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Poll

Best ship?

AngelxAlistair (Toy ship ahoy!)
- 2 (8.7%)
RichardxCyrielle (Yes, she's a side character. No, that does not make this any less cute.)
- 0 (0%)
MariaxSelinaxYurixNuriel (HAREM)
- 5 (21.7%)
RichardxCamille (The only couple who knew each other for longer than two months. Woo~)
- 1 (4.3%)
AshleyxConnyxNurielxBismuth (OPPOSING HAREM)
- 1 (4.3%)
LylexEveryone (An Uke and five Semes. Go figure.)
- 2 (8.7%)
AlistairxCatherine (Minako, eat your heart out.)
- 0 (0%)
MariaxSelina (The original, accept no substitutes.)
- 1 (4.3%)
LyleXRichard (Too much yuri, not enough yaoi.)
- 1 (4.3%)
IzzyxLucas (Because a normal tsundere is not enough.)
- 1 (4.3%)
WillxStella (*insert witty tagline here*)
- 2 (8.7%)
MariexEveryone (Marie, duh.)
- 2 (8.7%)
AshleyXRichard (Screw retcons, I want my OTP now!)
- 1 (4.3%)
MariaxMattxSelina (The original OT3. And who was Matt again?)
- 2 (8.7%)
Richard/CyriellexFourth Wall (Who didn't see this coming?)
- 2 (8.7%)

Total Members Voted: 23


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Author Topic: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE  (Read 1022853 times)

smurfingtonthethird

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14535 on: May 31, 2014, 08:02:25 am »

well, only of some players. Mostly, I'd say that Dex is simple *way* to useful, as it is used to both aim physical and magical attack, and dodge physical and magical attacks, followed by Endurance, which gives you tons of health, and also reduces the damage from physical attack and of magical attacks. Mind is literaly just used to resist various status effects, while str and mag do nothing at all except determine the damage you deal

though it only gets problematic when the stats become rather large compared to the d50 we roll on, as it drives stuff to absurdity. What we really need is reduced stats, so that enemies no longer need gamebreakingly huge stats and still be stronger than us.

The Valve solution isn't going to work here.

We could always take RC's advice and create a new generation of characters, which will let us change the stat sheets up.

Maybe split up some of DEX's magic bonuses into the less used stats? Magic aiming could fall under MAG or Mind.

Otherwise yes, just reduce the starting stats, and reduce the speed of stat increase.

Hmm.... I could see everyone getting a stat point reset. It would help lessen the burden on being OP.

As for powers, I suppose we rediffine what the power does and make it as descriptive as possible without writing a wall? Maybe even include the rules for said powers.

So a restricted power system similar to Spheres a la Dwarf Fortress? That'd be interesting, especially if powers can be combined to make exotic effects.

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Akroma

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14536 on: May 31, 2014, 08:05:54 am »

well, lets get back on track

a) Which reboot plot is the acceptable one? How does that setting look like?
b) Since I am interested in Projecks plot, we need a way for Ashleys problem to fit into it
c) Balancing of system
d) Balancing of stats
e) Balancing of abilities, if possible fit into the magic system
f) Balancing of resources, but that hits into a)
g) Who GMs the v3. Do we stick with Elf?


I believe we have settled for a) Timeskip 5 years into the future. After the legal trouble for IRIS, characters split up, laid low, are possibly hiding from legal consequences, and generaly do their own thing. In this case, b) is also already settled, via projeck over PM.

do we get to C now, or does A still need ironing out? For instance, how strict magic laws are, how common anti-magic measures have become, and generaly the standing of mages, especialy non-humans in society?
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Sanure

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14537 on: May 31, 2014, 08:06:58 am »

@Akroma, I plan on having Samson die so that shade becomes a demonic spirit that will have destroyed all of New York and would be an optional boss for the future character building of any of her friends. Just saying :P


@smurfingtonthethird, Sorta. And it would be interesting.
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Akroma

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14538 on: May 31, 2014, 08:14:26 am »

hmm, C and D are directly tied together.


let's start with the first point, how many stats are there, and what do they do?


do new stats get added?


how big of a statpool do the players have?


which size of dice would fit best to these total, making stats relevant, but also keeping the diceroll relevant?


