Posts: 197
Threads: 30
Joined: Jun 2009
This will be an advanced rolling system used by advanced players. I think rolling is too random. So I decided to give it a little touch so there would be differences. It would be fun to do so people also have a thing to talk about, like what setup their using and things like that.
So basically we have 4 stats. Standard we start out with 2 points in each, you can either raise or lower a stat. (note if you lower a stat you'll get disadvantage.). The basic rule would be there will always be counters (When you roll above 50 of his attack roll you'll get +1damage to him) and crits.
Everyone gets 5 points to spend. You can't lower a stat beyond 1, except the attack and defense.
Attack 2/5: When you make an attack roll you will have +10 for each point you put into this stat. when you lower the stat that's a -10 for each roll.
Defense 2/5 When you make a defense roll you will have +10 for each point you put into this stat, when you lower the stat that's a -10 for each roll.
Speed 2/5 This is your combat sequence, how fast you would react in combat. This always gets counted on base of your opponent. For example, your opponent has 2 speed you have 4, this means you will have 2 turns more each round then your opponent. (note: The one with the highest speed always starts first. So there would no longer be initiate rolls.)
Health points 2/5 Each point will add +2 HP, so basically you start with 4 HP, if you lower this which I do not recommend, you would have -2 HP
Luck 2/5 This is how much critical chance you have, it would add +1 damage when you do a critical strike (roll +50 from your opponents roll). Lowering this stat to 1 and you won't be able to do critical at all.
I'm currently going to wait for feedback, what do you guys think? Let me know if you have any ideas to improve the system. (Note: this is only for 1vs1, group fights I have to look into still.)
Most awesome signature of Cap'n Scila! Check check check!
Posts: 2,106
Threads: 186
Joined: Aug 2010
There are five items and 5 points to spend, wouldn't they all just be one? Unless you start at two in each. If so, this seems like fun. But trust fights still own >.>
Posts: 3,789
Threads: 255
Joined: Nov 2009
This is just overly complicated, if you ask me. I do agree that rolling is far too random, but I doubt that complicating it would help with anything. I've seen other people come with suggestions such as this, but it usually doesn't much attention because it confuses players.
I have myself started going more and more into trust because I felt that rolling was simply too random, but I guess trust combat is something you only do with your friends.
Posts: 2,106
Threads: 186
Joined: Aug 2010
Well he did say for advanced players so I guess it makes a bit more sense in that regard.
Posts: 3,789
Threads: 255
Joined: Nov 2009
Being an advanced roleplayer does not mean that you're good at math. A rolling system like this will cause lot of problems with people forgetting rolling bonuses, people would accidentally mistake other people's turns for their own because of the speed stat and so on and so on.
I do like the whole specialization aspect, though. I really do. Abby, for example, isn't that very fast, but screw you, she hits hard! It'd be nice to see that implemented.
But like I said, there might be problems. But, you know, there's absolutely no harm at all in giving it a test run to see how well it does work. Maybe some kind of event. . .Such as a tournament or something to try this new system out. That seems to be popular to test out new rolling systems. I know I'd be interested in testing it out.
Posts: 2,106
Threads: 186
Joined: Aug 2010
As am I, so if said event was to comence, could it wait and see if my computar will get fixed so I can join? If not I understand, just let me know how it goes.
Posts: 3,452
Threads: 216
Joined: Apr 2010
I would suggest testing it out first if you really want to know how it feels.
Posts: 2,106
Threads: 186
Joined: Aug 2010
Yes I would, but at the moment I kinda can't.
Posts: 166
Threads: 20
Joined: Apr 2010
The biggest problem with rolling imho is that it doesn't account for the content of the emoted actions. If there was an easy system that did this well, then that might be better than tweaking the actual math.
Orgeton steps forward, lowering his battle axe to TinyTim's face; the head of the axe being almost as big. He peers downward at the gnome and shouts, "Pay up or die you little bastard!"
TinyTim flings a pebble at Orgeton.
They roll .... TinyTim 75, Ogreton 50
So now Ogreton has to react as if he's been hit hard enough to sap 1/5 of his HP. This is awkward .. but ok, lets say he's a good sport and figures something out. Now its Ogreton's turn:
Ogreton pulls his axe back and tosses it up in the air. It flips twice before landing back in his hand. With a loud grunt he pulls his axe back and swings at TinyTim's rib cage with a loud grunt.
TinyTim blocks with a magical twig.
Ogreton: ...
