|
Post by HHDeception on Aug 26, 2014 3:12:29 GMT -6
Name still pending.
The goal was to create a way for RPers to have complete creative control over actions their character takes in combat, while still ensuring that creativity does not immediately make one over powered, and also keeping the system as simple as possible. In an RP like Austur, it is incredibly easy for powers to escalate, but the free form approach it takes to combat is the ideal written format for an RP to take.
What happens in combat? Attacks are made, and it is left up to the responder to arbitrarily decide what hit, and what didn't, what was possible and what wasn't. Battles end when one party arbitrarily decides they've taken enough damage, or is too tired to continue. So it could take a while.
The basic premise of this battle system is as follows. Every combat action your character makes has a % chance of working. Your character spends energy making that % go up. In response, your opponent spends energy to make that % go down. After both parties have spent as much energy as they are willing on that action, there is one die roll, and the outcome is decided. In addition, in order to do damage to your opponent, you spend energy to increase the damage of the action. All characters have a finite energy pool to spend on that encounter. When you hit 0 energy or health, you cannot continue.
But these actions can be written any way you wish. You dont simply say "decrease that by 30%", you write your character's action that results in that decrease. Simple or flowery. In a paragraph or in a line. It is the writer's job to match the description of the action to its numerical representation.
There is of course plenty of details and variations and other things to this system that I will go into more detail about later. Like I said, Beta. Please ask tons of questions.
I hate typing on my phone so please excuse brevity as well
|
|
|
Post by yellowclover on Aug 26, 2014 10:14:18 GMT -6
Is this a board wide proposition or only for new RPs?
Who does the dice roll?
Who decides energy pools?
Is Hp separate from energy?
Would this system be applied to future RPs with established combat systems?
These are my immediate questions.
|
|
|
Post by HHDeception on Aug 26, 2014 10:44:40 GMT -6
This is a system I am thinking about using for an upcoming space/sci-fi RP. If it goes well, I'll probably use it in in other RPs I make too. If anyone else wants to use it then fine by me, but this is more like my experiment right now.
A DM would make the roll.
Energy would start low-ish and increase with each combat/plot upgrade. This is how one would "level up" and also be a quick power level indicator. The pools would be decided at the start, probably uniform for all players.
Health would be a different stat.
I will post an example of what using this will look like in a few days time
|
|
|
Post by Golurkcanfly on Aug 26, 2014 10:54:37 GMT -6
Plus, in addition to health, there could always be a secondary unit of that could take damage in place of health. Shields would absorb damage, Armor would either reduce damage or take a portion of the damage, or whatever would serve a similar function.
Are hits separate from success chance, because if that's true, then PvP combat would almost always devolve into a "Your attack missed!" "Your attack missed!" and such.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 26, 2014 10:54:39 GMT -6
Sounds interesting. I would like to see how it turns out once everything is up and running.
|
|
|
Post by HHDeception on Aug 26, 2014 11:06:00 GMT -6
Are hits separate from success chance, because if that's true, then PvP combat would almost always devolve into a "Your attack missed!" "Your attack missed!" and such. Success chance applies to any action including hits. So if you spend energy to bring your attack up to 60 power @ 120%, it is perfectly possible for your opponent to spend energy to bring that 120% to 0%. It will be balanced in the attacker's favor though since attacks will start with a > 0% chance, probably somewhere around 80-90%. If you burn a lot of energy to no sell attacks then you won't have resources to attack back. There is the issue of a bunch of bad rolls resulting in nothing happening though. I don't know how big a problem that would be.
|
|
|
Post by Golurkcanfly on Aug 26, 2014 11:09:18 GMT -6
Okay.
Is power measured in ranges for different attacks, and do normal attacks consume any energy if not adjusted?
|
|
|
Post by yellowclover on Aug 26, 2014 11:18:09 GMT -6
Also do attacks and defenses of different types consume different amounts of energy to block/boost?
|
|
|
Post by HHDeception on Aug 26, 2014 11:22:02 GMT -6
Range will be something that comes out in the writing of the battle scene, and will be as specific as the writers make it. But a point blank fireball or shotgun will get a distance bonus to the power. That is probably it in terms of the effect of geography on the battle though.
A basic weak attack will come at 0 energy cost, although this can be powered up by spending energy. But note that this is not a direct power up to a specific move.
