Hidden 10 yrs ago Post by Zero Hex
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Just so we have a slight context to the stat numbers, what is 2, what is 8, what is the max? Assuming 2 is the nontrained but moderately healthy human average, 8 would be quite outstanding even amongst adventurers and 10 be demigod tier and max, yes?
Hidden 10 yrs ago Post by SyrianHamster
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*Equips sword and shield*

Monster Numbers:

Re-spawning over time? I wouldn't worry about that, RP's don't last long enough for things such as these to be a problem.

Jerks and Levelling up? There's no levels here, although if you're looking to increase your stats, this'll be achieved by completing GM-given quests.

Jerks clearing out dungeons/areas? Then you'll be able to walk across the landscape, picking up the odd discarded item that the one-man army couldn't carry,

Dungeons already being fuck-yeah-aventured? GM quests will repopulate them. For example, if someone else goes there, clears it out- hold on, let me run ahead and cover the quest system.

Ahem.

THE QUEST SYSTEM


I post a series of quests on the OOC. You guys team up and go do them. Once you've done them, you get your promised rewards.

Quest plots will account for cleared areas, when needs be. I.e, a cleared dungeon may suddenly become home to a group of bandits holding a nobleman's daughter captive.

Quests will not overrun someone else' presence in a dungeon or area if it is considered 'game breaking' to them.

THE SANDBOX TIE IN SYSTEM


You go off, doing you're own thang, wandering across the hostile landscape, killing stuff and harvesting weapons, meeting all kinds of strange characters.

Sometimes you'll encounter a hapless NPC in need of aid.

Sometimes you'll encounter a competent NPC in need of your head.

Monsters are background noise, the dungeons are explorable. Your life is meaningless like in Skyrim after the intro quest.

Your needs are considered secondary though; so if I send someone after that golden amulet in the Temple of Tears, and you decide suddenly you want it, then you better explain to everyone how your guy/gal suddenly knew it was there.

This will be expanded upon. Freedom basically, is what the sandbox life style gives. The quests give structure and direction. Both have their pros and cons, and both can coincide under the warm and watchful eye of yours truly.

.................

Getting back on track.

You think an iron clad warrior is invulnerable to a skeleton using a bow? I don't. I really don't.

I see the point you're trying to make. OMFG guys walking around with OMFG weapons and armour like this is WoW, clearing out the level 1 starting area. This is not WoW. Weapons and armour certainly offer bonuses, but not on that scale. I'm getting to the loot levels, just give me time, then all will be clear. If I start letting players decide what spawns and where, I will probably see fallouts. Let me mull over this, if you would be so kind.

NPCs


Deciding on this at the moment; not sure if to let players have more than one character, or for me to allot NPCs to them. If I let them have more than one character, then we'll get bands of adventurers played by one guy going solo across the land, defeating the point of the RP. If I allot them NPCs, then I can see myself spending hours each night designing them or answering innate questions about their hair styles.

Will be mulling this over tomorrow, whilst at work. However, your/everyone's thoughts on this will be valued.

Magic Fauna


It's a good question, and a painful one too. I know what you're asking.

Mr. SyrianHamster sir, please can you give me a fully fledged description of Ironshore's animal and plant life, along with their latin names, mating rituals and osmosis levels?

The short answer is: Unless you want this to be in development for the next ten years, then we'll have to rely on player in-put for this. I'll draw boundaries, you guys fill them... you know, so like I draw a circle in the sand, and you guys draw shapes inside said circle - but if you EVER GO OUTSIDE THE LINES I WILL END YOU.

Thanks for bringing it up though, I'll be sure to address this.

Common Persckeptive of Magic


Another good question that requires more than a half arsed answer.

I'll get back to this tomorrow, but the plan was to focus on traditional dungeon crawling magic lore. So yes to potions, yes to fireballs, yes to everyone knowing what magic is.
Hidden 10 yrs ago Post by SyrianHamster
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Zero Hex said
Just so we have a slight context to the stat numbers, what is 2, what is 8, what is the max? Assuming 2 is the nontrained but moderately healthy human average, 8 would be quite outstanding even amongst adventurers and 10 be demigod tier and max, yes?


Missed this fellah.

Your ave- *sigh* alright, let me post an example of the mechanic. It's not eye-friendly though, because I was hashing it out for trials. So far, it seems fairly balanced and adequate for the optional system I had in mind.

