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9Lives

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Posts posted by 9Lives

  1. This is a good start but needs to be cleaned up a bit before it can be approved. add some depth to the about section and check your writing. when your finished pm me and ill look it over again.

  2. The battle was becoming chaotic and the teams assigned to their targets were now running on impulse. 9Lives knew it was only a matter of time before this happened but still he stuck to the plan known it would be the only way they would survive. 9Lives sheathed his blade charging his attack. the black saya blocking the azure glow as his sword skill charged. He activated and in an instant he flashed forward slashing upward and cleaving through the pod once more, this time with devastating results.

    Battle die:10 Critical +2

    Damage: 1 +2(weapon) +2(skill) +2(Critical) = 7 damage

    Keith: 62/67

    9Lives: 10/17

    Shark: 35/41

    Nikki: 26/32

    Miaki: 53/59

    Yunah: 12/15

    Haine: 55/61

    Ruri: 47/53

    Saix: 13/19

    Zero: 10/17

    Seldentar: 23/29

    Daeron: 30/37

    Lightfiyr: 21/27

    Vandal: 11/15

    Grim: 31/37

    Clarence: 22/29

    Ayane: 11/17

    Shanok: 9/17

    <> 76/128

    <> 4/16

    <> 0/16

    <> 0/16

    <> 6/16

  3. while on paper is makes more sense to have heavier armor do more reduction, it doesn't work mechanically. the intire point of doing the system the way its done is so that every skill ranks up the same way and give equal ability. the only way to balance making armor different is if we made detriments to them which negates their use. the staff argued this very point for weeks which is part of the reason why it took so long for the skills to be finalized and posted. we weighed options for diversifying armor and came to the decision that is is simpler and easier to follow to have them be one system isntead of three different armor systems.

  4. ((ooc its been past 2 days. giving 7/9 for Shanok to post and then 7/10 for Kieth. i am moving forward skipping them as outlined in the topic rules.))

    The final form had been exposed and with it came another set of Bulbs. "Team Four! Return to primary objective! That seed pod needs to go down down! he shouted to his group as he spun on his foot and started charging for the pod himself. reaching the Pod he came to a sliding stop before it assuming zero stance. The tip of his blade touched ground and began to glow as he charged his attack. 9lives activated quickly slashing upward through hte Pod then downwards finishing the combo with a piercing thrust.

    Battle die:4 +2 (Trinket) = 6 Success!

    Damage: 1 +2 (weapon) = 3 damage!

    Keith: 64/67

    9Lives: 13/17

    Zelrius: 49/53

    Shark: 37/41

    Nikki: 28/32

    Miaki: 55/59

    Yunah: 9/15

    Haine: 57/61

    Ruri: 49/53

    Saix: 15/19

    Zero: 13/17

    Seldentar: 25/29

    Daeron: 29/37

    Lightfiyr: 23/27

    Vandal: 12/15

    Grim: 33/37

    Ethereal: 19/23

    Clarence: 25/29

    Ayane: 13/17

    Shanok: 11/17

    <> 86/128

    <> 15/16

    <> 16/16

    <> 12/16

    <> 13/16

  5. The last pod went down and the toxic atmosphere faded. 9lives felt invigorated finally not taking the steady health degradation. He didn't know if the boss recoiled into the protective chrysalis because of the pods destruction or if it was just luck that they were going to get a breather form damage from both the pods and the boss herself. He only pondered the idea long enough for his sword to charge his attack. his blade was held at gasumi shinning the bright teal glow of the Katana skill activation. he took a step forward planting his feet then activated <> slashing sending a half circle blade of energy at the target hitting its mark perfectly for critical success.

    Battle Die: 9 +2 (Trinket) = 11 Critical Success

    Damage: 1 +2 (Weapon) +1(Critical) = 4 Damage!

    Keith: 65/67

    9Lives: 15/17

    Zelrius: 51/53

    Shark: 39/41

    Nikki: 30/32

    Miaki: 57/59

    Yunah: 11/15

    Haine: 59/61

    Ruri: 51/53

    Saix: 18/19

    Zero: 15/17

    Seldentar: 24/29

    Daeron: 35/37

    Lightfiyr: 25/27

    Vandal: 15/15

    Grim: 33/37

    Ethereal: 22/23

    Clarence: 27/29

    Ayane: 15/17

    Shanok: 13/17

    <> 16/20

    <> 78/128 [bleeding for 1/3 turns]

    <> 0/12

    <> 0/12

    <> 0/12

    <> 0/12

  6. i like where your heading with this but its very vague. saying you make food doesn't answer my question at all. think of it like a blacksmith. blacksmiths make armor and weapons right? well thats not exactly true. they can only make light metal and heavy metal armor. and they can only make weapons that there are sword skills for. they cant just make any armor they want or any weapon cause it has to fit within the context of the game.

    as for hunger, it is true that in the canon players had to eat but this is not a system we have on the board. i personally think it would be very detrimental to the board to build in a system where players had to have food in their inventory to eat and keep track of their hunger levels. the point of the systems designed in the forum is to extend game play in new directions and while i agree that adding cooking is an extension, if its tied to a need for making people keep track of hunger then it becomes a deterrent. so as far as that goes i have to say i don't support a hunger system at this time.

    with that being said, if there is no hunger system, then what practical use does food have? im all for it being in the game but it has to do something to benefit the game.

    when i asked about the quest, yes i was referring to earning a living. but you missed what i was asking, or perhaps i didn't ask it properly. earning a living allows the players to make up their own quest to learn the profession. what would a cook have to do in this quest to learn to be a cook?

