Avatar of Lewascan2

Status

Recent Statuses

3 yrs ago
Fastest draw.

Bio

User has no bio, yet

Most Recent Posts

Perhaps part of my mistake was not clearly defining what I meant by Combat Scenario. I didn't envision it as an entire dungeon or anything of that scale, more like the equivalent of a single battle in a Final Fantasy game or something. Like, each player would write between three and five paragraphs for a single Battle Scenario. So that dice roll would only dictate that single three to five paragraph post.

An example of a common Battle Scenario might be a bandit attack while they are traveling. Let's say we have one bandit for each player to write out a three to five paragraph scene of their character fighting that bandit. Let's say you roll a 1. While the ultimate outcome of that post may be somewhat predetermined, it's up to you to decide how it gets there. Maybe you want to write your character totally kicking ass at first and then the bandit gets him with a poisoned dagger at the end. You still have new complete creative freedom for that post, the only thing the dice roll is determining is the overall performance of your character in that single battle post.


Oh no, I understood what you meant. And even that is too constrictive in my mind, that the entire minor skirmish is determined by a single roll. I said what I did with full understanding of that. If the result is determined to that degree, it doesn't feel like much creative freedom. After all, when I envision D&D (or even just most any RP battle with an equal-ish opponent), a 1v1 for example typically takes several rounds, not a single post. If this were a matter of the battle being expected to take several posts and rolling for performance for each individual post in that case, that would feel more flexible, but that's not the vibe I'm getting that you're going for.

But combat mechanics aside, I'm not trying to be a negative nancy and harp on about that incessantly. My dislike of that aspect can be shoved firmly in a corner, as I still love the premise of this RP overall and am very interested.

So, first character concept is: Reborn Necromancer Wizard. Magic batman, living skeleton. The usual mage shenanigans down the road.

Might go for a Life or Death Cleric instead if the party looks particularly squishy otherwise, because D&D's White Mages are not to be trifled with and can cover a lot of holes. I recall one particularly fun time I was able to function as a tank as a Life Cleric, which was pretty hilarious, but I digress. Not sure what race I'd pair with Cleric, but maybe Half Elf or Yuan-Ti.
But anyway, in the interests of my actual interest in this RP, I can see that even if combat turns out to not be my favorite thing, at least the out-of-combat shouldn't be predetermined as far as I know, so there's some freedom there worth exploring. I'm kinda hoping that if we are stuck with a single roll for combat, that there will be the ability to add modifiers to that roll in some way, like via sufficient preparations, resources and such, but that's for later consideration.

As a character concept, I'm admittedly interested in a Wizard. I love my spell-slingers, and their spell list has always deeply satisfied my inner gremlin hoarder of spells. I like being magic batman. In particular, I very much like playing a necromancer, but I've continuously had poor luck in campaigns that last long enough for me to get to the good stuff.

I find it a little funny actually that this is my go-to, considering that we have two other people seemingly looking at squishy spellcasters.

As far as a race... it's been a long while since I played D&D tbh, but if I recall correctly, I think what I'm considering is called the "Reborn". Aesthetically, I'm thinking just straight-up a living skeleton that (as far as WOtC is concerned after the update) somehow doesn't qualify as undead, despite the race lore. lol
<Snipped quote by Lewascan2>

Well, you would be the one writing your own combat scene. I would introduce enough enemies for each player to have the opportunity to write a battle scene between their character and one or more opponents, kind of similar to how normal RPs work. The focus is still primarily narrative, the dice rolls just give a general idea of how well the characters perform.


The problem isn't really the dice roll itself. I have played D&D quite a few times, so I know how it goes. Sometimes the luck of the dice gods is with you, and sometimes, they just throw up two big middle fingers. The issue in my mind is that this is a single dice roll governing an entire future series of actions. You only get one roll, one singular point of success or failure. And once you have it, you can't adapt to or overcome it, because you don't get any other rolls to follow up with. It's a predetermined result.

