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Posted: Sat Mar 31, 2007 8:27 pm
ok here is my idea for a battle system for rpgs
each character has 6 stats (more may be added) HEALTH - how much damage your character can take before your ko'd *6 SANITY - how much magic damage before your ko'd *6 MELEE - this is how much physical damage your character can do MAGIC - this is how much magic damage your character can do DEFENCE - this is your ability to resist physical damage WILLPOWER - this is your ability to resist magic damage
you have 14 points to spread between the stats. no stat can be higher than 4. no stat can be lower than 1.
each point repersents a 6 sided die (hereafter refered to as a D6) to attack you pick your type of attack and roll that many dice. add them together to get your total attack value for that attack the player you attack defends with the appropriate defence power and rolls that many dice. add them together to get your total defence for that attack.
divide the total attack value by the total defence value (drop remainder) to find out how much damage is delt.
ie Kit fox has the following stats HEATH 2*6=12 SANITY 2*6=12 MELEE 3 MAGIC 2 DEFENCE 3 WILLPOWER 2
Turtle arnold has the following stats HEATH 2*6=12 SANITY 2*6=12 MELEE 2 MAGIC 2 DEFENCE 4 WILLPOWER 2
Kit attacks Turtle with a physical attack. So checking his Melee stat he rolls 3 D6's getting a total of 13. Turtle defends Kit's attack by checking his defence stat and rolling 4 D6's getting a total of 12.
Kit breaks trhough turtles impressive defences to do a total of one point of damage to turtles health
Turtle's health is now 11.
Now it's Turtle's turn to attack or retreat.
For the sake of this work we will assume that KIT fox wins the battle he gets 1 experience point for each battle won.
EXPERIENCE
SIGNATURE MOVE Each time you win a battle you get to add a signature move or add a point to an already existing signature move.
Signature moves add to an attack of the appropriate type but every time that a SIGNATURE MOVE is used you must remove a point form that move regardless of wether or not the attact was successful.
I.E. Kit has the following stats HEATH 2*6=12 SANITY 2*6=12 MELEE 3 MAGIC 2 DEFENCE 3 WILLPOWER 2
SIGNATURE MOVES Fox kick (3)
Fox decides to use his fox kick to attack Turtle. Fox rolls 6D6's and gets a total of 20. Turtle gets his 4D6 for his defence and gets a total of 24. Fox does no damage to Turtle but still removes 1 point from his Fox kick reducing it to a 2.
The battle continues.
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Posted: Mon Apr 02, 2007 12:33 pm
Sounds like a good idea, simple, but it makes sense and more interesting to have such depth to the battle system. Dunno how gaia is going to calculate damage, but I'd think they'll be using a system similar to your suggestion.
And it'd make even more sense to want to battle more for experience points. Maybe have a ranking system... And with that if there were serious competition going on, there'd be different ranges of um.. tournaments.. like one for levels of 0-5, 6-10, etc...
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Posted: Thu Apr 05, 2007 5:48 pm
I love these Ideas. Now that the battle system seems in order. Any weapons or spells take on their own Die roll (D#) Armor should also have a positive effect and negative. If you have chain mail your going to slowed down, but if you wear leather you can move more agile and parry with a bonus on Game master's choice.
Any other secondary action such as searching and finding treasure or lock picking and such, even success rate of spells and signature moves. I do not wish for skills and moves to go with out a practice and masters set up. like if i decide to levitate it should take me months to go higher then 10 feet and the duration should come with the experience and constant draining and replenishing of mana.
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Posted: Fri Apr 06, 2007 5:28 am
well we could have experience points used on non combat manuvers like flight, or levitation but if we do they should not degrade.
as for armour it can be a special ability that will degrade because armour will degrade as it takes damage.
spells are special abilities that add to an attack and they will degrade so that you cannot keep using the same all powerful spell time after time
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Posted: Fri Apr 06, 2007 11:16 am
Well most of this sounds like it's in order. But can we do a test battle, so we can get more of feel of it rather then the 1 turn example.
