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Posted: Tue Jun 17, 2008 8:44 pm
As things stand now in RPS, any character is, by default, just as good at stunning as any other. In order to make it so "boss"-type enemies couldn't be trounced, the Lieutenant and Boss designations were created to give their holder a chance-based resistance to stun, and the Enhanced Stun and Stun Resistance abilities were later added to further adjust these stun resistance chances.
I found it a nice solution (otherwise I wouldn't have implemented it), but now as I look it over I wish I had taken the time to come up with something a bit more organic. While the addition of Enhanced Stun and Stun Resistance made the power to stun or resist being stunned somewhat in control of a given character or enemy, these abilities just don't go far enough in letting a character's power decide the effectiveness of their stuns.
Also annoying was that the largest means of gaining stun resistance (namely Character/Lieutenant or Boss status) came not from character points but from fiat. Greg the Goblin Patroller could be a Boss and therefore immune to stun if I so desired. Likewise, characters could not become more resistant to stunning except by taking a single 3 CP ability, and after that was taken there was nothing else they could do.
So, what say you? Would you like a character with 12 Magic to be better at tossing a Stun Bolt than a character with 2? Should Mr. Mage with 0 Attack and 0 Combat be just as good with a Pounce as a psychopathic kitty cat with decked out stats for both? And what of our poor defender? Grok'thar No Armor with 0 Defense can just as easily resist either of these attempts as Jones The Plated with 10?
So, sound off. First off: would you rather see a system implemented where a character's stats had an impact? Of course there would still be Stun Resistance and Enhanced Stun, allowing that further specialization, but the baseline would be there too.
Second: what specifically would you say to a system where the stunner's Magic (for spells) or Combat or Attack (for actions) was compared to the victim's Defense? If the attacker's stat is bigger, stun goes off just fine. If the defender's is higher, the attacker needs to sink in 1 AP or MP (perhaps even without the aid of the party pool, depending on how abused the party pool ended up being) per point of difference? This way, it's still possible to stun the big bad, but it can get cost prohibitive really fast. I believe this needs some balancing work (especially as most mages will have much higher Magic than anyone will have Defense), but has potential as a core idea.
Edit: FARGORE
I disagree. I believe that it’s best to keep this simple. If it’s not broken don’t fix it. As a counter to some points:
If you don’t want the little weakling goblin patroller to have a high stun resistance, then don’t make him a lieutenant or boss, leave him a normal monster. That issue is fixed just by not doing something stupid in the first place since those titles really only exist for the stun anyway. On the other hand it is nice to have that option. I have a goblin that I don’t want to get stunned so I just mark him as counting as a boss and give him stun defense, there problem solved.
If you really want to drag semantics into it (which I don’t) you could look at it in an easy way. The weakling little bob the mage may have an attack stat of 0 but that does not stop him from jumping up and grabbing the big fighters arm and holding it there for a second, thus pounce or stunning blow. And Bob the fighter may only have a magic of 2 against the mage Tom with a magic of 10 but while Tom is aiming his spell at Bob’s chest Bob fires his quick little spell and with his awesome fighter trained aim hits Tom in the hand and stops him from finishing his spell. So if you want an explanation I think this works. But RPS has never been about this sort of thing and we all know it.
If you want to be able to go up in stunning then maybe we can make it where you can get each ability (Enhanced Stun and Stun Defense ) once per a 2 or 3 LV of the character. (Note: for those who don’t know, 1LV = 6 CP, the starting characters with 24 CP are 4 LV characters) and that way it’s based off of how powerful the character is, now how good they are at something in particular. I think mages should be able to use stunning actions just fine, if not then it would be a couple less actions they could use and a couple less spells the fighters could use, and with how hard it can be sometimes to find good fighter spells and mage actions I don’t think this is a good idea. This would keep the current system with just a small tweak, rather than having to make a whole new and confusing system.
I had an idea a long time ago to stop the stunning chains. Just make a simple rule that you cannot stun a stun. If Tom is stunning bob with pounce, Mike cannot stunning blow Toms pounce. There simple done, package it. If it’s something that stuns and deals damage, you can stun the damage away but the stun still go’s threw.
This would keep the current system that has been doing well so far and with a couple of small and easy to understand and manage tweaks would fix the real problems that were presented.
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Posted: Tue Jun 17, 2008 9:25 pm
First of all, hello and welcome back. Its been a while indeed, so many joyous returns.
Now for the topic on hand... The greatest factor I believe that RPS has going for it is the mentality of keeping it simple. If we wanted to pour through volumes of stat charts and comparison rolls we'd play DnD or some other calculatory game of equal complexity. So for now, even though its unfair when it comes to bosses and lieutenants when your new, time may grace you with the means to increase your odds. Also even if that day never arrives you'll still have a role to fulfill. 5 people attempting to stun a lieutenant is still better than one. In conclusion, I believe leaving well enough alone would inevitably be the simplest and fairest solution.
