Hidden 7 yrs ago Post by Renval
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Renval Prince of Dreams

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Welcome to Ellon. Those among you have ventured to the Royal City of Arcedes in the Kingdom of Alsonde hoping to find a new life. Perhaps you come from a neighboring town in Alsonde, have fled from the totalitarian Winoan Empire, or crossed over from the forests – no matter your history, you have come seeking a new horizon. Life can be what you want it to be in Arcedes. An innkeeper by the name of Mayella Mulburri has introduced you to one another and offered you refuge for the time being – the choice of what to do now is your own, but she suggests sticking together until it is time to go your separate ways.

Will you strike out to explore the world? Or will you get caught up in your new lives here in Arcedes? Either way, one thing is for certain: fate has a strange way of rerouting your chosen path and things in Pereas are about to get darker than anyone could possibly imagine.
Hidden 7 yrs ago Post by AlternateMan
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AlternateMan there is calcium in my bones

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Latest version of CS coming right up
WIP2
Reposted since page changed.

Hidden 7 yrs ago Post by Cello
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Here is Zeke :)

Hidden 7 yrs ago 7 yrs ago Post by Jerkchicken
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Right so how do you increase the percentage? Is it with a skill point? If so what is the rate? Also could you please mark some of status effects by the mana intensity? Like stuff insta-killing mooks is pretty obvious that it's gonna cost but other stuff is not that obvious you know? Is there a knockdown inducing option? That's always a solid low level effect although given the video game influences on the effect list it's more tabletop-y compared to them.

I want to see my statblock and play the tutorial battle first before getting deeper with my comments and whatnot. Anyway the transformation ability seems better fitting as an ultimate over say being in a support slot. I'll probably change the support ability but I only did it because there wasn't any immediately obvious manner of like giving him a higher movement rate when I was doing his write-up.

I will say that don't like how evasion is being handled, it's too rooted in the genre where evasion was an easy way to differentiate from your tank unit and squishier frontliners and also how these games create difficulty by combining RNG with stacking mechanics. Sure it's faithful to the genre, but the issue is now have various structural changes to keep in mind of. The addition of multiple players each controlling one character which they partially create and obviously playing on a forum instead of a video game changes this from being an electronic wargame into a RPG that happens to have a grid combat system.

We're already able to prioritize what we want to be good at with regards to damage soaking and dealing when we spend our stat points during level ups, being able to do the same with dodging is doable and shouldn't cause any problem at all. Honestly I think it makes it less potentially broken; since it's no longer in a weird area where it's "balanced" by being a costly investment because if you get too high number you end up being able to trivialize combat.

Hidden 7 yrs ago Post by Cello
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@Jerkchicken If you look at Zeke's sheet I have added a custom effect for one of his skills that is essentially a knock-down. It's called Prone, because that's what I'm used to with my own tabletop experiences.

The GM seems to be happy with that status effect, so I don't see why you can't use it as well.

And I must admit, I am curious to see how these more video-gamey mechanics will play out in the IC. I'm just concerned it may ruin the immersion for me with all the grid-combat system and luck based mechanics. I won't knock it 'till I try it though.
Hidden 7 yrs ago 7 yrs ago Post by Jerkchicken
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Cool I'll nab that for a later move. I'm happy with my repositioning move for now, especially if upon leveling up you can tweak certain aspects of it.

Grid combat system is fine for tabletop games, although on a play by post format it will be interesting to see how it plays out. Only real concerns is trying to do videogame mechanics that are clunkier and much more arbitrary in an analog setting cuz the computer isn't taking care of it. Not to say tabletop doesn't have clunky stuff in it as well though.

I think Anima's damage formula of

(Attacker's total(after modifiers) - Defender's Total (after modifiers) -20 for absorption -10* AT of the defender of the attack type) /100 (making a percentage) * the final damage of the attacker's weapon.

being an example of clunkiness. Since play slows every time you fight a new foe since you need to wait for the GM to feed you it's damage soak to your attack type and also you're dealing with triple digits at higher levels.

Hidden 7 yrs ago Post by Gisk
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@Renval
Let me know if anything here is not okay. The class doesn't play straightforward with its use of the stats. I think the way it works is reasonable and fitting, but just let me know if it doesn't fly.

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Hidden 7 yrs ago Post by AlternateMan
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@Gisk
BY THE HOLY I SHALL SMASH THINE SKULL
I like the concept. We’ve got a tanker, a debuffer, some good damage dealers.
Hidden 7 yrs ago Post by Renval
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Renval Prince of Dreams

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@AlternateMan@Jerkchicken@Leslie Hall@Gisk@Lauder@Bishop

Unfortunately, my friends, I'm going to have to cancel as the forum does not support changing the typeface to a fixed width font, which is necessary to structure the battlefield. If I had more computer space and time to render the battlefield using images, I would go ahead with that, but, at this point, it is not an option. I sincerely apologize for your lost time and hard work on your profiles – I should have checked before I put up the interest check, but I didn't foresee this being a problem. I hope I have not caused you to miss out on any other roleplays that have been started recently. If I have, again, I am incredibly sorry – this was not my intention at all. If the forum receives and update and I am able to host this roleplay in the future, you all will be the first people I reach out to.

Again, my sincerest apologies, and I wish you all well.
Hidden 7 yrs ago Post by Bishop
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@Renval GOD! That saves me like, SO MUCH WORK on putting all the values in my abilities and weapons.
Good thing that my lazy nature made me procrastinate even in my part time hobby.
Well farewell to you too.
Hidden 7 yrs ago 7 yrs ago Post by Jerkchicken
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By battlefield images do you mean something like this?



That being that kinda sucks as I was looking forward to playing. Perhaps you could adapt the story and do like a ruleset that doesn't need a positioning element like this one does?
Hidden 7 yrs ago Post by Renval
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@Jerkchicken Unfortunately, my current MP costing formula and balancing is heavily dependent on all of these components being in place. Until I'm in a better position to either do images or the forum supports a fixed width typeface, I'm afraid I have to place this on hold.
Hidden 7 yrs ago Post by Jerkchicken
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I was gonna suggest to you an existing game that does the stuff you're trying which would make the issue of figuring costs and balancing stuff way easier since it's taken care of within the rules, but then I remembered you still need to do take care of the grid stuff. And even doing MS paint doodles on a grid background might be a bit annoying to do?
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