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Posted: Sat Apr 07, 2007 10:39 pm
ok ill take kit fox who wants to play?
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Posted: Tue Apr 10, 2007 2:19 pm
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Posted: Tue Apr 10, 2007 3:43 pm
make a character and we will have a battle
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Posted: Sat Apr 14, 2007 1:14 pm
Ok I am using your attribute system but I am including Stamina - It is the character's energy which allows them to endure tasks. This allows learned skills to be used such as climbing, swimming, digging, searching. Also when a character is in peril to a tougher enemy they can use their stamina for a supporting their counter attacks or parries. Agility - This is the balance and grace the character has. Agility helps new learned skills such as dodge evade and multiple strikes. Luck - Luck is the multiplier on your success rate.
Each of the new three attributes start at one and you can earn more points through training or experience. Those who put a lot of detail into training will receive training exp which does not go towards your level or real exp gained. This training exp can only be used once per level to increase one stat at a time. After level 5 you are allowed to use training twice per level until you reach level 15 which will be a three time use. These progressively get better due to longer spans of time before acquiring a new level.
The following is what my Game Master character would be in charge of. I would state for individual players to make a roll and based on their roll I would determine how well they acted out their skill or action. Success: This is a D roll on skills or signature moves. and any other action that may need to be regulated. This is left to the GM option. This will also help in times when someone claims a godmodder which will help push past godmodding and give the newbie a chance to overcome difficult tasks.
Dodge, Parry, Search, Scry, alchemy recipes, Identifying objects.
Say you go to pull a signature move. If you are not fully adapt to the move (which I'm guessing after each 3 levels you could develop another move and by the third level after each move you should have it mastered to a success of 4 automatically, however critical damage for sneak attacks or stealthy moves might need a LUCK modifier. This Luck can add to your success rate and even increase your Damage and defense.
and for now tho since this is not in my game...
Zei HP- 3*6= 18 Melee- (3)D6 DEF- (2)D6 _________ Sanity- 2*6= 12 MP- (1)D6 WP- (2)D6
Weapon of choice are two scimitars. Skills: (only 2 for each of us now so this can be fun) Dual Wield (the ability to use two swords to attack) Second Attack (which means each sword delivers their own damage) +MeleeD6 roll after first roll.
Oh and might I add that magical barriers can be weakened with melee attack with a MP minus Melee (in my case) 2D6 damage on magical defense. This is to balance out wizards vs warriors. However if a wizard wishes to penetrate physical armor they are to roll a success rate 1d5. (3) and magic damage roll 1d6= 3 6 damage absorbed into armor. Game Master will give the information if the armor is cracked or gouged leaving disadvantages to the armor where spells or melee objects are clear to penetrate or damage.
Now because magic affects sanity, when a player's sanity is at 0 player becomes unconscious. Every spell damage then affects HP other wise melee damage works fine to kill an opponent. When a player's sanity is 0 after each round they can make a LUCK roll to shake off the effects and regain 1 point of sanity. When player recovers it is automatically the end of their turn however normal defensive rolls are given to block further magical or melee damage.
so now is the question if that is fair to magic users to have to do double damage to their opponent to actually kill them? however With a signature move instead of melee attacks or magic attacks success of finishing target is nearly absolute.
what do you think?
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Posted: Sun Apr 15, 2007 3:38 pm
ok the main idea is to keep the system as simple as possible so im not sure that adding non combat die rolls is necessary but if so what you have is good so far
as for multiple attack they can either be just fluff (rp'd) or a second attack is just represented by the one attack in total. this would allow for explaining how a character gets pummled hundreds of times but still gets up.
magic in this system is purly in the mind (that fireball coming at you looks like its going to hurt but its doesnt so the mind has to coap)
there is an equal chance that a magic user can knock out his opponent just as fast as a similar melee character.
the best way to explain a signature move is to play it out but i will try my best to make sence
kit hs won 3 battles so he decides to train a signature move and only one move that he calls Kits Krazy Kick
so his character now adds the line Signature move Kits Krazy Kick 3(3 because he put all 3 points into it)
now the signature moves are ment to be fun but insanely powerful. so each time you perform the move it takes its toll on your body and mind
wo when kit does his Krazy Kick in the next battle he adds 3 dice to his melee attack. the opponent subtracts their defense roll. and Kit removes one point from his Kit's Krazy Kick signature move.