  7. with his groups pod destroyed in a single pass, 9lives raised his blade towards the <>. "Efficient and deadly! Strike Team, focus attacks on the Guardian!" he shouted to his team. Rushing forward he slid down to the floor evading a vine lash. as he got back to his feet He sheathed his blade to charge his attack. 9lives planted his feat and activated dashing forward with a downward diagonal slash that unfortunately can just short of hitting.

    Battle Die: 2 Fail.

    Keith: 66/67

    9Lives: 15/17

    Zelrius: 52/53

    Shark: 40/41

    Nikki: 31/32

    Miaki: 58/59

    Yunah: 14/15

    Haine: 60/61

    Ruri: 52/53

    Saix: 18/19

    Zero: 16/17

    Seldentar: 28/29

    Daeron : 36/37

    Lightfiyr: 27/27

    Vandal: 15/15

    Grim: 37/37

    Ethereal: 23/23

    Clarence: 29/29

    Ayane: 16/17

    Shanok: 16/17

    <> 114/128

    <> 0/12

    <> 9/12

    <> 5/12 (Bleeding for 1 more turn)

    <> 0/12

  8. Clearly defining out the skill system is a project nearly complete by staff becuase it is so hard to find how to use these skills. Offically parry does nothing untill the system is put inplace. However much of the instituted system is based around the skill system listed in saix' skill system topic that you can find in this forum. None of it is offical so I wouldnt go trying to enforce it but the concepts are sound.

    I wrote the earlier post not as a means to scold but just to inform those interested tjat this matter has already been decided upon and will be implamented so there is no need to try and design a new one. Im actually quite pleased that players are working to come up with ideas for how to solve problems as I myself did the same before I was put on staff. I just dont want you all to feel like your work was wasted trying to invent something that has already been decided upon.

  9. What would you make? What will they be used for? What will making better rareity do? Where do you get or what do you have to do to get materials? Is this an alternative to poiton making or does it do something different? What kind of quest would a person undertake to learn it? Lets get some creativity going and flesh out the idea.

  10. I appreciate that you are trying to expand ideas on the board but Parry is already built into the combat system. the current mechanics work as follows:

    the skill has only one point. putting the point allows you to use the skill

    on a successful battle die roll, the player takes half incoming damage and redirects half incoming damage back at the person who attacked.

    On a Critical success (9-10), a parry will redirect all damage back at the person who attacked.

    Parry takes your attack action which means using it counts as your attack. its benefit is that you take less damage, but depending on your gear you may be doing considerably less damage back. it is particularly good to use if you are fighting someone who does considerably more damage than you. keep in mind that redirected damage is still subject to their armor as if you attacked normally.

    if you have any further questions about how to use Parry please contact Saix or myself.

  11. well the suggestion would take away items influencing dice rolls. it would mean only skills influenced the dice. the reason for this being that we dont want numbers to get to large.

    my background for game mechanics always goes back to table top. in any table top game, skills effect dice roll success, where as damage and protection is handled by equipment (and magic which we don't have)

    im not saying we have to do it that way, but its just the only way i personally can think to do a balanced system. but that's why were putting it out in an open forum for players to weigh in some ideas.

  12. I agree. form a players perspective, I think of the term skills as a measure of how good you are at something. so what exactly do that mean? my experience as a DM, GM, ST and the likes would reference multiple table topics and say that skill is the easy at which you accomplish what your trying to do. in this case it would be an increase in your odds of success, because even the most mundane tasks have the tendency to get tripped up occasionally. call it dharma.

    In d&d you can attempt anything without skill. investing in a skill increases your chance to succeed by adding to your roll. i don't see any reason this could not be the same for this board. If dice roll effects were taken away form equipment and dependent on skills then the two aspects of character building will work together to build a whole character.

    Combat skills could be used as such:

    Leather Armor : +1 to battle die to attempt to dodge incoming attack (take no damage, Attack action)

    Light Metal: +1 to battle die to attempt to Parry attack (take half damage, inflict half damage back as attack action)

    Heavy Metal: +1 to battle die to attempt to soak incoming damage (take no damage, attack action)

    Weapon skill: +1 to battle die to hit on attack (Attack action)

    Battle Healing: +1 to battle die to attempt healing (Attack action)

    Hate skills: +1 to battle die to attempt to draw creature aggro (Free Action*)

    Hide: +1 to battle die to attempt to not be detected (Free Action*)

    taking dice roll effects out of items also helps moderate the often excessive and controversial items that are in the game. items would still have plenty of ability choices.

    Weapons:

    + Damage 1,2,3

    Bleeding 1,2,3

    life steal 1,2

    +elemental 1,2,3 (which is just a different damage)

    Armor:

    damage reduction 1,2,3

    + armor skill activation 1,2,3 **

    + max health

    Trinket/accessory:

    + non combat skills

    + crafting

    + max health

    these are just some ideas of what they could do. if the armor abilities dodge, soak, and +parry were all attack actions then it would be balanced because they get the bonus of negating damage but loose attacking back. it would be use of good tactics to evade/soak attacks when possible and wait for their opponent to miss before attacking back. adds more than one way to fight to the game instead of just swinging each turn and leaving the dice to determine who wins. it lets the players customize their game play.

    * free action skills can be done without stopping the player form using a skill. in the case of Hate skills, it will be important for the person directing aggro to be able to soak, or evade or whatever they need to do while holding aggro. with Hide, the player can still take an action but doing so would take them out of being hidden.

    ** adding to armor skill activation may seem overpowered since it effects the dice rolls indirectly but it only effects dice rolls on actions that take the place of attacking so in fact it doesn't make it any more powerful than other options, just adds a different style of play.

    if anyone likes this idea i could elaborate more on how to use it will all the in game skills.

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