To me, this seems like the sort of situation where it would better benefit from being either one or the other, full narrative or full dice. A single dice roll governing an entire narrative isn't much of a narrative at all. There isn't really a narrative tit for tat, where both sides can try to outsmart the other, because no matter what, the result is determined. Highs may be higher, sure, but lows are even lower. I'm pretty big on character agency, and this has very little. Even with normal D&D, I'm not a huge fan of ICly having every possible reason to succeed and just... not, but with that, at least you have the opportunity to roll more dice on later turns to try and recover or alter a failed plan. Not so here.

Of course, all that said, I really am tempted to give this a try, but you can see my misgivings. A big thing for me in an RP is character agency, that my success and failure rests on my own skills and tactics winning the day. This system doesn't allow for that outside pure luck. But all told, I do actually still want to give it a whirl. At the least, I think I'm interested enough to try this system out. I don't think I'll like it, but I'd be glad to be wrong.
I will admit to being interested in the premise, but the one thing that is kinda stopping me from leaping on this is the system. If I understand this right, a single dice roll determines your performance for an entire combat scene in every aspect? If that's the case, I really can't jive with that. It's too much of a gamble, and to me, it wouldn't feel like I have a lot of agency in my character's future. It means every combat essentially has a preset result, rather than ups and downs.
Saving this here in case it could be useful later.



Still waffling on the FC, but these are some of the forerunners.
Since I see D&D is apparently a heavy influence for this setting, I took a lot of inspiration from the 5e Paladin.



Still waffling on the FC, but these are some of the forerunners.


I like the first two the most for the coloration and the actually mostly practical(?) armor. Of those two, I think number 2 calls to me the most. Number 3 presents a very... interesting vibe that I didn't originally set out for. Not sure if it's really what I want for this RP, so I might save it for a different one.
Heya! Just wanted to drop a bit of interest here!
I've had a craving to play a paladin-type character in a fantasy setting, and this RP seems like it could provide.
I actually have a character idea that definitely hits the "godlike hero" characteristics this RP caters to. I never got to use her, since the RP died before the IC ever happened, but lemme just dig up the original sheet... I think I could totally alter this where necessary to line up with this setting instead.

Hi, I'm very interested in this & working on a character (assuming it's still open!) - I just have a questions character creation wise.

For the grades you mention points, and say about starting with an average of enough to have D in each but that this can be adjusted as we like. For adjustment, is it a case of having to reduce one to increase another? (Say I reduce endurance to E and increase honkai to C) or is at adjust as you'd like within reason?


Happy to have you! I'll give that CS a look when I have some time.

It's about as you surmise (and as the other players have helpfully explained).
You get enough points to start at D, and you can adjust them as you like within certain guidelines, which are outlined in the grades section. Maximum of C (before Stigmata/SWARA alterations), only one as low as F, as IC-ly, there as a minimum standard of competence expected across the board for field work.
I've never actually played this game, but I keep looking at your interest check. I'm thinking of putting together a psychic character. Although I am a little confused about the mechanics. If I play a psychic type character, would my attacks scale with my Intellect, or would it still be Power? And you mentioned psychic abilities being "useless" against Honkai. Does this only refer to my special psychic abilities, or would I also be unable to use my element effectively against Honkai?


In order:

Yes, psychic "power" is based on Intellect instead.

Yes, psychic abilities are historically useless on most Honkai creatures, with a few rare exceptions. Their "mindlessness" generally nullifies mental attacks and manipulation that don't originate from Honkai (and thus have an existing "in"), and only the likes of Herrschers that are built off a human template/host, have potential vulnerability. And after the sacrifice of Elysia in the First Era, precognition stopped working very well additionally, sometimes becoming entirely defunct, as she ruined the once predetermined flow of "fate". To clarify, in short, psychics are more "anti-human" than anti-Honkai when it comes to their innate abilities.

Your element, generally speaking, however, should be considered separate from your psychic abilities. Your element comes from your Artificial Stigmata, so it doesn't suffer the usual troubles against Honkai. It's Honkai-based, and it will work on them just fine. So, no worries about your element suffering against Honkai.
© 2007-2024
BBCode Cheatsheet