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Posted: Tue Jun 17, 2008 9:31 pm
Sounds good so far. I never realy liked the stun efects being added to the guild, mainly becaus there wasn't anything you could do to stop it. You just had to hope their stun roll was a failure. But with your idea of adding some kind of controll to the equasion should make it a little more fair and less bothersome.
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Posted: Tue Jun 17, 2008 9:37 pm
I kind of agree with Co. 4 there...
The set percentages ((Although the dice hate me)) are fine. They are easy to understand and fit the simplicity of the system. Also, they add a bit of chance and strategy to the mix.
But then again, Firu does have a good point:
It would be a lot less annoying when you don't have to look and calculate through massivly muliple 50% stuns and the nasty little web of ((What cancels what)) out. Having it based on stats would be more complicated, but would give people a reason to actually put points in defense. However, the thing is, having 100% stuns would be extremely annoying to the low defense builds... Ie. Everybody.
Looking at it, I say percentile chances... Mabye a +/-25% chance if the stats arn't equal?
Oh, and welcome back Commander.
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Posted: Tue Jun 17, 2008 10:05 pm
It's good to be back. twisted
Anyway, right now the percent chance does serve its role of balancing. I'm simply trying to improve the balance of it. You're right about Defense not being favored, which is why I don't feel bad about giving it something else to make it useful. Still, having it be a simple +/- 25% doesn't really fix the problem as there's no scaling: a difference of 1 is just as important as a difference of 100.
Anyway, regardless of whatever balance change I come up with (assuming consensus is on a balance change being helpful), I'd like to steer stunning away from being chance-based. You're right: dice hate players. This is a proven fact. I could tell you all about this Star Wars game I'm playing in on dndonlinegames... And besides, nothing else in RPS is left to chance (other than combat dice, but they're not so crucial as a stun), so why should something so vital to a battle as a stun be either?
The only problem is that stunning, unlike damage, is an all-or-nothing process (and I'm not going to make "action hp" to be whittled down by subsequent stuns). All I can think of is influencing the cost, so that somebody much weaker than the characters can't AFFORD to blast them with stuns, and... Well, if the groups are evenly matched, then it just makes the battle all the more dramatic to have stuns flying, wouldn't you say?
But really, is Cost = Base cost + (Defense - Combat) too complicated to go through if the Defense is bigger than Combat? Enhanced Stun could be a 1 cost ability that adds 2 to your score for purposes of calculating stun cost, and Stun Resistance could do the same for resisting. It doesn't sound any more complicated than just hitting the person. Perhaps divide Magic by 2, as mages don't have to split their attentions between multiple damage stats...
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Posted: Wed Jun 18, 2008 4:34 am
Personall, I only bought stun bolt for the plain and simple fact that there are some normal monsters I want to stun. In all the scenerios I have ran in my head, I have never forseen stunning anything that wasn't readilly stun-able.
Sure I have, since getting stunbolt, stuned a Lt. but that was just to "try out the new toy" as the saying goes. I can't state weither adding all sorts of modifers to stuns would balance things out, or not... All I can state is what I have mentioned before... and yes it has been counter-pointed, but there are times when it's still visible that A "fighter" build will last much longer than a "mage" build, if the enemy can pull off all their stuns.
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Posted: Wed Jun 18, 2008 2:26 pm
Well, running with my original idea:
Perhaps having everything ride on the target's Defense is too much responsibility for one attribute. I'd hardly like to see a barbarian or mage punished for not pumping the stat... Attacks could use Attack as their defense stat, Actions could use Combat (or perhaps Defense), and Magic could use... Magic.
Again, the goal is simple: rather than having fiat determine the bulk of stun resistance, have it (and conversely: the ability to stun) be a natural outgrowth of getting stronger. Fargore's solution of comparing land values has occurred to me as well, but I didn't favor it as it again takes control of things out of the hands of the players (as they can hardly say they'd rather be eight LV rather than five!). In RPS, power comes from gaining and properly allocating character points, and I only find it fitting to have stunning continue in that vein.
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Posted: Wed Jun 18, 2008 2:56 pm
No, power is in how much CP you have. Yes a better designed characters can make up for a lot but at the end of the day it’s the higher LV who has the advantage. We have seen this throughout the guild. I also don’t like the idea of having a reason that mages now have to invest in attack, if they don’t they are going to get stunned all the time. Heck same for fighters and magic. And the ones that invest in both evenly aren’t going to have enough in either to protect themselves. So if where going to do this we might as well just say that stuns always hit unless the person is the same “class” as you. Because that’s what would happen. I don’t like it.
