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Post by Maiyka on Jan 5, 2016 19:28:05 GMT 1
Seeing as we have yet to decide on a combat system aside from pure rolling, we need something to spice things up a bit. What would you wish to see in the combat system of ours? Such as perks and the like. Feel free to dump all of your combat system related thoughts and wishes here and we'll see what we can make of it.
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Post by Sinathael on Jan 5, 2016 19:46:31 GMT 1
As I have told you before, the one thing I feel a little wary about is the whole power-level grind with experience points. But for anyone who doesn't follow, I'll summarize it again by using my two characters. Sinathael is a Warmage with 800 years experience of sword-fighting and arcane training; he has fought powerful mages, demons, undead monsters, and he has participated in several wars... yet if I only really do events on Kayrellion so he "levels up", then my drunk, gambling-addicted, poor excuse of a paladin who only just picked up a sword for the first time like a year ago is going to kick Sin's ass because the system dictates the skill-level of my characters for me.
I am sorry to say that I don't know of a good fix for this though, I just feel like a level-based system will discourage people from bringing different characters to the events. Not to mention, I fell like we already do enough level-grinding in the actual game. =P
…this isn't really a suggestion though, I know. It's more of a "DON'T do THIS" I guess… I am also aware that creating a balanced system WITHOUT level progression will take a hell of a lot of work out of the officers since they will have to oversee every single character sheet and make sure there's good motivation for the stats. I really would like to see the players themselves have that extra say in where their character lands on the power-slider though, and maybe more inexperienced characters can still "level up" by boosting theirs stats a bit when it's ICly motivated, such as because they have taken part of training or followed along on plenty of events or whatnot…
Ugh, if I can think of a good fix for this I'll post again, but right now I'm just not feeling it.
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Post by lynneth on Jan 5, 2016 20:49:08 GMT 1
My idea is best illustrated by showing an instance with it used.
Say this is Lynnther's Statblock: Strength - 5 Willpower - 5 Cunning - 3 Agility - 4 Aim - 1 Endurence - 6
She attacks an enemy in melee combat. Her str of 5 gives her +25 to her roll to beat her opponent's defence score
The enemy attacks back. Her Endur stat gives her +30 to her defensive roll.
And so on and so forth, with appropriate tests.
Each player is assigned a set number of starting 'talent' points to dedicate to these stats. Anything after that point is awarded at the discretion of the person in charge of overseeing the roster and IC reasoning must be provided for what stat it goes on.
Still a W.I.P but thoughts on progress?
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Post by Sinathael on Jan 5, 2016 21:14:27 GMT 1
^ If this can be streamlined in a way that makes it easy to use and understand, then I am all for it. Stats like that can even give reason to perform additional stat rolls outside of combat. Like perception rolls of your surroundings, strength checks for breaking down doors etc. I can see DM's having fun with it for sure. =)
And of course, you can still add character perks to that I suppose. I don't think it's necessary, but it's definitely something to consider.
Edit: A couple of things to keep in mind though. -If strength determines your roll for melee damage, will there be a base strength stat for spells, or will we have "spell power" for that? What about ranged attacks? -How will healing work? -Should there be separate stats for weapon-skill (melee) and aim (ranged)?
Like I said, needs streamlining so you don't end up with 20 different stats, but the idea is a good one!
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Post by Maiyka on Jan 5, 2016 21:17:48 GMT 1
Okay, so there can be two ways to go on about this:
Either we make it so that we have stats purely, and each player(char) gets assigned a amount of ''points'' which they can spend on stats which we decide from the start. As in let's say each are given 20 and they can assign whichever amount they want to each stat, some will end up with 2 in strength and some with 10, but yeah, differences and all that whatnot. I can see how a statblock can work very well passively, but for example 25+ roll for 5 points on strength would be a bit too powerful, at least for my liking. But I like a passive statblock that has no relation to the battle seeing as...that if anything can be very messy. But this is also my personal opinion and I want to try and avoid too much rolling, because then it might just also just rely on the luck of the system. I myself is going to be a DM that will judge on emotes since I want folks to be creative.
As for talents, perks has worked wonderfully before, and they are something that I like a lot. Perks can be everything from a passive such as more health, or a powerful attack with a greater chance to hit, or something really powerful that has a limit of once per event. However, I like the idea of having perhaps two-three perks each character.
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Post by Sinathael on Jan 5, 2016 21:21:55 GMT 1
Whatever bonus the stats give, I am fine with to be honest. It sounds like you are concerned about people "stat dumping" though, like putting all their points in strength and leaving none for cunning or whatever. But I mean, that is easily handled if the distribution needs to be approved by an officer. The more I think about it the more I like it to be honest!
As for perks. If you like them that much then let's have them! Personally I prefer the ones you get to come up with yourself, rather than choosing from a pre-set list. But maybe there can be a mix of both?
2-3 perks per character sounds about right though, and also that it is extremely rare to be awarded additional ones.
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Post by teffany on Jan 5, 2016 21:29:06 GMT 1
I have to say I like the idea. Perhaps streamline the perks as well? example: "[illusion mastery]: gives +2 willpower when using illusion magic." or "[fire specialist]: +1 willpower when using fire spells" ?
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Post by Maiyka on Jan 5, 2016 21:35:23 GMT 1
But the stats would yet be a passive, or do we want them actively working in the combat system overall? Because that's where it's stabbing me a bit in the side.
And perks would of course be chosen by the players themselves.
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Post by lynneth on Jan 5, 2016 21:35:42 GMT 1
I like that idea Teff, streamlines things in accordance with character specialities.
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Post by lynneth on Jan 5, 2016 21:48:52 GMT 1
workin' on it
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Post by Maiyka on Jan 5, 2016 21:52:59 GMT 1
Hm, let's see.
Noraiel uses ''Fiery Torrent'' he rolls a 50 and thanks to his perk giving a 5+ with the stat it goes from 50-> 55?
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Post by Sinathael on Jan 5, 2016 21:55:56 GMT 1
That looks about right, Mai. I have to say I like the idea. Perhaps streamline the perks as well? example: "[illusion mastery]: gives +2 willpower when using illusion magic." or "[fire specialist]: +1 willpower when using fire spells" ? I like that idea Teff, streamlines things in accordance with character specialities. I would still like to see some room for people to get creative and invent their own abilities, but yeah, the simpler it can be kept the easier on the people leading the events. Just don't forget about more powerful perks that can maybe only be used once per event; they will be hard to streamline if they have very specific effects.
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Post by Maiyka on Jan 5, 2016 21:57:32 GMT 1
Then we can leave the powerful perks to themselves perhaps and streamline the passive ones and the ''lesser'' powerful ones?
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Post by Sinathael on Jan 5, 2016 22:03:35 GMT 1
Fine with me! This all seems to be going in a direction I'm happy with, so I'm less fussed about the details right now. =P Whatever you guys feel works best!
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Post by Maiyka on Jan 5, 2016 22:12:14 GMT 1
So, a stat sheet and we choose a few stats, about 20 points?
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