What would be the average damage dealt by an average fighter, because this is what we need to scale the healthpool to - this is basicaly where we decide how lethal the game is, but also how long combat takes.


How much do spells cost, in relation to their damage, and how much should be castable by the player until he runs dry - this is what the manapool scales to
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smurfingtonthethird

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14539 on: May 31, 2014, 08:21:52 am »

A) still needs to be ironed out a little, especially the social standing of mages and non-humans by that time. 5 years is a good nugget of time though, so people shouldn't be too magisist. Emphasis on too.

For CD, we should keep similar stats, but maybe integrate some parts of DEX and END into other skills, without making them OP too. Adding more new stats will just add to the less used clutter, unless there's a stat for everything.

Statpool should be kept as small as possible, otherwise stat increase will have to be fairly slow.
« Last Edit: May 31, 2014, 08:24:28 am by smurfingtonthethird »
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Akroma

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14540 on: May 31, 2014, 08:27:01 am »

well, I'd say that mag should be used to roll magical attacks, not dex. Endurance should give you less health, while strength factors a bit more into health.


anyway, looked over gurps, and gurps seems to entirely lack any magic related stats. Meh. For a game with magic in the title, that is a bad start
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Akroma

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14541 on: May 31, 2014, 09:09:44 am »

idea: a split like in the fire emblem threads:


Health - a singular stat, it determines how healthy you are


Speed - your dodginess, dodges both physical and magical attacks. Possible bonus: if your speed is twice as high as the enemies, attack twice.


Skill - your hittiness. No more one stat for both hitting and dodging. This determines how good your aim is, how good you are figuring out when and where to strike, aims both magic missiles and physical attacks. Possible bonus: if your Skill is twice as high as the enemies, you gain a 20% chance for a critical hit, as opposed to the usual 5%  (20 on d20 to roll for a critical hit, double damage, hurrah)(assuming critical hits are a thing.


Magic - how powerful and damaging your magic is. Possible bonus: If your mag is twice as high as the enemies resistance, your damage is increased by 2 before the absorb roll


Strength - how powerful and damaging your muscles are. Possible bonus: As above.


Defence - how good you are at taking hits, reduces damage and effects from physical attacks. Possible bonus: If your defence is twice as high as the enemies strength, their damage is automaticaly reduced by 2, before the actual reduction roll


Resistance - how good you are at restisting magic, reduces damage and effects from magical attack. Bonus as with defence for magic


Mind - determines how good you are figuring things out, manipulating people and complex things. Possible bonus: I have no idea


that's 8 stats. Roll is made on the stat ,  so if you have, for example, 5 in skill, you roll a d5, to hit against the enemies 7 in speed. If you hit succesfully, you roll your strength, which is reduced by the enemies defence, lets say you have 6 strength, enemy has 6 defence, so on average 3 damage. I'd say healthpool should be 5xPoints put in health in such a case.


setting human average to an arbitrarily decided 5, that would be 40 statpoints to be distributed by a normal person. It remains to you guys to decide what kind of statpool would be fitting for us, how fats they increase etc. That stats are now rolled on purely, rather than adding them to a dice entirely removes the problem that either the dice is so high that the stats dont matter, or the stats so high that the dice dont matter entirely.

unless someone has special equipment, it does not matter for the rolls if you are punching someone, stabbing someone or shooting someone. Only special loots can give an effective bonus. A silver sword might deal double damage to demons etc, while a masterwork sword of legend and whatnot might give you a +2 on damage, and/or +1 to skill etc. Kyles armor for example might increase damage reduction by 1 (which alongside his damage reduction perk, which will remain as it is, makes him super tanky)



I have yet to receive any inspiration on how to handle mana pools, and how much mana using your abilities would cost
« Last Edit: May 31, 2014, 09:13:52 am by Akroma »
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USEC_OFFICER

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14542 on: May 31, 2014, 09:18:28 am »

well, only of some players. Mostly, I'd say that Dex is simple *way* to useful, as it is used to both aim physical and magical attack, and dodge physical and magical attacks, followed by Endurance, which gives you tons of health, and also reduces the damage from physical attack and of magical attacks. Mind is literaly just used to resist various status effects, while str and mag do nothing at all except determine the damage you deal

I'd like to point out that I've been using MIND to reduce the damage of magical attacks in my plots. However most of the players/enemies seem to favour physical attacks so it rarely gets used.

well, I'd say that mag should be used to roll magical attacks, not dex.