Combat Mechanics


Example

John walks into a cave, and see’s a Goblin. John is racist against Goblins, and decides this little green fellah has to go meet his maker. A fight ensues.

John is making the attack, therefore he has the initiative and can decide what sort of attack he wants to make.

Attacks come in three forms:

Physical (Strength): John swings his sword as hard as he can at the Goblin.

Speed (Agility): John moves his feet, does a little jig to cause confusion, then swings his sword as fast as he can at the Goblin.

Magic (Wisdom): John casts magic missile at the Goblin.

Now, the Goblin aint into giving up without a fight. So he has a choice here, he can fight back, or he can rely on his armour to absorb the attack. What’s the difference?

Fighting back will pitch the Goblin’s stat against John’s chosen attacking stat. So for example, if John chose a physical attack, his strength would go up against the Goblin’s. The idea being that the Goblin will try to meet his attack, and whoever strikes the hardest, breaks the other’s guard and injures them.

So then we get to the rolling side o’things. John’s strength is 6. A Goblin, being smaller, carries a strength of 4. John’s rusty iron sword conveys a +1 attack bonus, making his total attacking strength 7. The Goblin, with his wooden spear, also gains a +1 attack bonus, giving him a total of 5.

So stat + weapon bonus = attacking number.

Then we grab a six sided dice, and roll for each combatant.

John rolls a 3, giving his attack a total number of 10.

However, the Goblin being the cheeky prick he is, rolls a 6, giving him a total attack of 11. Therefore, the little green critter’s attack powers through John’s, and injures him.

Now comes the wounding roll. Throw another dice, to determine how many hit points John is going to lose. Hit points = Vitality x 10. So John has 40 hit points BUT he is also wearing a flimsy leather vest, that grants him 1 additional vitality, so in total he has 50 hit points.

The wounding attack = Goblin’s attacking strength x six sided dice roll.

Goblin rolls a 6 again, dealing 30 damage (6 x 5). John is severely hurt, with just 20 hit points left, but he’s not out of the fight.

This goes on until the fight ends. However, the nature of the following attack will be decided by the Goblin as he won the first round, who’d then likely go for his highest stat. In their case, it would be agility. John’s agility would then go up against the Goblin’s, in a similar fashion.

OR

The Goblin could have hunkered down, and bore the brunt of John’s attack if he thought he wasn’t strong enough to meet him in battle. This would then fast forward to John wounding the Goblin, however this time, because the Goblin is bracing for impact, the hit points dealt would be divided by the Goblin’s armour. Always round upwards.

Bracing for impact automatically conveys the next round of the battle to the defending player, so he/she can make their counter attack.

In this example, the Goblin is wearing some studied leather with an armour value of 2.

So, John’s strength = 7, he rolls 5, 5 x 7 = 35, 35 / 2 = 18 damage.

So what’s the difference between attacks?

Speed and physical are to be treated the same; however, magic can be used to counter both. In this case, the defender using magic cannot cause an injury (presumably because he’s using his magic to deflect the attack, or stun his opponent, or something to negate their assault.) Wisdom vs Wisdom is to be treated the same as strength vs strength, and agility vs agility.
Starting a stat at 2 has nothing to do with a race's average.
Hidden 10 yrs ago Post by Jivusa
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What if my character uses a ranged weapon, such as a longbow, crossbow, shortbow, etc. and the enemy isn't aware of an incoming arrow/bolt? Do they automatically gain awareness, deflect the arrow/bolt and charge down the field while my character waits to be countered, checking the local news on his/her iPhone?
What I'm asking is about ranged bow attacks and sneak attacks. How are they implemented? What are the chances of a sneak attack being successful, and how does a sneak attack differ from a normal, face to face attack?
Hidden 10 yrs ago Post by Zombehs
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Jivusa said
What if my character uses a ranged weapon, such as a longbow, crossbow, shortbow, etc. and the enemy isn't aware of an incoming arrow/bolt? Do they automatically gain awareness, deflect the arrow/bolt and charge down the field while my character waits to be countered, checking the local news on his/her iPhone?

What I'm asking is about ranged bow attacks and sneak attacks. How are they implemented? What are the chances of a sneak attack being successful, and how does a sneak attack differ from a normal, face to face attack?