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Posted: Wed Jun 18, 2008 3:00 pm
I like FARGORE's idea and I agree with his statement that stunning should be based on how powerful a character is, not how good they are at something in particular. FARGORE's idea though lead me to think of an idea that is basically the same thing with some small tweaks. What I was thinking is what if the standard was that for every level of difference there are between two subjects, the subject with the higher level would have the equivalent of Stun Defense and Enhanced Stun to the subject with the lower level. For example:
Subject A is a lvl 4 Character (24CP) Subject B is a lvl 4 Character (24CP) Subject C is a lvl 5 Character (30CP) Subject D is a lvl 3 Character (18CP)
Subject A and Subject B are the same level, so when they go to stun each other they both have a 50% chance of success.
Subject A and Subject C are 1 level apart, so when A attempts to stun C, A has a 25% Chance of Success. But when C attempts to stun A, C has a 75% chance of Success. Thus it is easier for C to stun A than it is for A to stun C.
Subject C and Subject D though are 2 levels apart, so when C attempts to stun D, C has a 100% chance of success. But when D attempts to stun C, D has a 0% chance of success.
This would solve the need for there to be a status system labeling enemies as Monsters, Lieutenants, and Bosses because Monsters are already low level and thus easier to stun, Lieutenants are already about the same level or so of characters and thus would have an equal chance to stun and be stunned and Bosses are already much higher level than characters and thus are very hard to stun. Also the Stun Resistance and Enhanced Stun abilities could be reworded slightly to just state that your chances for resisting or dealing a stun are increased by one level. I think this idea has some potential, but it may still need some tweaking. What do you all think?
EDIT: I like the fact that there is a chance for failure while doing a stun. To put it in simple terms, there is a chance of failure when you are trying to prevent someone or something from doing what ever they are trying to do. This makes total sense, even from a roleplaying aspect. When you are trying to stop someone from doing something, you don't always succeed, they may have just been faster than you, or you may have botched your attempt at stopping them in some way, there are many ways it can be explained. If we eliminated the chance of failure, then there would be situations in which one character with slightly better stats (even 1CP difference) than another character can just hold out their hand and stop the other character from ever attacking while he/she beats the living daylights out of them. That does not sound very fair to me, or very reasonable from a roleplaying view point. Thus I think we should stick with a system that includes a chance for failure when attempting to stun. It's fair, it's simple, and it makes sense. To me at least.
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Posted: Wed Jun 18, 2008 3:10 pm
FARGORE I also don’t like the idea of having a reason that mages now have to invest in attack, if they don’t they are going to get stunned all the time. Heck same for fighters and magic. And the ones that invest in both evenly aren’t going to have enough in either to protect themselves. So if where going to do this we might as well just say that stuns always hit unless the person is the same “class” as you. Did you even read what I wrote? Sure, a mage's attacks would be easy to stun, but their spells wouldn't. A fighter's spells may be easy to stun, but likely both their attacks and actions would be prohibitively expensive for someone who had not pumped their Combat or Magic (action or spell, respectively). Fighter-mages get something of a raw deal, but then this is nothing new, and there are other uses for actions and spells than stunning anyway. And, as fighter-mages, they can do plenty of stuff, rather than being useless when they lose a spell cast or an attack. And again, I simply do not like the percent chance of failure. It sticks out like a sore thumb as the only chance-based success in the core rules, and there are only a very few quirky other things that use a similar chance to fail.
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Posted: Wed Jun 18, 2008 7:20 pm
So now there would just be no point in fighters using spell against mages and mages using actions against fighters because they are always going to get stunned.
So instead of saying “fighter mages are getting a raw deal we should help them.” you just want to say “fighter mages are getting a raw deal so let’s make it worse and eliminate any point in trying to be one.”? xp
Fighter mages don’t have to stun but if mages can easly stun their spells and fighters can stun their actions then they are going to get their stuff stunned all the time because of how easy it would be to do to them. And then there are defenders that use the defensive actions but have little to no attack power. If you use attack for action stuns their defensive actions would get stunned all the time, if you use defense the heavy damage dealers would suffer.
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Posted: Wed Jun 18, 2008 7:23 pm
I like the way that the stuns are laid out right now. Everyone has a fair shot at stunning a person. It would be annoying if it was concerned on magic, defense, or attack, etc, to see if you were stunned, especially for me. I only invest mainly in abilities (like my summon, heal, etc), life, and equip, and only enough points in magic to do my spells. I don't use anything to attack because I am a healer and my actions are to prevent damage from my allies or to heal them and prevent the enemies from healing. Think how many times my actions like pounce, stunning blow, and blessed thief might be prevented without a single thing that I could do to stop it. Man....that would be ANNOYING. xD
Also, Co's idea about the lvls I disagree with. That idea would make it unfair for the new people in PvP, etc.