Endurance should give you less health, while strength factors a bit more into health.

Personally I'm against these two changes, only because I feel like it'd make physical attacks more useful than they already are. DEX still increases your accuracy and evasion, while STR increases your damage and your health. For people who want to do magical attacks they've got to invest points in three skills to get just as powerful/useful. MAG for hit/damage, DEX for evasion and END for the health/tankiness. Admittedly it's probably not too bad, but still something to consider.

Personally I'd make the stats more fair but blander by dividing stuff up and adding a couple more skills. So you'd have:

HEALTH: Increases your HP plain and simple.
MANA: Increases your mana. Just as easy.
STRENGTH: Increases physical damage.
ENDURANCE: Increases physical defense.
MAGIC: Increases magical damage.
MIND: Increases magical defense.
ACCURACY: Your chance to hit.
EVASION: Your chance to dodge.

And-

idea: a split like in the fire emblem threads:

Health - a singular stat, it determines how healthy you are

Speed - your dodginess, dodges both physical and magical attacks. Possible bonus: if your speed is twice as high as the enemies, attack twice.

Skill - your hittiness. No more one stat for both hitting and dodging. This determines how good your aim is, how good you are figuring out when and where to strike, aims both magic missiles and physical attacks. Possible bonus: if your Skill is twice as high as the enemies, you gain a 20% chance for a critical hit, as opposed to the usual 5%  (20 on d20 to roll for a critical hit, double damage, hurrah)(assuming critical hits are a thing.

Magic - how powerful and damaging your magic is. Possible bonus: If your mag is twice as high as the enemies resistance, your damage is increased by 2 before the absorb roll

Strength - how powerful and damaging your muscles are. Possible bonus: As above.

Defence - how good you are at taking hits, reduces damage and effects from physical attacks. Possible bonus: If your defence is twice as high as the enemies strength, their damage is automaticaly reduced by 2, before the actual reduction roll

Resistance - how good you are at restisting magic, reduces damage and effects from magical attack. Bonus as with defence for magic

Mind - determines how good you are figuring things out, manipulating people and complex things. Possible bonus: I have no idea


that's 8 stats. Roll is made on the stat ,  so if you have, for example, 5 in skill, you roll a d5, to hit against the enemies 7 in speed. If you hit succesfully, you roll your strength, which is reduced by the enemies defence, lets say you have 6 strength, enemy has 6 defence, so on average 3 damage. I'd say healthpool should be 5xPoints put in health in such a case.

setting human average to an arbitrarily decided 5, that would be 40 statpoints to be distributed by a normal person. It remains to you guys to decide what kind of statpool would be fitting for us, how fats they increase etc. That stats are now rolled on purely, rather than adding them to a dice entirely removes the problem that either the dice is so high that the stats dont matter, or the stats so high that the dice dont matter entirely.

unless someone has special equipment, it does not matter for the rolls if you are punching someone, stabbing someone or shooting someone. Only special loots can give an effective bonus. A silver sword might deal double damage to demons etc, while a masterwork sword of legend and whatnot might give you a +2 on damage, and/or +1 to skill etc. Kyles armor for example might increase damage reduction by 1 (which alongside his damage reduction perk, which will remain as it is, makes him super tanky)

I have yet to receive any inspiration on how to handle mana pools, and how much mana using your abilities would cost

...

Seeing as that was what I was just about to propose, I'd agree to the above. And for mana I'd have a mana stat or something similar to give you a couple points of mana. But basic magic attacks don't use mana at all. Instead you use mana whenever you want to beat something up badly. So attacking multiple enemies, dealing large amounts of damage, or definitely hitting your target would use a point of mana or so. I'd be balanced since you have to invest some of your stats into it, making you slightly weaker overall, and mana would be hard to recover, so you have to manage it properly. Or save it all to blow the bosses out of the water when you meet them.
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Akroma

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14543 on: May 31, 2014, 09:37:54 am »

hmm, that might balance out that equipment that actually increases your magical damage would be very hard to come by, if at all, while physical damage can be enhanced quite easily. I am okay with that.




question is, how much do we stand above the average human?