They roll... Ogreton:75 TinyTim:85
Ok, so now TinyTim has blocked the attack with a silly emote that doesn't even make sense. In the end TinyTim may win .. not because he was clever enough to defeat his towering enemy but because the dice gods decided that it should be so.
Normally in a trust fight you would think these things though and try to come up with fair and reasonable actions and outcomes. The expectation of reasonable actions and consequences forces you to make good, well thought out moves.
- Cepht -
Randian - Sin'dorei Priest, Representative of Greystone Charities
Riley Gillespie aka "Stars" - Unhinged forsaken vagabond with a flare for fire
Alonus - Fallen holy priest with a pet serpent named "Ricky"
Haugus Bach - Forsaken Warlock with an appetite for torture and revenge. Previously a humble shoe maker.
Posts: 655
Threads: 14
Joined: Nov 2009
Ultimately, it will be up to the players to see and act with reason.
Any system of combat is a canvas for the artistry of our words, nothing more.
Posts: 4,359
Threads: 207
Joined: Feb 2010
Ultimately, the dice gods often decide silly things should happen.
I recall a game of Dark Heresy. Our party consisted of...
A Sister of Battle (Nun with Gun)
A Guardsman (Guy who ran around with a big-ol' chainsword)
Two Psykers (Mages)
A Tech-Priest (Robo-Person)
Aaaand me, an Adept (Guy who does little other than be smart)
During one mission, one of our characters (a psyker) botched leaping through the void and into our escape pod. Everyone rolled strength checks to save him.
The Guardsman, with 60-something out of 100 strength, failed.
The Sister of Battle, with about 50 strength, failed.
The other Psyker and Tech-Priest, both with about 35, failed.
The Adept. The damn adept. The guy with only 22 strength. He succeeded.
The absolute wimp passed his strength test, and saved the life of our Psyker. By pulling him in. With sheer strength.
Whilst it was a crowning moment of badass for Regis, it was absolutely rediculous.
Getting back on the subject at hand... yeah. Just... just trust fight. It makes things -so- much better. Dices make rediculous and unrealistic things happen. Regardless, if someone is 'hitting you with a stick', you could ask them to make it so the attack does no damage. Because a little twig does little to a man in full armor.
And... yeah. What Lost said.
By the way, my fair Acolytes. I fully intend on running you through that mission. And cackling at the escape scene.
Quote:[8:53AM] Cassius: Xigo is the best guy ever. he doesn't afraid of anything.
Posts: 672
Threads: 56
Joined: Jan 2009
I would definently stack all of my points in defense and attack.
If I have 5/5 defense, I would have something around 50+ defense, right?
And 4/5 attack, would give me 40+ attack bonus.
Even if you had 5/5 speed and 1/5 attack for example, there is so little chance of you succeeding a strike.
This will be abused badly.
Posts: 634
Threads: 38
Joined: Apr 2008
The stats seem a little lopsided to me. If it is how I see it. I could easily cheese the stats. Example, if I spend:
5/5 Attack
2/5 Defense
4/5 Speed
2/5 Health
2/5 Luck
I'd be getting +30 and hitting the non-speed upped guys twice every turn (There is no purpose to get 5 speed except for going first against a 4 speed guy). I may have no buff to defense, but I will be probably be hitting every attack (and if the + goes towards crit, that could be game over in 1 turn for my opponent). Now, I will also have normal rolls in defense and health, but that's not really a drawback. Do you see what I'm saying?
Another possible cheese:
4/5 Attack
4/5 Defense
3/5 Speed
2/5 Health
2/5 Luck
With this I'd be getting a +20 on both attack and defense and never will be attacked twice, and my only draw back is having standard health and crit damage. If you lower luck to 1, and have no crits, and chunk that into health, defense, or speed you can add on: attacking a standard speed 2 times, having 6 HP instead of 4, or +30 defense rolls. A +30 attack will be useless if you can not do crit damage except for a 10% chance to hit increase.
â This is my snowman. He's there to remind me how much I hate the snow.
Posts: 2,592
Threads: 165
Joined: Feb 2010
GMs do not sponsor roll systems and this is up to the player.
...iirc.
Posts: 634
Threads: 38
Joined: Apr 2008
I'm sure he knows that Aphetoros, usually dice suggestions are to put a system out there.
About the system:
I'm sure it could be tweaked and balanced with an even number scale (10 point scale, 8 point scale, 6 point scale) reducing (in scale) the ammount of points recieved to spend.
Edit: Before you get the wrong idea, I'm a real big supporter of many alternate di systems. They're just hard to balance.
â This is my snowman. He's there to remind me how much I hate the snow.
|