Hidden 10 yrs ago Post by MercuryHg34
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Well how about this, tell us how you would like your character to turn out and we'll put the stats together for you. Beyond character creation this RP won't require too much math on the player's part, hopefully you'll reconsider. If not then I guess thank you for your interest and trying it out. It would be great if you stayed but if you want to leave that's understandable.
Hidden 10 yrs ago Post by Light
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Silver Fox said
I sadly still don't get it ^^; as I said I'm not good with stats. Last one I did of these simply allowed us to take away a point to add it to another stat so it equaled the total amount before. (For example here it be 90 points) but this is too confusing for me. So sadly I think I will drop out. I'm much too sick and tired to do math. XD


Well you don't have to drop out because of it! Think of it this way: Each point up is worth one more than the one before it.

If you want, you can let Mercury or I arrange your parameters in a way we think you might like.
Hidden 10 yrs ago Post by Konica
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Would my character's katana be STR-based or DEX-based? Or both?
Hidden 10 yrs ago Post by Light
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Konica said
Would my character's katana be STR-based or DEX-based? Or both?


Every melee weapon will stack on at least a minute amount of both. However, every weapon group will follow general trends, and each individual weapon will differ from others of the same group. It really ends up coming down to the individual case. Basic katanas (like the one you'll most likely start with) will probably be well-balanced. I can see it favoring DEX, but not by as much as something like a Dagger or Bow.
Exotic Weaponry are weapons that are too unique or rare to be grouped with general weapons. Every character's Personal Skill tree will have a section devoted to an exotic weapon, in that your character can train themselves to be proficient in that individual weapon. Exotic Weapons can range from common but unfitting weapons to the other groups such as a Halberd, a weapon that is a rare and specific modification of an existing weapon type such as a Nodachi, or something nobody has ever seen before. If your character doesn't start with an exotic weapon (which nobody does so far), you can effectively leave this section of your tree "blank" until you come across an exotic weapon you want to invest in.

Additionally, you can "abandon" an exotic weapon from your skill tree, your character no longer is proficient in it, and that section of the tree is now "blank" again and can be devoted to a different weapon. But since learning an exotic weapon takes time and training, you do not get all the points invested into your first exotic weapon back when you abandon it.
Hidden 10 yrs ago Post by Parser
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May I see the system?
Hidden 10 yrs ago Post by Light
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Parser said
May I see the system?


You can see everything there is to know (so far) by referring to the 2nd post in this thread, labeled "The Dark Star Glossary & Information"
Hidden 10 yrs ago Post by MercuryHg34
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It's worth mentioning that Katanas fall into the general sword category, specifically as a curved sword.
Hidden 10 yrs ago Post by DAWNSTAR
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So, let me get this straight. Going up to eleven cost one point if it from ten while going to twelve cost two points if the attribute is eleven?
Hidden 10 yrs ago Post by Silver Fox
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MercuryHg34 said
Well how about this, tell us how you would like your character to turn out and we'll put the stats together for you. Beyond character creation this RP won't require too much math on the player's part, hopefully you'll reconsider. If not then I guess thank you for your interest and trying it out. It would be great if you stayed but if you want to leave that's understandable.


That actually would be very helpful xD if my mind wasn't as foggy as it is currently I probably could of possibly figured it out. But right now everything's a bit muddled >.< Basically I want someone who is strong Summoning Magic wise (which I'm guessing divine magic) and high defense. Those are really the only ones I care about xD the rest is kinda bonus
Hidden 10 yrs ago Post by Light
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DAWNSTAR said
So, let me get this straight. Going up to eleven cost one point if it from ten while going to twelve cost two points if the attribute is eleven?

Yes. This is to prevent players from starting off too powerful by dumping off parameters they'll never use, aka "min-maxing." Every time you level up, you will be able to increase your parameters, so really creating that big gap of values between what you do and don't need will be more and more prominent as you progress.