The average human has what, a statpool of 45 with the mana stat.


do we just return to the stats we have right now, which is around 80 after previous level up, putting us at around 9 on average in stats, so in a clash against a perfectly average human, we have a very clear advantage.


Enemies with a huge singular stat still have a large advantage, but not nearly as large as it is now. Also, as they can not cover all bases so easily anymore, they usualy would have a weakness.


Problems may occur when someone has huge speed, skill and strength at the same time. with dual attack and crit chance, squishy targets may be down rather quickly.


Example:


Joe Squishmage
6 in health -30 HP
6 in speed
8 in skill
12 in mag
6 in strength
12 in res
12 in mana - 60 mana
6 in defence


now if some huge fuck-you enemy comes around with 12 in speed (and thus dual attacks), and 12 in strength (+2 damage), lets see


Assuming fuck-you enemy hit, he rolls an average of 6 in strength, enemy rolls and average on 3 in defence, +2 from the strength bonus, times two for an average of 10 damage in a round, assuming no crits, but could, theorethicaly on good rolls deal 28 damage in one round, still assuming no crits.


that is a bit close to comfort, but then again, the mage *is* squishy* and the enemy *is* specialised in fucking over squishies. And if the fuck-you enemy does not deal enough damage bam, he gets mago blasted to fuck.


it's a rather deadly combat system, that can quickly go very good or very bad. Also, it's very deadly in long encounters, where you can't retreat between battles to heal.




I am for it, I prefer short battles. Though I guess some healing items might be good. Someone on zero health is for starters, unconscious and likely bleeding. If another players provides quick CPR and first aid, that character will likely survive, however, is out of the fight. If health gets reduced a hefty chunk below zero, insta death

that system seems stable enough for a playtest at least
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Akroma

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14544 on: May 31, 2014, 09:40:07 am »

hmm, problem may lay with mana. how much mana can be used to deal how much more damage? I mean, boss enemies are likely to have some good amount of mana, and if they can just blast a dangerous players or two to smithereens instantly...
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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14545 on: May 31, 2014, 09:46:02 am »

hmm, problem may lay with mana. how much mana can be used to deal how much more damage? I mean, boss enemies are likely to have some good amount of mana, and if they can just blast a dangerous players or two to smithereens instantly...

No idea, honestly. I was thinking about keeping the amount of mana low though, so you'd only get a point or two of mana for each point you put in the stat. That way you could limit people to using only one point of mana per turn while still doing 2x damage or something. Emphasis on something, I'm still not entirely certain about how it'd work specifically myself.
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kj1225

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14546 on: May 31, 2014, 09:47:25 am »

Okay,  something that has been bothering me...

WHO THE HELL HASN'T BEEN USING MIND TO RESIST MAGIC AND AIM MAGIC CAUSE I AM GOING TO KICK THEIR ASS. Also, mind is the stat that persona attacks use for power instead of magic, superpowers do to for some ungodly reason.
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Akroma

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14547 on: May 31, 2014, 09:50:59 am »

hmm, but with so many players having magic attacks, won't that obliterate bosses if we can just pump our mana into doing double damage with our attacks?

also, not quite sure how mana like that would work with ICARUS ability
« Last Edit: May 31, 2014, 09:53:13 am by Akroma »
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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14548 on: May 31, 2014, 09:55:58 am »

hmm, but with so many players having magic attacks, won't that obliterate bosses if we can just pump our mana into doing double damage with our attacks?

I have no idea. It depends on how big meat sponges they are, pretty much. So not much difference from how they are now.
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kj1225

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Re: Rise of the Magic Girls v2 OOC: MOAR LAMPSHADES PLEASE
« Reply #14549 on: May 31, 2014, 09:56:57 am »

Can someone answer my question? That a pretty big thing to forget.
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