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Wicked_Punk rolled 3 6-sided dice:
6, 3, 3
Total: 12 (3-18)
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Posted: Tue Apr 17, 2007 10:30 am
Zei HP- 3*6= 18 Melee- (3)D6 DEF- (2)D6 _________ Sanity- 2*6= 12 MP- (1)D6 WP- (2)D6 Wicked Curves - This move exicutes the scimitar skills like a master. Each blade moves like one but each edge has their own damage.
Ok I get it now. I think i got a better way to describe this... I will dual wield my swords as that would be how a scimitar user would. It would not be an extra skill. However my second attack will become a signature move. Now because it is a signature move I suggest that we add ONE additional die roll to our melee attack WHEN the point is spent.
IN our current situation you have 3 points on your sig, and as shall I.
The scene was set as the two competitors entered their respective sides of the platform. This battle field is domed over with a physical barrier to ensure that the warriors would not fall off. It towers over the rest of the festivity by 200 feet in the air. This square field is made of solid mithrill and has become indestructible with enchanted magic by the hosts of these events.
Zei stalked back and forth watching his opponent square off and prepare their own attacking plans. Once he felt he could no longer wait he dashed off with his two curved swords in either hand. He charged after Kit and swung his swords one after the other in a swift movement. the two blades were one and as one blade flew up at Kit's chin the following edge would dip slightly lower to catch the torso.
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AngelicMyth_chan rolled 3 6-sided dice:
1, 6, 6
Total: 13 (3-18)
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Posted: Tue Apr 17, 2007 10:20 pm
Streatching before the match playing over again and again each and ever detail that his training has taught him, kit watches his newest opponent enter the arena and notices the lightness to his steps and the twin blades at his hips. Worry creaps over his face as he realises that nothing was ever said about weapons being banned from the arena. Shacking the doubt from his mind a smile creaps accross his face "at least this will be interesting"
Suprised by the sudden explosive attack kit quickly falls into a defenceive position designed to avoid the leathal blades and hopefully provide an opening for an attack.
HEATH 2*6=12 SANITY 2*6=12 MELEE 3 MAGIC 2 DEFENCE 3 WILLPOWER 2
SIGNATURE MOVES Fox kick (3)
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AngelicMyth_chan rolled 3 6-sided dice:
3, 6, 2
Total: 11 (3-18)
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Posted: Tue Apr 17, 2007 10:23 pm
Deftly avoiding the first of many attacks kit responds with his own series of attacks in the form of a rapid series of punches each aimed at a different part of his opponents body.
HEATH 2*6=12 SANITY 2*6=12 MELEE 3 MAGIC 2 DEFENCE 3 WILLPOWER 2
SIGNATURE MOVES Fox kick (3)
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Wicked_Punk rolled 2 6-sided dice:
5, 1
Total: 6 (2-12)
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Posted: Wed Apr 18, 2007 12:29 pm
Zei spins around following through with the missed attack. AS the punches close in he desperatly bats at the arms with the flat of the blades in a frantic defense. He leans left and right feeling the might behind the fists.
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Wicked_Punk rolled 3 6-sided dice:
3, 3, 6
Total: 12 (3-18)
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Posted: Wed Apr 18, 2007 12:34 pm
HP- 3*6= 18 (11 - 6 = 5) (18 - 5 = 13) [13hp] Melee- (3)D6 DEF- (2)D6 _________ Sanity- 2*6= 12 MP- (1)D6 WP- (2)D6
After taking a direct hit into the face he spits blood to the side and grins while balancing out his blades in his hands. The curved edges spin so easily and follow each other with such precision they look as if a fan is morphing its own shape. A moment later and the left sword hacks horizontally at Kit's neck level while the right blade takes a slight diagonal path to cut from shoulder to rib, across his body.
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