Say your basic attack is 20 power @ 80%. This can be represented as a fireball, knife throw, punch, etc. If you put energy into making that a 70@100% then it doesn't have to be a bigger fireball or more knives. It could be anything else you want.
|
|
|
Post by HHDeception on Aug 26, 2014 11:27:21 GMT -6
Different types of attacks are all under the same energy. Fireballs and punches cost the same energy as long as their outcomes in terms of damage and hit chance are the same.
|
|
|
Post by Golurkcanfly on Aug 26, 2014 11:57:12 GMT -6
I meant range as in damage range.
|
|
|
Post by yellowclover on Aug 26, 2014 12:01:15 GMT -6
But would it take more energy to deflect a fire ball with a stream of water or a stream of air. Or would it take more energy to block a big rock with a base damage of 40 or a thin energy arrow with a base damage of 40, assuming the same mode of counter was used.
|
|
|
Post by HHDeception on Aug 26, 2014 12:09:00 GMT -6
But would it take more energy to deflect a fire ball with a stream of water or a stream of air. Or would it take more energy to block a big rock with a base damage of 40 or a thin energy arrow with a base damage of 40, assuming the same mode of counter was used. No. Ideally a character would use a different counter for a large rock or a thin arrow, but both would consume the same amount of energy. The idea here is to allow creativity but also not punish a lack of it. There's a degree of gameplay/story segregation at work here. RPers are RPing, not playing a numbers game. As for damage range, I'd rather not have more die rolls, but if you feel that damage should have a range in addition to the hit chance then it can work that way. Spend energy to get power to a certain minimum, and then have a die bonus. I'd prefer that things remain simpler though.
|
|
|
Post by Golurkcanfly on Aug 26, 2014 12:13:08 GMT -6
I meant damage range as in how much you can increase the power of an attack.
|
|
|
Post by HHDeception on Aug 26, 2014 12:22:43 GMT -6
Guess I'm slow.
There is no limit to how high you can boost your damage. You are only limited by your energy. Say you burn your whole energy pool making a 300@100% attack. Your opponent only needs to spend 100 energy to null that attack to 0% (and write some way for that character to avoid a supernova). And then suddenly you're useless because you blew everything in one attack. If you can boost your power obscenely high and also boost your hit chance so far above 100% there's no chance for your opponent to bring it low enough to avoid, you're strong enough to deserve the curb stomp.
|
|
|
Post by Osranger on Aug 26, 2014 23:24:02 GMT -6
How about an action point system? Start with 6 at weakest humanoid, with more powerful characters gaining more action points. Max 30 or 40 perhaps.
A basic action (moving, attacking, using an item) costs a point.
If no points are available, they are incapable of movement or action of any kind and can be coup de graced. Automatic success. Double damage.
Action points recharge at 1 point per turn. Equipment or abilities may provide a temporarily boost to recharge, like adrenaline.
Certain actions can be augmented. Sprinting is 2 action points. Making a more powerful or accurate strike. Using a powerful ability.
I also propose a second wind system. At any time, a player may choose to recharge action points equal to 1/4 their total, but can't recharge action points for the next X rounds where X=1.5 the number of points gained.
In order to prevent super Novas, a player can use no more than 1/4 their action points minimum 3.
And can take no more than 2 actions per round.
|
|
|
Post by HHDeception on Aug 27, 2014 0:13:21 GMT -6
The action points don't allow any determination of move effectiveness though. Deciding what hits and what misses would still be arbitrary.
On the topic of actions per turn, a character can do as many things as the writer likes in terms of description and story. The entire description though would have to be represented by numerical Actions in the end. These Actions would either be direct counters (inventing terminology: Nulls) to opponent actions that lower their % success chance, or new independant actions (Attacks). Note that Attacks do not have to be aimed at the opponent or do damage. They are simply Actions that are not in response to an opponent Attack. Things like sprinting would only use energy if used as a Null or part of an Attack. Only things that use energy would be considered an Action.
On your Turn, you would be allowed as many Actions as you want, but keep in mind that Energy management is very important. Turns would be structured as follows:
Nulls to opponent Attacks declared. Die rolls. Outcomes decided. Damage taken. Attacks declared.
This does however enforce a general flow of back-and-forth exchange. Of course this is all only in the numbers. The writing can include much more detail.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 27, 2014 6:47:47 GMT -6
I'll join this. Seems quite fun and I like Sci-fi. Count me in HH. While we are at it, when will FFtoW start again Golurk?
|
|
|
Post by Golurkcanfly on Aug 27, 2014 8:55:40 GMT -6
When it's ready. I might end up putting it on hold for now.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 27, 2014 10:04:32 GMT -6
I would like to join it seems to be an interesting concept. Right now I am unofficially in I am a fan of sc-fi and the whole combat system seems interesting.
Just holding off til everything is settled.
|
|