Presumably, you do an AGI check to see if your character was actually stealthy enough to get into position, draw the bow or whatever, and launch the attack without being detected.

Win that, yay, you do damage. Lose that, and boo, the enemy's about to charge your ass. I'm sure you could make multiple attacks in a row if your character is ranged versus a melee opponent, but getting into distance is just meh.

Because then you have to figure out, okay at what distance would it be reasonable for someone to make a sneak attack without getting detected at all. How many times can a ranged character with X amount of AGI shoot at Y range. In relation to that, how fast does someone with X AGI cross Y range, and how does that affect how many shots an opponent can make.

That's over-complicating things. There doesn't need to be a set rule, just do things within reason and I'm sure the good Hamster will rule things as needed. IE, in the event that you do attack at a range, I'm sure he'll give you enough opportunities as he deems fit before the enemy gets into melee whack an archer range.
Hidden 10 yrs ago Post by SyrianHamster
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Jivusa said
What if my character uses a ranged weapon, such as a longbow, crossbow, shortbow, etc. and the enemy isn't aware of an incoming arrow/bolt? Do they automatically gain awareness and deflect the arrow/bolt and charge down the field while my character waits to be countered, checking the local news on his/her iPhone? What I'm asking is about ranged bow attacks and sneak attacks. How are they implemented? What are the chances of a sneak attack successful, and how does a sneak attack differ from a normal, face to face attack?


You do not have to rely on the mechanics for your posts, nor would I expect anyone to use them for every monster encounter. I myself will likely use them from time to time, perhaps when dealing with significant enemies or certain situations, but not allllll the time.

That said, there'll be a little mention in the final draft of how to "combine" stats when you want to do something tricky. Basically though, it all comes down to common sense.

So in your example, your guy has a crossbow, and he's snuck up on some unsuspecting Orc from a safe distance.

Agility vs agility, for the Orc not noticing you rising from cover to shoot your cumbersome weapon.

Automatic wound roll would then follow, using agility (the stealth stat) to determine the effectiveness of the strike. Because the Orc isn't bracing - he hasn't seen you - and he can't fight back because he's too far away to do so. I guess because this idea of the attack may be to take him down quietly, you could make the hit an insta-kill. I'm not moderating the rolls, hell no, they're an aid to be used for the purposes of fun.

OR

The Orc sees you. Now he know's he's in trouble. What does he do? Run at you?

If he runs at you, you'd use your strength like you would normally. Whilst a crossbow doesn't involve much muscle mass to pull the trigger on, they're still heavy weapons and need to be kept steady. Automatic wound roll because he can't fight back - same result as sneaking up on him - except now he's real close if you haven't taken him down.

Maybe he braces for impact? Diminishing your strike, and then sprinting at you whilst you fumble to reload?

Picture it in your head, think about what would happen, and try to fit it loosely with the available input.
Hidden 10 yrs ago Post by Jivusa
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Thank you for that, Zomzoms and my Lord Hamster.

I assume it's okay to get a head start on character building, then?
Hidden 10 yrs ago Post by Keia Vewyx
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So basically the stats aren't so much "more X stat = noticeable increase in X" as it is "more X stat = better use of X," correct?

That said, this really is about luck, huh? A goblin with 5 attack can hit anywhere between 5 HP (die rolled 1) and 30 HP (die rolled 6), the difference between a flesh wound and your arm missing~

How would dual-wielding work?
Say if Jane had a rusty iron sword and sharpened iron axe and, for simplicity's sake, the sword conveys a +1 attack bonus and the axe a +2.
Jane attacks some poor goblin.
Would her bonuses be combined to a +3, or would she make two separate attacks with their own respective bonuses (though that's essentially doing double damage every time you attack, so most likely not)? Perhaps it's a single attack that only uses the highest bonus, though that would make dual-wielding shit a less practical but still really cool and totally viable style.

I'm also assuming that other factors can influence combat, like sneak attacks, magical debilitations and boons, poison, wielding a shield, and so on.
...Though, I'm pretty confident that the answer to that will go along the lines of "we'll deal with it when we get there," aha! Not that that's a bad answer, of course.

Edit: This has already been answered, but I'll leave it up here as some food for thought.
Hidden 10 yrs ago Post by Zombehs
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Keia Vewyx said Perhaps it's a single attack that only uses the highest bonus, though that would make dual-wielding a nonviable style.