Lets say a person's character is based around using many stuns and slowly killing the person. He/she would be a person who is a 24 CP. Let's say these are the stats of the person:
Name: Test (24) Attack: 0 Defense:0 Magic:0 Combat: 0 Life: 25 ( 5 ) Equip: 0 Spells: None Actions: Stunning blow, pounce Abilities: Fast Actor x3 (12), Speedy Action (2), Special Attack (5)
This person, using your idea GC about the magic and defense to prevent stuns, etc, would have almost a 100% chance of getting stunned and, thus, preventing one or (if stunned twice) both of his actions. True, that wouldn't prevent his damage but would prevent his actions to prevent damage on him and prevent his main way of staying alive in battle.
In my opinion, I say that we just stick to what we already have with our stunning system: 100% Normal Monsters, 50% Lieutants, 100% Bosses. This has worked so far and I think it should still be implimented in this guild. It's simple, works, and I don't see any reason why we need to change it.
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Posted: Wed Jun 18, 2008 7:52 pm
Perrian Also, Co's idea about the lvls I disagree with. That idea would make it unfair for the new people in PvP, etc. Really, my idea was just a compromise to attempt to keep things practically the same as they have always been for the most part, while alleviating some of the stated complaints about the current stun system. I can understand how my idea may cause problems for new characters and thus it does need some revisions... we could for example say the changes take effect only after 2 levels of difference. In which case a new character would only have problems in this respect when facing other characters that are already 12CP ahead of them, which also puts them at a disadvantage anyway. But there are other problems, such as how do you deal with characters that are barely behind the mark of being a level up combating characters that have just past that level. They are very close in CP but still two levels apart and thus my system would cause them problems... But as I said it still needs some revisions before we should even consider implementing it. But even if it weren't implemented and we did leave the system as it currently is, I would be just fine with that too. xd
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Posted: Wed Jun 18, 2008 10:24 pm
Malignant Defector then there would be situations in which one character with slightly better stats (even 1CP difference) than another character can just hold out their hand and stop the other character from ever attacking while he/she beats the living daylights out of them From one point of view. Another point of view could say "then stuns don't cost enough AP and MP." Considering how a successful stun on a character with some good attacking stats can prevent 16 damage to a character with reasonable defense, which would take two castings of Heal from a decent mage to fix, something as powerful as an attack stun would need to cost at least 4 AP against this person, by default. Then there's the problem of a stun's value rising with the power of the target. Humbug on that, I say. This comes to a solution that has yet to be bashed (but I'm so looking forward to it): base stun cost equals the target's, defensive stat (Attack, Combat, or Magic, depending on the thing to be stunned), and the stun cost is reduced by half of the stunner's Combat or Magic (in both of these cases Magic may very well need to be halved). Really no more complicated than considering the victim's status as one of the various stun resistant groups and then rolling, takes just as much time, and again puts stats in charge of the character's success. I don't see how you can dislike this: weaklings are going to get stunned all day long, while people as strong as you can still be stunned in a clutch but won't be locked. I've run the numbers: it is not so easy as "stun, stun, stun, stun." Someone trying an initial stun against someone not much weaker in their attribute than they are is just cruising for a Power Up following by a couple turns of Smashes while they themselves save to Power Up to get to the cheap 2 AP stun. And we all know how quick RPS combats last anyway... It wouldn't be a pretty story. And at any rate: RPS is not and never will be balanced for PvP. It's a party on party battle game based on iterative battles of the player party against groups of monsters, and the rules should show that, rather than some attempt at "fairness" in the battle arena where a character's points invested in Defender, Healing, Magic Shield, and other party skills are utterly wasted. If players want to stun big-bads, it should take some character optimization (just as they would optimize to face them in any other fashion) and planning to save AP and MP rather than a 3 CP ability and some lucky dice rolls.
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Posted: Wed Jun 18, 2008 11:38 pm
eek Apparently, I am FARGORE! I didn't know this, but that is kinda cool. Not to get off subject, but damn that makes me sexy! xd (Just in case you don't understand what I am talking about, GC13 quoted me and then labeled the quote as FARGORE's. xp No offense, just cracking a small joke about it.)
Anyway, back on subject, personally I think that simplicity is key in this situation. Your idea can reasonably work out to be fair, but it is rather complicated and thus would cause more confusion and problems than it would fix. But I digress, it is not my opinion that sets this guild on the path it should go on, but ultimately it should be the opinion of the majority of the guild itself. So I propose that we refine the ideas presented here and put up a vote. Let us see what rest of the guild thinks is the best route to take with this.
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