TentanariX
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Re: Lightning Warrior Raidy'isque RP
Nah, I dont think I need the abilities. Your system works good, from the looks of it. I will put up a new post with the system you gave me; also the way I see it armor will give defense bonuses depending on the material it is crafted from, example:
They will also have hitpoints:
Should we just use swords or weapons such as staffs, daggers, axes, and bows as well?
let me know what you think.
Yes I know its a double post and a pretty big one, but I cant PM it to you just yet so this will have to do for now, Pheionox. So if you dont mind just look this over and let me know what you think.
Pheonix Alugere said:Well, to get it out of the way first, an example map I cobbled together using the generator that could easily split up and occupy around 3 players for a good while would be this:TentanariX said:Pheonix Alugere said:That might work, it also depends on if you want people to go solo or work together.TentanariX said:Pheonix Alugere said:He had a visible map?TentanariX said:Since he hasnt been active for a long time and the RP is dead do you think it would be alright if I used Wraust's map from DoP?You must be registered to see the links
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You could try to useYou must be registered to see the linksas well?
Idono, maybe solo. I think the dungeon genrator will work. As it will add more variety. They dont get the same dungeon or anything every level. I still need to find a good system to use for the gameplay and rules though. :headscratch:
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Gameplay, though, will take a bit more work.
One suggestion I do have is to not do this:
ACV (attack combat value) = (B+M)/2
DCV (defense combat value) = ACV-2
The way you have set this up is that anything that gives a bonus to attack also gives a bonus to defense. This means that something like combat mastery gives +1 attack and +2 defense effectively.
You should phrase it as this:
ACV (attack combat value) = (B+M)/2
DCV (defense combat value) = (B+M-4)/2
Personally, I would say you should come up with your own system rather than modifying one.
For example, one system I use works like this: (I'm using a character sheet as an example)
Essentially, the system uses skills to do everything, and the more you use the skill the more it improves. For example:Code:Str: 2 Dex: 1 MD: 3 Vit: 3 HP:6 (2*Vit) FP:12 (2*(Vit+MD) FR:6 (2*MD) XP 0/10 Reflex(Dex):1+0=1 Fortitude(VIT):3+1=4 Will(MD):3+1=4 Escape(Dex):1+0=1 Escape(Str):2+0=2 Run(Dex):1+0=1 Drive(MD):3+0=3 1/10 Notice(MD):3+0=3 Fight(Unarmed,Str):2+0=2 Fight(Rifle, Dex):1+0=1 1/10 Diplomacy(MD):3+2=5 Dodge(Dex):2+1=3 1/20 Sneak(Dex):2+0=2 Lockpick(Dex):2+0=2 Knowledge[Chemicals](MD):3+1=4
In this, Dodge is calculated as the character's dex+their skill. The '1/20' means that the character has used the skill once at level 1 and requires 19 more uses to increase it to level 2.Dodge(Dex):2+1=3 1/20
The way to determine if a skill use is successful is to roll 2d6 and add the skill value. If the character is using the skill against another person, that person makes an opposing skill check with their skills. However, if the skill is just in general and not against a person, the gm assigns a target difficulty. Good values are:
Code:6: Very Easy 9:Easy 12:Medium 15:Difficult 18:Very Difficult
Here, HP is the character's health, FP is their fatigue, and FR (Which I kept forgetting to use in the campaign) is fear points.HP:6/6 (2*Vit)
FP:12/12 (2*(Vit+MD)
FR:0/6 (2*MD)
XP 0/10
This could be easily adapted as FR becoming pleasure and every erotic attack deals pleasure damage (And fatal attacks deal health and fatigue damage), and if fatigue drops to 0 the player passes out, while if pleasure hits maximum, they orgasm and take heavy fatigue damage before pleasure resets to 0.
In the system, I used xp to determine the character level. Each time they leveled up, they would gain 1 stat points
Players start with 1 in all stats and 5 stat points to spend as they wish. Given that an average human has 2 in all stats, this means they are slightly above average.Str: 2
Dex: 1
MD: 3
Vit: 3
Ways you can adapt to this:
If you want abilities, have them give a +1 or +2 bonus to certain skills or let them have special skills that deal higher damage or the like.
Also, to do this, have the use an alternate set of 'ability points' instead of stat points to purchase the abilities.
By the way, damage in this system tends to be very low, and an online diceroller can help with oddly numbered dice. A barehanded attack does 1d2+body, weapons can give bonuses to damage or increase the die size slightly. Also, ranged weapons have a +dex instead of a +body in calculations as a representation of accuracy.
Nah, I dont think I need the abilities. Your system works good, from the looks of it. I will put up a new post with the system you gave me; also the way I see it armor will give defense bonuses depending on the material it is crafted from, example:
Code:
Leather +0
Wood +0
Copper+0
Iron +1
Steel +2
Mithril +3
Orihalcon +4
They will also have hitpoints:
Code:
Leather 6hp
Wood 8hp
copper 10hp
Iron 12hp not available until level 2
Steel 15hp not available until level 3
Mithril 20hp not available until level 4
Orihalcon 30hp not available until level 5
Everything armor except leather provides defense against erotic attacks and all weapons and armor break once theyre hp reaches zero
Should we just use swords or weapons such as staffs, daggers, axes, and bows as well?
let me know what you think.
Yes I know its a double post and a pretty big one, but I cant PM it to you just yet so this will have to do for now, Pheionox. So if you dont mind just look this over and let me know what you think.