Doing shit for the cool factor is always viable. Always.
Hidden 10 yrs ago Post by Keia Vewyx
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Zombehs said Doing shit for the cool factor is always viable. Always.


Mistakes were made.
All praises for Zombehs who helped me to fix my flawed logic.
Hidden 10 yrs ago Post by Jivusa
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I would think it all combines, but to level it out, your chances of defending a counter or a direct impact would be decreased.
Hidden 10 yrs ago Post by PhoenixWhite
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Oh dear me the complications have arisen. My vote's personally on use the mechanics as little as possible, but then again I'm but a mere phoenix amongst big people.
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Keia Vewyx said
So basically the stats aren't so much "more X stat = noticeable increase in X" as it is "more X stat = better use of X," correct?That said, this really is about luck, huh? A goblin with 5 attack can hit anywhere between 5 HP (die rolled 1) and 30 HP (die rolled 6), the difference between a flesh wound and your arm missing~How would dual-wielding work?Say if Jane had a rusty iron sword and sharpened iron axe and, for simplicity's sake, the sword conveys a +1 attack bonus and the axe a +2.Jane attacks some poor goblin. Would her bonuses be combined to a +3, or would she make two separate attacks with their own respective bonuses (though that's essentially doing double damage every time you attack, so most likely not)? Perhaps it's a single attack that only uses the highest bonus, though that would make dual-wielding a nonviable style.Edit: This has already been answered, but I'll leave it up here as some food for thought.


SyrianHamster pulls out a silver headed tiger cane, and attacks Keia Vewyx.

Keia Vewyx pulls out her (or his? her for this instance, I think) two rolling pins.

Fighting with two weapons requires balance. Hacking away crazily with both arms will more than likely cause you to lose your balance. Keia Vewyx has built a dual-wielding type character, and with this in mind, has her stats leaning more into agility, than strength.

SyrianHamster's strength is 10, because he's real angry. The cane adds a +5 because he is king of all. Attack = 15.

Keia Vewyx rolling pins both add +2, but because fighting with two weapons is all about balance, she's gonna lose one of those +2's as she relies on strength.

Keia Vewyx's strength is 8, +2 for the rolling pin after suffering the strength handicap.

Hamster rolls 3, because he's a middle road man when it comes to luck, giving him an attack of 19.

Keia Vewyx can't beat that, because she aint been to the gym pumping iron enough, off we go to wound roll.

Keia Vewyx dies.

... Alternate reality.

Keia Vewyx hunkers down; her apron of cupcake making cripples Hamster's attack by two thirds. She lives. Then she attacks.

4+ from her rolling pins, + 10 for her agility base rate, and HOLY SHIT Hamster is way too fat for that... or is he?

He could hunker down, be chicken about it, but he sees an opportunity.

He moves like Mcjagger on crack. Darting left and right; his agility is also 10, but he has no bonuses because his cane is a strength-related weapon, BUT he rolls a 6.

Keia Vewyx rolls a 1 because she sucks.

Keia Vewyx gets chewed up.

... seriously, it's a flexible system. I'm not moderating it for that exact reason. It's there for optional use - don't like it, then don't use it. I'm alarmed it's becoming a focal point of this whole experience!

Background story: Every now and then in RPs I roll to see if my character will do something out of my control. Thought others might appreciate the fun it brings.

Just let me get the final draft out before y'all go hating skating.
Hidden 10 yrs ago Post by Keia Vewyx
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SyrianHamster said Let me run through the whole thing real quick.

Normal RP: Guy runs around, getting into one near miss after another.

My RP: Guy runs around, getting into one near miss after another. Player controlling him gets bored of being the master of his own destiny. Next time guy fights a monster, player decides to use dice. Play then goes with whatever happens.

...It's just a simple roleplay with the option of someone not so familiar with dice rolling table top games to take a stab at not being the invincible hero.


Have no fear, PhoenixWhite, for if I am not misreading / misunderstanding SyrianHamster, the stat systems is entirely optional and can be used whenever one wants~!

SyrianHamster said Keia Vewyx rolls a 1 because she sucks.

And there you have it.
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Keia Vewyx said
Have no fear, PhoenixWhite, for if I am not misreading / misunderstanding SyrianHamster, the stat systems is optional and can be used whenever one wants~!


I've said this about four million times.

