. But in the future I will create more powerful spells that will take time to cast.
And like Gan said, preparing spells in battle takes a lot of time. Normally each turn is like 2-8 seconds. So yeah, preparing spells during battle is difficult

5) In the game, yes it depends on the GM. In the character card, no. Every time you enter a game you will be of the alignment of your card.

6) Yes you can carry weapons depending if you have space. There aren't still exactly rules for overweight yet but that may depend on the GM. Also during battles you can change weapons but only 1 weapon and doing the exchange takes half a turn.

7) By rounds I mean as in turns. So yeah, basically is that. Recharging a weapon takes half a turn if it's not written. Other weapons require more time to recharge like the crossbows. So if you attack 3 rounds with that weapon you can't attack with it in the 4th round without recharging it.

8 ) Like Gan said, Assault riffle has does two options. A powered attack or a triple attack with a little malus. Note one thing. Autofire has 2 uses. That means after you use those 2 you can't do Autofire again during the rest of the fight.

9) In one word... yes. You can attempt to gain a bonus in your attacks by doing something like shoot at point blank distance. Of course the GM must decide what you must do to gain that bonus.

10) Again like Gan said, all depends on the GM
PostPosted: Sat Jul 18, 2009 7:12 pm


This thread looks useful biggrin
Some questions...
1. The parry dagger only parrys melee, and the parry skill parries all attacks. is this just due to not being updated?
2. Can you parry more than once a turn?
3. After a parry you get 'half of an action'. what is half of an action exactly? And if you parry twice do u get a full one?
4. If the attacker has a debuff to accuracy (lets say, for the sake of example, off hand penalty) do you factor the penalty in or not?
(sorry for all the parry questions. I'm intrigued O.o)
5. Can one handed guns be reloaded with another hand full?
6. In battle, how big is a vehicle?
7. Where can I find a list of status effects?
Thanks for bearing with me. And appologies to socialist for using his thread, I just didn't think I should make a whole new one.

Aminalmammalia



Zero the hunter

Captain

Ghostly Warrior

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  • Seasoned Warrior 250
PostPosted: Sun Jul 19, 2009 4:29 am


Yay more questions! Ok here we go:

1) Yes parry only works with Melee while the skill works for all attacks. Someone with the skill "Parry" it's suppose to have mastered parrying, while the item just makes the user have a minor parry.

2) With the skill you can only parry once an attack but the parrying dagger allows you to parry as many attacks.

3) Parrying doesn't give you half an action since it's not on your turn, it's just used to prevent damage. It doesn't affect your action.
Half an action is like the points you have to react in a turn. During a turn you have an action. Moving, attacking, using an item, etc this things take half an action. Some skills or attacks take more than half an action.

4) I don't quite understand the question but I guess it's like this. Debuffs give penalties that affect rolls. Off-hand which decreases accuracy will be taken in count. Other debuffs could be blinded, broken bone, sickness or things like that. It may also depend on the GM. Hunter has a rule book for debuffs related to sickness and injuries.

5) Yes it can.

6) May depend on the GM. Since there hasn't been yet a battle with vehicles, we can't exactly tell. The same goes for some mounts, monsters and towns and forts.

7) Basic status effects:
Poison, Bleed, Burn: Make you lose HP depend on the item and skill
Mind Control, Charm: Control others

Here you can find advanced status effects:
http://www.gaiaonline.com/guilds/viewtopic.php?t=9392469

Bsically, you can invent your status effects.
PostPosted: Sun Jul 19, 2009 7:03 am


Thanks for the help

Aminalmammalia


SocialSocialist

PostPosted: Fri Aug 07, 2009 1:08 pm


Seems as if this thread is very useful.
It would also seem that once again fast casting brings up come questions.
1-If a standard attack is half of a turn, then is it not made half of an action with fast casting?
2-Do u need 'ring of the combat mage' in order to cast simple spells twice in one turn, esp. with fast casting?
3-If 1 is correct, what can be done with the other half of the action, other than (of course) another simple spell?
PostPosted: Sat Aug 08, 2009 6:52 am


Those are good questions. Quick thing, The ring of the combat mage just says cast two spells simultaneously in one round so I'd guess you can only use it once a round but your not limited on your choice of spells. Simple spells are just the easiest so you don't use up your 3 spells then have to stop doing anything for Thirty Minutes to an hour to get new spells.

Ganturo Ginokun
Crew

Tipsy Millionaire

11,300 Points
  • Gender Swap 100
  • Invisibility 100
  • Hunter 50


Zero the hunter

Captain

Ghostly Warrior

35,565 Points
  • Vicious Spirit 250
  • Seasoned Warrior 250
PostPosted: Mon Aug 10, 2009 11:41 am


1.- Fast Casting only works with Generic Spells (from H.R.'s book of resources) and Spell Cards. Also half an action is basically the same as half a turn.
2.- Ring of Combat Mage allows casting two spells simultaneously. It's the only way to cast simple spells twice on one turn and still have half an action.
3.- With the other half an action you can move, use an item or change equipment. For more things this is the action cost.

-Move: half action
-Attack (Pow. SPE. TEC.): half action
-Use item: half action
-Use Spell Card: variable
-Cast spell: variable, most of the time half action
-Change 1 equipment: half action
-Special move (like a stunt or an acrobatic move): depends on GM
-Double attack: 1 action
-Change Character (if you have more than 1 character): 1 action

Also one thing, in each turn you have 1 action. You can either Attack or Cast Spell in one turn. You can't Attack and Cast a Spell on the same turn. Unless of course I make an item that allows you that. wink
PostPosted: Thu Aug 27, 2009 10:35 pm


Question on Hide ability: How long does it take to hide/re-hide?

Aminalmammalia



Zero the hunter

Captain

Ghostly Warrior

35,565 Points
  • Vicious Spirit 250
  • Seasoned Warrior 250
PostPosted: Sun Aug 30, 2009 9:38 am


Hide is a free action. Since your character masters hiding, he/she can easily hide without problems. Of course hiding may take more time if you are in an area difficult for hiding (ex. in a city or in the middle of the crow). It may depend on the GM if you can hide or not. Of course hiding in plain sight would be stupid.
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