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Post by Xward on Nov 22, 2014 5:16:57 GMT
This is a discussion thread for Gob's "Red November" thread, Gob wants to make this slightly more complicated than the usual slice of life comedy thread. So I thought this might be useful for when complications get complicated.
{{G-1 Edit: This thread is now for discussion of Red November, Grey December, Chartreuse/Mauve-Plaid January, or whatever may come afterwards as part of the Month threads series.}}
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Post by gobby gobberson on Nov 22, 2014 5:18:28 GMT
Good. we want to know, should we find a way to implemant a "Combat systrm"? And if so, please tell us some ideas.
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Post by Xward on Nov 22, 2014 6:03:12 GMT
forums.sufficientvelocity.com/There's a section on this forum called Quests and another called Roleplaying near the bottom. These are some examples of forum based combat system if you want to look at them
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Post by Uh-Oh Nautilus on Nov 24, 2014 3:37:43 GMT
Yea, i'd approve of some stuff like that. Just for some semblance of order. If we are going to do dice rolling, then I'd suggest some kind of [[meta]] announcements system for sneak attacks, bonuses, and what people are aiming for. Also, as an important rule, nobody should be able to decide what someone else's character does or write for someone else. All actions should also give time to react.
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Post by gobby gobberson on Nov 24, 2014 4:00:00 GMT
Yea, i'd approve of some stuff like that. Just for some semblance of order. If we are going to do dice rolling, then I'd suggest some kind of [[meta]] announcements system for sneak attacks, bonuses, and what people are aiming for. Also, as an important rule, nobody should be able to decide what someone else's character does or write for someone else. All actions should also give time to react. Could you link to a dice rolling thingy?
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Post by Uh-Oh Nautilus on Nov 24, 2014 4:15:55 GMT
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Post by ThatOneGuy on Nov 24, 2014 4:51:19 GMT
Also, as an important rule, nobody should be able to decide what someone else's character does or write for someone else. Unless they are given permission, like when gob was doing bad things while I tried to stop him in the body of MegaThulu.
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Post by Uh-Oh Nautilus on Nov 24, 2014 4:53:33 GMT
Okay
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Post by Uh-Oh Nautilus on Nov 24, 2014 5:14:14 GMT
I've started working on rules. Trying to keep randomized rolls to a minimum here. First comes size class. Here's my size chart.
Microscopic - .0001 m Miniscule - .001 m Tiny .01 m Small - .1 m Medium - 1 m Large - 10 m Gigantic - 100 m Colossal - 1000 m Unending - 10000 m
There will be scaling bonuses and debuffs for different size class interactions. Generally larger foes are easier to hit, slower to react, less precise, and less agile. They also hit harder, have more health, and are stronger. Smaller foes are opposite. We might also want a mass scale and/or an intelligence scale.
Attacks will be determined by a single roll, heavily modified by armor, weapon, stats and circumstances. Damage will be flat, based on gear and strength. Crits happen when the final roll is above a certain number, again determined by gear and circumstances. Crits will add more flat damage, which is not determined by gear, but by the defender.
I think the system's relatively flexible, but we have yet to see. Please leave comments and ideas.
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Post by High-Heeled Spider Crab on Nov 24, 2014 9:14:33 GMT
I've started working on rules. Trying to keep randomized rolls to a minimum here. First comes size class. Here's my size chart. Microscopic - .0001 m Miniscule - .001 m Tiny .01 m Small - .1 m Medium - 1 m Large - 10 m Gigantic - 100 m Colossal - 1000 m Unending - 10000 m There will be scaling bonuses and debuffs for different size class interactions. Generally larger foes are easier to hit, slower to react, less precise, and less agile. They also hit harder, have more health, and are stronger. Smaller foes are opposite. We might also want a mass scale and/or an intelligence scale. Attacks will be determined by a single roll, heavily modified by armor, weapon, stats and circumstances. Damage will be flat, based on gear and strength. Crits happen when the final roll is above a certain number, again determined by gear and circumstances. Crits will add more flat damage, which is not determined by gear, but by the defender. I think the system's relatively flexible, but we have yet to see. Please leave comments and ideas. Ah, so we should figure out the size classes of our characters? What a good idea, mine has always been rather vague...
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Post by Uh-Oh Nautilus on Nov 24, 2014 17:46:42 GMT
Size class is capable of change, but yea, you should have a rough idea. I might also work up mass and intelligence charts.
Should we have anticrits? If you roll too low you could hurt yourself. As for lethal damage, I'm going to make it possible to run and probably implement an unconscious effect where if you take too much damage in a turn you are knocked unconscious. Probably only sucessive really bad damage will be able to kill you. Fatalites will be possible but rare. I'm going to rely more on permanent / long term injury since we are all made of pretty tough stuff.
I'm going to try to make the system intuitive and stuff so that it shouldn't cause anything strange. It should be pretty inobtrusive. Also, you are allowed to do anything to your own character that you want.
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Post by gobby gobberson on Nov 24, 2014 20:59:52 GMT
Mark Scopes shit: Literal fire axe Steel armour Jump boost granted by spring sticks on boots Red orbs, around 6, used for healing Fairly tough, as one would expect from an assassin 6`2 without spring sticks,9`2 with
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Grigor Mortis
Kidney Stone Breeder
i want to get off mr. bones' wild ride
Posts: 2,272
Favorite Disease: The Boneshakes
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Post by Grigor Mortis on Nov 24, 2014 23:05:43 GMT
I've started working on rules. Trying to keep randomized rolls to a minimum here. First comes size class. Here's my size chart. Microscopic - .0001 m Miniscule - .001 m Tiny .01 m Small - .1 m Medium - 1 m Large - 10 m Gigantic - 100 m Colossal - 1000 m Unending - 10000 m There will be scaling bonuses and debuffs for different size class interactions. Generally larger foes are easier to hit, slower to react, less precise, and less agile. They also hit harder, have more health, and are stronger. Smaller foes are opposite. We might also want a mass scale and/or an intelligence scale. Attacks will be determined by a single roll, heavily modified by armor, weapon, stats and circumstances. Damage will be flat, based on gear and strength. Crits happen when the final roll is above a certain number, again determined by gear and circumstances. Crits will add more flat damage, which is not determined by gear, but by the defender. I think the system's relatively flexible, but we have yet to see. Please leave comments and ideas. Not that psyched about size charting because I do not want to stat up literally every form Enigma takes, to say nothing of the powers they'll get after they feed enough.
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Post by Uh-Oh Nautilus on Nov 25, 2014 0:08:14 GMT
We are re-formatting the statting policy for more freeform stuff. Don't worry.
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Post by gobby gobberson on Nov 25, 2014 0:42:39 GMT
I hope this works?
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