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Hidden 8 yrs ago Post by Rilla
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Rilla SuperNova Generation / The Lazy Storyteller

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So, after watching @Dynamo Frokane's card battle, I had an idea to add to it, but instead adopted it to its own thing.

It's a little intensive, and involves numbers. Players Hit Points, power(unarmed) and speed would be calculated by player size, in terms of build. For instance:

Light Build: Hits for One Damage, has smaller amount of HP, but can move up to, say 3, spaces in a turn.

Medium Build: Hits for Two Damage, a medium amount of HP, and can move two spaces.

Heavy Build: Hits for Three Damage, a higher amount of HP, and can move only one space.

All these numbers are scalable, but that is the general gist - small moves faster, bigger hits harder.

Movement is based on the grid as well, with each space being one, and each diagonal move counting as two spaces moved, up/down-left/right.

Weapons range/Power is based on the weapon size:

Dagger sized: One space, diagonal counts as one. 2 HP of Damage

Sword sized: Two spaces, 3 HP of Damage

Great sword/Halberd/Spear: Three Spaces. 4 Damage

Armor would act generally in the same vein:

No Armor: Would provide no bonuses to HP, but also no penalities to speed.

Light armor: 2-3 HP bonus, but a minus One to Movement

Heavy Armor: 4-5 HP Bonus, but a minus Two to Movement.

Magic and Archery are mirror images of each other, but with key differences. One uses magic, which would have its own mana system in a full version, and the other uses a finite, but quickly deployed, bevy of arrows. Each causes 3 damage, but after a set range the damage diminishes by one point per every two spaces.

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Would anyone be interested in testing this? I'll be testing out ways to post the grid, after I attain the proper paper for it.

This is the general idea, and sort of a takeoff of a dice system I tested out with an old mod, Lancrist - the cheeky bugger.

1x Thank Thank
Hidden 8 yrs ago Post by PrivateVentures
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PrivateVentures Purveyor of the Finest Exoskeletons

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An idea: what about weapon speed?
Hidden 8 yrs ago Post by Rilla
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That may be something I develop later, after I get the basics worked out.
Hidden 8 yrs ago Post by JaceBeleren
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@Rilla This seems interesting. I remember a while ago there was a discussion about whether D&D mechanics should be applied to arena, but the general concern was that D&D concepts are too arbitrary (e.g. Armour Class). This, obviously, needs refinement but it's a step forward, and like I said, I'm interested.
Hidden 8 yrs ago Post by Kenaron
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It's interesting as a raw idea, annd would love to see the final version of ghe system, but count me in if you're short on testing staff
Hidden 8 yrs ago Post by Rilla
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Rilla SuperNova Generation / The Lazy Storyteller

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I'm always short. At the moment I just need to land some grid paper for ease of use.

I need to test out the basic version at some point, to see what pops up that needs addressing.
Hidden 8 yrs ago Post by Kenaron
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Totally, it seems like a cool project, good to get the brain working.

Also, with this system, how much health would someone start with?
Hidden 8 yrs ago Post by Rilla
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Rilla SuperNova Generation / The Lazy Storyteller

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I'll have to get specific, probably start in the range of 2-4(light, medium, heavy build), then for the official roll out increase it.
Hidden 8 yrs ago 8 yrs ago Post by Kenaron
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So, pretty real, right? A nicely put blow with a broadsword would be the end of anyone
Hidden 8 yrs ago Post by Rilla
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At the moment, I may adjust to provide a longer combat scenario to work out the kinks.
Hidden 8 yrs ago Post by JaceBeleren
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@Rilla So halberds are badass as all hell, and they have serious potential to one-shot people? Well, it'll be a halberd for me, then. Also, have you considered shields as part of armour? If not, you might want to mention that.
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@JaceBeleren wouldn't it be kind of tricky to get right? As for people not to say "I have a light shield and I move it around blocking everything" and call it a day? Pardon me if this is too basic of a problem, I'm a newbie to the Arena and combats
Hidden 8 yrs ago Post by JaceBeleren
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@Kenaron I was thinking along the lines of traditional arena (bringing what you want to the fight, within reason), but that makes more sense. Shields could be breakable, thus removing that problem, or they could provide a miss chance on enemies' attacks.
Hidden 8 yrs ago Post by Kenaron
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@JaceBeleren they could even have a sort of cooldown, like the stamina works in Dark Souls, for people not to be blocking ad nauseam, to go around that problem and letting people have whatever they want. It could even go in tiers for shields of different shapes or sizes.
Hidden 8 yrs ago Post by Rilla
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Rilla SuperNova Generation / The Lazy Storyteller

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@JaceBeleren wouldn't it be kind of tricky to get right? As for people not to say "I have a light shield and I move it around blocking everything" and call it a day? Pardon me if this is too basic of a problem, I'm a newbie to the Arena and combats


That isn't too basic a problem, in the arena, it's quite common for people to attempt to block everything.

Usually, we go by, if you can block it. Do so. But there are some who still try and circumvent it.

I may look into changing the ranges, to reflect being inside someone's guard for instance,t he Halberd. Inside a certain amount of steps, it's damage capability may be cut due to its length. Whereas a dagger is useful within a square, a Halberd may need more pace to be optimal.
Hidden 8 yrs ago Post by Kenaron
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Adding the ranges as factor would sure help, you could even have it, again, in tiers of how easy/hard it is to hit with your weapon or against the other's defense
Hidden 8 yrs ago Post by Rilla
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Rilla SuperNova Generation / The Lazy Storyteller

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I am currently working on ways to determine accuracy. Be it by weapon speed or range.
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