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| Do you think having an optional fighting system is a good idea? |
| Yes |
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54% |
[ 17 ] |
| No |
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16% |
[ 5 ] |
| I don't really care |
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29% |
[ 9 ] |
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| Total Votes : 31 |
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Posted: Tue May 02, 2006 1:24 pm
Tired of players God modding? Tired of not knowing how to handle the fight you're in?
Well here we are trying to figure out, as a guild how to handle such things. It is of course completely optional for the threads to use, but I think it's important for us as a guild that has pleanty of fighting in our RP's to have something to fall back on if we choose.
So please, Start giving your ideas and thoughts on what kind of rule system we could take advantage of for fighting. It should of course be simple and easy to understand. Fair and to the point is of course a must as well.
I'll be posting my ideas, but we need all of our combined thoughts and ideas to come up with something truely well placed here.
Thanks for your assitance!
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Posted: Tue May 02, 2006 1:44 pm
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Posted: Tue May 02, 2006 1:48 pm
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Posted: Tue May 02, 2006 2:04 pm
First thing is first I suppose....
A core stat system is probably necessary. I'm sure that the owner of a thread can assign any number of points to be assigned to the core stats as they want to.
What I'm talking about are core stats such as what you would find in D20 or tri stat BESM and whatnot
Something like
Strength Dexterity Constitution Intelligence Wisdom Charisma
My suggestion would be to have just a couple, not necisarily six like previously seen.
Or we could develope something simple that's based souley on skills
Such as
Bladed Weapons Firearms Armor Shields
etc.... (That might get complicated and become a long list however...)
So......
ideas?
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Posted: Wed May 03, 2006 2:18 pm
why not a something that falls along the lines of:
Strength Dexterity Charisma Intellengence Weapons
Strength reigning over: Physical strength Endurance Dexterity over: Blocking ability Accuracy on all attacks Charisma over: Effect on environment Effect on people Intellegence over: Magical/Alchemic strength Magical/Alchemic countering ability Weapons over: no more than two weapons with one power boost each.
just as like a basis guidelines.Add something else if you want to as the creator of a thread, but these be the basic stats.
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Posted: Thu May 04, 2006 8:14 am
I think most if not all great systems use a core set and a skill set in order to determine successes. I'm just hoping to make it not so complicated for the benefit of all.....
But I'm sure that in some instances you WANT to be able to determine power levels in order to make sure that some characters are indeed bad@$% and that others are not to show the complications of the game....
So how about....
Power & Focus
Power being physical strength, agility, and constitution all rolled into one... everything about the body. For physical aspects.
While Focus is more Intellegence, Wisdom, and Charisma.... everything about the mind. For magical/spiritual aspects..
So that's only really 2 stat points for simplicity.
Then the skill set....
I was debating this and I was thinking that the list should really probably be nearly infinite, but not really writting out but a few obvious examples
Sword Spear Cure Magic Fire Magic Cooking Flying Telekenesis etc.
See?
Then points could be determined easily....
But the real question is how should you determine who wins in a fight?
Power vs. Power to determine a strike.... Focus vs. Focus to determine magic effect... bonuses from skills and then a roll of some kind of dice.
That sounds like the most reasonable to me... and we can actually use the dice rolls for something asides just for fun. XD
What do you think?
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Posted: Thu Jul 06, 2006 1:11 am
I think a very basic set would suit most. Especially since the main focus of this guilds games is generally more... about... well, yaoi sex.
1. Every character's bio should give a basic picture of how they'd fight.
2. No player dictates what happens to another player's character during a fight.
3. Nobody can avoid injury All the Time.
...So an example would be:
Player 1: Mugen whirls at kicks and Jin's head, while swatting at his legs with that giant trout he got from that thing before in an attempt to knock Jin's feet out from under him.
Player 2: And Jin simply ducked the kick, and blocked the scaley menace to his balance with his sword, angled to cut the fish in half depending on how hard Mugen swung it. And he'd whip that sword around after stopping the fish, aiming to sever Mugen's fish-armed... arm from the rest of his body.
Player 1: "Is that the best you can do!?" shouted Mugen, batting Jin's upward sword strike aside by the flat of its blade with the palm of his hand, and with it safely out of the way, he brought down his half a fish toward Jin's head like it was a club... a bloody mess of a club.
...So it has a block, counter-attack kind of pattern...
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