Silver Fox this will help you too. This chart shows the total cost of changing any one Parameter from 10 to a number on the left side of the chart.
The values on this chart do not stack vertically in any way.
Hidden 10 yrs ago Post by Konica
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Silver Fox said
...Basically I want someone who is strong Summoning Magic wise (which I'm guessing divine magic) and high defense. Those are really the only ones I care about xD the rest is kinda bonus


That's the complete opposite of my character haha
Hidden 10 yrs ago Post by Silver Fox
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Konica said
That's the complete opposite of my character haha


Exactly xD

Light said
Yes. This is to prevent players from starting off too powerful by dumping off parameters they'll never use, aka "min-maxing." Every time you level up, you will be able to increase your parameters, so really creating that big gap of values between what you do and don't need will be more and more prominent as you progress.Silver Fox this will help you too. This chart shows the cost of changing Parameter from 10 to a number on the left side of the chart.


Ehehh more math. XD fix later brain hurt going to bed and pass out four another five hours
Hidden 10 yrs ago Post by Light
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Silver Fox said
Exactly xDEhehh more math. XD fix later brain hurt going to bed and pass out four another five hours


Hahah it's just basic adding. Either way we'll come up with something if you want.
Hidden 10 yrs ago Post by Silver Fox
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Light said
Hahah it's just basic adding. Either way we'll come up with something if you want.


Hey I blame sickness! That and being cooked in 93 degree weather yesterday <.< it would be appreciated if I had some assistance but I shall attempt again a little later when I feel better. XD
Hidden 10 yrs ago Post by Light
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Silver Fox said
Hey I blame sickness! That and being cooked in 93 degree weather yesterday <.< it would be appreciated if I had some assistance but I shall attempt again a little later when I feel better. XD


Yeah this heat is just brutal.
Hidden 10 yrs ago Post by Whisket
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Don't I know it.
It's 110 outside of my house right now.
Hidden 10 yrs ago Post by Konica
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Sucks for you guys, its a comfortable 80F over here
Hidden 10 yrs ago Post by Parser
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Light said -snip-


So, see, I'm looking at the first post and it's all character creation. I was wondering if you could, if at all possible, explain or post some of the mechanics and resolution systems. You know, standard stuff like how is damage calculated, how to-hit works, how resistance works, how conditional threshold builds, what sort of dice we roll (assuming 1d100 because stats go to 99), stamina and mana replenishing, how much XP you need to level, the exact relationship between attributes and skills, why characters have armor values for each individual hit location, how speed determines number of actions, how action economy will work, some benchmarks for stats so we know how much each point is worth, how Faith being reduced to zero makes your character unplayable, if there's a weapon triangle (I assume there is because I'm seeing a lot of Fire Emblem in this, good series), and if so how does said weapon triangle work, how spells work...

You know, mechanics stuff. I enjoy learning new systems, is all.

EDIT: Also, I've noticed that due to the way leveling works:
The Rules said LEVEL - Character level. Increases by 1 every time you level up. Each level up grants you 3 Parameter points and 4 Skill points to invest into your character. Any number of skill points can be invested into any skill, but only a maximum of 2 Parameter points can be put into any one Parameter per level-up.

Means by RAW it is impossible to boost a statistic above 12 via leveling. Also, assuming levels are capped at 100 it's also impossible to get above 30 in a given stat even if we're allowed to "bank" points.
Hidden 10 yrs ago Post by Silver Fox
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Konica said
Sucks for you guys, its a comfortable 80F over here


Luuuucky D:
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As awesome as FE is (to which I am a highly devout fan), there is little in the ways of inspiration from that series in this. It's mostly from Dark Souls, Pathfinder, and a (small) snippet of Skyrim. Most of the answers to your questions, especially exact formulas of Parameter influence over other stats, won't be explained, in order to avoid game-breaking and min-maxing. Not that I distrust people here, but it's easier to be sure if the power to break the game is never revealed. Battle calculations like hitting, acting multiple times, and other things will be explained though, but in due time, as they are not all 100% complete. The EXP formula is pretty simple. I'll put up a chart for it, but the formula is:

Exp to next level = (10*(1.15^(LEVEL-1))) Rounded down to the nearest whole number
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