Was thinking about paying the owners of this site for advertisement banners on getting the word out.

Anyway, I'm off to sleep. Happy trails.
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The very same thing I put into the debate earlier myself, ser Keia of house Vewyx.

Ser Hamster and I seem to use dice rolls similarly xD I often use them behind the scenes when making roleplay decisions and whatnot, and I myself am surprised that it became such a focal point as well- but I can understand why. Even if used minorly, it's best to understand something rather than slam on brakes halfway through a post to go 'did I do that right?'
Hidden 10 yrs ago Post by IncredibleBee
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Your stat system seems a little clunky, and the math and bonuses feel weird.

Have you considered Risus? It can be read in five minutes. It only takes a second to set up a character, and conflict resolution is as simple as rolling the requisite number of d6's. It's an extremely flexible system that allows massive variation in players while still having a fair conflict resolution and degrees of character specialization. I've actually run games with this and it's probably the best system to use for a play by post.

http://www.systemreferencedocuments.org/resources/systems/pennpaper/risus/risus/index.html?1
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PhoenixWhite said
The very same thing I put into the debate earlier myself, ser Keia of house Vewyx.Ser Hamster and I seem to use dice rolls similarly xD I often use them behind the scenes when making roleplay decisions and whatnot, and I myself am surprised that it became such a focal point as well- but I can understand why. Even if used minorly, it's best to understand something rather than slam on brakes halfway through a post to go 'did I do that right?'


I think I might just torch that whole section of the RP, it's for the best. Peeps getting riled and it's distracting me from... you know, ironing this thing out.

Oh and Keia Vewyx, that whole mock fight was for lol purposes only and I in no way meant to convey any nastiness towards you. Just in case you're halfway through plotting my car "accident" tomorrow morning.

Anyway, must sleep. Speak to you all tomorrow.
Hidden 10 yrs ago Post by Zero Hex
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Dual wielding is not too viable in real life, truth be told. But that's neither here nor there.

That's a nice block of answers but it still doesn't give me any kind of perspective over what that 2 means beyond "You're proportionally better than people with 1s, but weaker than things with 3 or more, and it's just a flat bonus to a d6 roll". How low is 2 in the world, how big is 10, what's the maximum possible in stats, do monsters get higher maximums than players? I could potentially have a character that starts with 11 wis and 1 everything else, what would that make it in this world? Would he be a spellcasting prodigy that can't wipe his own bum, outrun a snail or survive a stiff breeze? Would he be normal (meaning shit for adventuring) except for his wondrous uberbrain of spellcasting?

And since we're at it, why can't a defender pick his own defensive stat to pit against an attack, situation allowing, except for spellcasters? Why would a creature that relies on agility try to enter a battle of strength instead of simply dodging/parrying and counterattacking unless it's backed against a corner and can't feasibly use his agility to escape or somesuch? Doesn't this just mean casters have a far more reliable defense than noncasters? Sure they don't get to deal damage back when attacked but they can always use their main stat to add to their rolls, like I'm saying everyone should be able to.
Hidden 10 yrs ago Post by Keia Vewyx
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IncredibleBee said Your stat system seems a little clunky, and the math and bonuses feel weird.Have you considered Risus? It can be read in five minutes. It only takes a second to set up a character, and conflict resolution is as simple as rolling the requisite number of d6's. It's an extremely flexible system that allows massive variation in players while still having a fair conflict resolution and degrees of character specialization. I've actually run games with this and it's probably the best system to use for a play by post.http://www.systemreferencedocuments.org/resources/systems/pennpaper/risus/risus/index.html?1
Zero Hex said If I may bring up a system, have you considered Risus? It's an extremely simple D6 based system, only 4 pages long and literally runs on cliches to power its characters. Give it a read if you'd like, though this might be stepping into the Tabletop Roleplay, but I find it's a very easy way to add some meat and impartial mechanics to a game which focuses more on narrative.

Four million more times is required before people start remembering it. Right, SyrianHamster?

SyrianHamster said Oh and Keia Vewyx, that whole mock fight was for lol purposes only and I in no way meant to convey any nastiness towards you. Just in case you're halfway through plotting my car "accident" tomorrow morning.

Have no fear: being the butt of a few jokes [read: all of them] among my friends has turned me into a masochist. I'm able to laugh at myself far more than I should...
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