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Posted: Tue Jun 24, 2008 6:35 am
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Posted: Tue Jun 24, 2008 11:40 am
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Posted: Tue Jun 24, 2008 1:25 pm
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Posted: Tue Jun 24, 2008 3:56 pm
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Posted: Sat Jun 28, 2008 6:42 pm
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Posted: Sat Jun 28, 2008 8:24 pm
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Posted: Sun Jun 29, 2008 3:55 pm
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This is general rules of posting in combat taken from a GM in another online RP i participate in. it's from a sci-fi RP, and i attempted to edit out anything that made it specific to that setting. If i missed anything... Oops. Anyway, these are really good general guidelines for combat.
Quote: ...Players like roleplaying and all, but there's also a thrill and fun in trying to struggle against the odds - if everything was predetermined as the player surviving one way or another any encounters, then, the feeling of risk and of your actions mattering in important situations would be considerably lessened. The other thing I found out was that bad guys want to win too. Therefore, they generally do their damnably best to, even if it involves kicking you while you are down. Therefore, seeing the fickle nature of combat most of my arbitrating in regard to determining if something succeeds or not is going to hinge heavily on the roll of a d20 (a twenty-sided die) on fixed numbers to beat made up in my head (generally being 0, 5, 10, 15 or 20) - the higher the score rolled on the die compared to the result to beat, the more effective the action will be as well. You have no control over the dice, but you do have control over your actions. Try to limit the content of your posts to something a character would manage to do under 10 seconds to respect fast pacing (long winded speech might not be good at all - telepathy is much faster, though). Try to post only once in reaction to my own posts if at all possible. Also, try to have your text depict one of the following: full-post movement, full-post action, or a combined move-action. By spending your time moving, dodging and weaving to avoid hits, my difficulty to try and hit you will be higher. Just the same, if you concentrate on just attacking and don't move much, your accuracy will probably go up for it. If you fire many weapons in a post compared to firing just a few, your accuracy will suffer the same way because you are trying to do many things at the same time, firing a moving target is more difficult especially if you are moving yourself. If you are stuck trying to dodge attack, nothing prevents you from using that time to reload your weapon. Melee attacks will generally be easier to deliver than ranged attacks. Grouping up on one target will make it harder for that target to take into account many attackers and so its chance of evading diminish some...
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Posted: Sun Jun 29, 2008 10:42 pm
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Posted: Tue Aug 05, 2008 11:20 am
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Inspiration struck me last night right after I got off IRC with Ikken and KW. Here goes:
The system works such that a player who makes a successful attack will be able to make an 'interrupt' as well. The interrupt increases the chance that a spell will be cancelled or an attacker will be too distracted to make their attack. I will probably set up a system that defines what a particular spell, attack, or ability is capable of interrupting.
Next comes the proceeding player's turn. If they are making an attack that would otherwise be interrupted, they must make their concentration check based on the class of ability they are using. If they successfully complete their attack, the defending player makes their defense.
The player being attacked will defend, either with their magical defense or physical defense. These may situationally increase or decrease based on whether or not they are putting all their effort into defending themselves.
The attack must overcome the opposing player's defenses to be successful. Some attacks may still deal reduced damage if they cannot pierce the defense. Once a successful attack is determined, damage is calculated, and an interference may be used if applicable.
Attack Classes:
Ritual Magic ~ Magical attacks that derive from studied magic available to everyone. Spirit Magic ~ Magical attacks that originate from the soul of the user rather than a learned ability. Special Abilities ~ Similar to spirit magic, but not always magical in nature. Special abilities are almost always unique, and most commonly passed down by blood. Physical Attacks ~ Physical attack strength is based on the strength, experience, and agility of the attacker.
Defense Classes:
Magical Defense ~ The means by which the defender may protect themselves from magical abilities, including ritual, spiritual, and some special abilities. Physical Defense ~ Ability to defend against physical attacks and some special abilities.
Of course, given the fact that learning how to attack with magic also teaches you its weaknesses (the same is true of physical attacks), characters strong in magical or physical attack are also stronger in the corresponding defense ability, while the other is considerably weaker. Lack of balance between these two schools can therefore leave a character very vulnerable to one of them.
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Posted: Tue Aug 05, 2008 11:32 am
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