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Hidden 4 yrs ago Post by Ryteb Pymeroce
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It's mostly minor things. His attacks will become more cartoony, bombs will become acme style, laugh tracks. Oh, and Wrath will be crushed by an anvil from time to time

Wrath: Why me?

Don't blame me, blame your shitty Luck stat

Wrath: Didn't you design my stats?

...nooo?
Hidden 4 yrs ago Post by Travesty
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It's just something I did for Ren, since all his other stats are pretty low, so I kinda wanted show where the damage is coming from.
Hidden 4 yrs ago Post by ERode
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Ah. But he got the skill after he was already blowing things up with arrows, yeah? So presumably, he'll be nuking things even more now?
Hidden 4 yrs ago Post by Travesty
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It's mostly minor things. His attacks will become more cartoony, bombs will become acme style, laugh tracks. Oh, and Wrath will be crushed by an anvil from time to time

Wrath: Why me?

Don't blame me, blame your shitty Luck stat

Wrath: Didn't you design my stats?

...nooo?


If it has direct interaction with the world (like people can hold the bombs you created, or can inflict them damage with it, or use weapons you temporarily summon), I'm afraid this would cause a conflict with how other skills work. If he can summon weapons/materials from the real world (even temporary), that would clash with Ren's Online Shop. Also summoning weapons kinda makes Weapon Copy skill just a higher tier skill but not unique.

A remedy I can think of is illusion magic (with no physical substance), or Static Ice-Make since you already have the skill. It's like Gray Fullbuster's where he can make inanimate objects out of his ice magic.
Hidden 4 yrs ago 4 yrs ago Post by BurningDaisies
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@Travesty
It's a bit of a mixed signal for me. Ren getting a cool skill isn't a problem, but dropping in some stats calculations is a little jarring honestly. Sam's ice bolt was the outlier so far, but I have some reservations about all of us casually inventing on our own stat-based mechanics.

The stats are supposed to be pretty arbitrary, right? I mean... the numbers exist, and we've been using them as a guidepost, but the story so far has been completely free form. I'm concerned that having attack skills both with and without damage mechanics will lead to some tricky and confusing situations later. It also makes me think I should be paying more attention to the mechanics (which aren't that clearly defined).

Fair warning from someone who has been down this road many times in the past, you may want to put some more thought into this.

The last thing I want is people squabbling over mechanics in OoC because the numbers became more important than the story.
Hidden 4 yrs ago Post by Travesty
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@ERode the damage dealt by Ren is mostly because of his Dex, since the stat scales with ranged weapon and effects hit rate.
Hidden 4 yrs ago 4 yrs ago Post by ERode
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DEX scales with ranged weapon damage? Thought you said it was just accuracy and crit chance...but sure, no problem. Now he'll be doing about ten times more than what he's already been doing then? With Strafe stacking LCK into his arrow shots too.

To add to what Burning's saying though, if you plan on stats mattering in a numerical sense, rather than just a flavor sense, you'll have to think a lot more carefully about the stat-boosting cheat skills that currently exist.
Hidden 4 yrs ago Post by Ryteb Pymeroce
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@Travesty What I meant when it affects bombs is that they can explode prematurely without dealing damage. Honestly I can reword it so it makes more sense.
Hidden 4 yrs ago Post by Travesty
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Sorry, I havent really given much thought about the deeper mechanics of it all tbh. I just kinda do things as it comes and basing things on how most isekai world (that I know of) works. All I know is that, I have the story planned out, I didnt really care about the numbers at first, but I thought it be cool to add a few maths in it. I didnt know this would cause a lot of confusion. If it makes easier for everyone, I can just remove all calculations (except those that affects stat gains). So we can just assume the higher the stats the higher the damage or whatever that stats affect.

Hidden 4 yrs ago Post by ERode
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Mmm, I suppose that the easiest way to compromise would be to just remove the concept of HP. So people who want to specify how much damage they do in relation to their stats can do so, and people who just don't want to do that can do so, and it'll have no real bearing on whether or not how quickly someone should die.

Using the Kobold Lord as an example...the dude only had around 7000 HP, but was being bombarded by Sam for around 600 damage per shot, not including all the damage that's been done with Ren's arrow spam too. It shouldn't have been a fight at all, from my point of view. If you simply removed HP as a marker though, that'd basically be fine, because then, there's no way to prove mathematically that something should be dead before, y'know, they do anything at all. I'd argue the same for MP too, really, cause there's no real point in tracking it.
Hidden 4 yrs ago Post by Travesty
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Mmm, I suppose that the easiest way to compromise would be to just remove the concept of HP. So people who want to specify how much damage they do in relation to their stats can do so, and people who just don't want to do that can do so, and it'll have no real bearing on whether or not how quickly someone should die.

Using the Kobold Lord as an example...the dude only had around 7000 HP, but was being bombarded by Sam for around 600 damage per shot, not including all the damage that's been done with Ren's arrow spam too. It shouldn't have been a fight at all, from my point of view. If you simply removed HP as a marker though, that'd basically be fine, because then, there's no way to prove mathematically that something should be dead before, y'know, they do anything at all. I'd argue the same for MP too, really, cause there's no real point in tracking it.


If everyone agrees, I'm totally fine with this.
Hidden 4 yrs ago Post by Polaris North
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Sounds good to me
Hidden 4 yrs ago 4 yrs ago Post by BurningDaisies
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That works.

tbf, If you want to introduce a mechanics system, I'd still be fine with that too, but you should have some pretty clear rules about how everything works, or just steal from an existing system (like D&D, Fate, Numenera, etc). The wisdom on this site (and plenty of other sites) has generally been run either a fully free-form game OR use/create some game mechanics. Mixing the two haphazardly is a recipe for headaches.

Some ideas from other games I've been in:
- If PvP happens, the winner(s) should be pre-planned
- Use stats for tie-breakers to solve dispute in combat or competitions, otherwise leave it to the imagination of players
- Provide a brief description of what each stat normally does in the context of the game/story (like, increasing X stat give Y benefit)
- Stat-less damage categories, like "weak damage", "moderate damage", "severe damage"

If you see a good idea from here or elsewhere that would help, just steal it. No shame~
Hidden 4 yrs ago 4 yrs ago Post by Travesty
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- Provide a brief description of what each stat normally does in the context of the game/story (like, increasing X stat give Y benefit)


I should've made this long before even starting, my bad. But here's what I have so far, feel free to point out if I missed anything. I want know if this works for everyone as well.



Hidden 4 yrs ago Post by ERode
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Now you just need to do the list for weapon types. ;3
Hidden 4 yrs ago Post by Travesty
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Now you just need to do the list for weapon types. ;3


Oh right, I think it's saved somewhere in my PC. Hold on lemme check.

Btw, included the the Stats Definition on the first OC post for easy access.
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Hidden 4 yrs ago Post by BurningDaisies
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On a totally unrelated note.... I know characters start dying when their HP hits 0, but what happens if a character runs out of MP? Do they just get exhausted like you sometimes see in other Isekai?
Hidden 4 yrs ago Post by Travesty
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@ERode Here are the weapon types.



On a totally unrelated note.... I know characters start dying when their HP hits 0, but what happens if a character runs out of MP? Do they just get exhausted like you sometimes see in other Isekai?


Yep, that should be the case.
Hidden 4 yrs ago Post by ERode
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Cool, so for weapon profiency skills, it'll only be by weapon category, not specific weapons?

e.g Two Handed Sword Mastery, not Katana Mastery
Hidden 4 yrs ago Post by Travesty
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Yep, that's correct, just to make it orderly.
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