Avatar of Jerkchicken

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Recent Statuses

4 mos ago
Current Genshin being allergic to melanin amuses me greatly
6 mos ago
It's gonna be gas. Can't wait to see what sort nonsense you can pull of in focus mode with the funlance and hunting horn. Also, looking forward to new monsters to skin and wear as hats.
6 mos ago
The zaza got me talkin’ like Pingu
1 like
6 mos ago
Shoutouts to the degenerates that love hand-holding
3 likes
7 mos ago
Fun vibe tbh

Bio

Just some rando. I'm 20+ so no worries about rping with a kid.

Most Recent Posts

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?
interested
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?
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.

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.

Interesting, thanks for the new stuff. I like getting in-depth creating my character in terms of like mechanical abilities and whatnot so getting more information on the mechanical stuff is important to letting me know what I can't and can do.

Anyway I want to know about how you're gonna handle leveling with regards to stat growth and those percentages. Secondly, I wish to know about distance and AOE size when it comes to abilities at level 1. Also are there any status effects that might be too strong for level 1 or is everything fair game?

Anyway I wanna talk about my character concept and what I want him to do. So Rio's thing hitting things good as befitting the theme of like savage power with the claw. I'm think for like thematic of like rending and slashing with it, he'll be doing certain status effects from that list you posted for later moves. They will be: Bleeding, Breaks, thinking about Deprotect so he can do something that directly boosts his allies fighting.

I'm also wonder about the current limits to moves that do reposition on other units on the field since that hasn't been touched upon here, but it isn't something entirely alien to these types of games. However he is also quite agile and since I can't do like a dodgetank type build with him I decided I'd make his support just give him a higher movement rate than normal since outside of doing this, there's no real way to communicate the concept outside of doing this.

Now the thing that has me worried is doing a transformation gimmick. Outside of not always being able to trigger it if the battle ends before the meter fills, there's no downside to it. It's his super mode and with it makes him outright better than his base form and it either modifies the existing moveset, replaces, or adds exclusive moves during that form. I decide to list it as locked as I don't want to compromise and have a weaker version. I'd rather wait and have something that feels well, super over having a weaker version.

So is ultimately is my dude doable? Or should I make a replacement?

Cool will do that


I decided to play and made a guy. I'm pretty sure he'll need to be revised, which I'll do after Christmas.

Anyway I'd like to lay out two criticisms.

First one is that I don't like how video gamey some of the mechanics are with regards to your stats. Like a passive dodge percentage is kinda silly since most tabletop games have you rolling your defense to like see if the hit avoids you completely, and if it does hit you have a chance to soak the damage with an appropriate stat, item, and or ability. Same goes for crit rates since in tabletop games, if they have critical hits then it tends to be part of hitting a certain threshold during the attack process. Why is our damage in percentages? That's a weird presentation choice.

Secondly, while I understand that like it's easier for people to get into these sorts of games by hiding the more complex mathy bits away from them. As someone already familiar with them, the lack of informations on how stuff works really makes it hard for me to like gauge whether or not something works or not. Such as like if my dude's gimmick works or like how many cells can I hit from at level 1 and stuff like that.

Anyway Merry Christmas and stuff.

could be interesting
mite b cool
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