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How often do you play Dwarf Fortress?

All the time.
- 2 (13.3%)
Sometimes.
- 9 (60%)
Only when there's a new release.
- 2 (13.3%)
Never. ((get out))
- 2 (13.3%)

Total Members Voted: 13


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Author Topic: Rise of the Magic Girls v3 OOC: Stealing combat systems from an eroge  (Read 524049 times)

IamanElfCollaborator

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Re: Rise of the Magic Girls v3 OOC
« Reply #105 on: June 06, 2014, 10:19:47 am »

Whens the game gonna start? Estimation atleast please.
Soontm

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Re: Rise of the Magic Girls v3 OOC
« Reply #106 on: June 06, 2014, 10:22:46 am »

the DR itself is fine, no problem. Five points of natural damage reduction, alongside 19 defence is still bloody huge, but as it is the characters specialisation to be a tank, sure, why not. My main problem is that a) the power of adaptation is not properly integrated into the system, the effects need to be scaled and integrated into the mana cost system  b) needs a clear definition in what it can do and not do - best in combination with a). Pure narrative leaves too much room for interpretation and possibly sneaking past the GM when that one is confused as to what to do. And c) Even if your stats currently only allow minor uses, the examples you have listed as higher levels of these powers should try to be serious - it's these examples GMs will use to judge your abilities when trying to make a call in the game. Jokingly talking about invincibility is sure to get people worried and possibly pissed off. The entire point of the reboot was to power us down a bit, and enact a bit more moderation on ourselves, to make plot problems actually problems, and combat actually difficult without having to resort to enormously broken enemies.


You were abscent during the week of rule and lore discussion, so I excuse you for missing that. It's just that you do not exactly have a reputation as a player who acts with moderation and a bit of humility during char creation - when you say "when hit by a nuke turns immortal", people will take you serious.




BTW GWG, armor does not actually boost defence, that would mean she would roll a 24 instead of a 19, it's a 1d19 +5, meaning she will never roll under 6. Pure damage reduction is much more powerful than just increasing the stat by the same amount. under that light, a DR of 5 may yet prove to be entirely underpriced as far as PP goes. As it stands, I am absolutely scepitcal as to wether or not your conversion between gurps and the system we have is entirely balanced in some regards, the cost of DR being the prime suspect. Compare to the equipment heavy armor, which gives 5 damage reduction and at the same time, speed -2 and skill -1.
The only reason why I would allow such a passive outright is that Rag foregoes any and all other items that increase damage, meaning the damage output will be rather low compared to other characters. If Rag had also gone alonge and added, I dunno, pincers or claws or what else, it would be problematic.


also


Whens the game gonna start? Estimation atleast please.
Soontm
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GreatWyrmGold

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Re: Rise of the Magic Girls v3 OOC
« Reply #108 on: June 06, 2014, 10:27:26 am »

I've provided a set of rules for absorptive Damage Resistance. Please let me know what you think.
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Akroma

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Re: Rise of the Magic Girls v3 OOC
« Reply #109 on: June 06, 2014, 10:58:45 am »

hmm, on the matter of Soontm, Smurfs timezone is australian.

:(

maximum disadvantageous.

anyway, talking definitives, it would be good if you and GWG collaborated to work on what is needed:

a) how much pp is gained per absorbed damaged point, is there a limit as to how many can be stored at once

b) make a list of example perks, the more extensive the better, so everything is covered, and you don't come up with too much entirely new stuff during combat that leaves the GM confused and halts combat. Sort these perks by PP costs, compare them to what other people can do on average with small, medium, big etc acts, and sort the example perks into these categories in comparison to other peoples abilities.

c) as this ability is sort of problematic, maybe have a test-fight or two. Maybe adjust perk categories accordingly.
« Last Edit: June 06, 2014, 11:06:22 am by Akroma »
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GreatWyrmGold

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Re: Rise of the Magic Girls v3 OOC
« Reply #110 on: June 06, 2014, 12:59:32 pm »

Defining an ability would be good.

Alright. Some ideas.

1. No healing. (If you want 682-chan to regenerate, just buy Regeneration.)
2. Adaptation could be Damage Resistance which needs to be limited to (say) Occasional-level or less (e.g, if shot with a laser the DR could be against lasers) in a field that includes the attack's type.
3. Modular Abilities with Only In Emergencies for any other things you'd want.
4. Some kind of attack ability would be good.
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smurfingtonthethird

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Re: Rise of the Magic Girls v3 OOC
« Reply #111 on: June 06, 2014, 02:25:32 pm »

hmm, on the matter of Soontm, Smurfs timezone is australian.

Luckily for you, I'm usually up 19 hours a day. Sleeping is for people without assignments.

Also, @ragnarok, I'd talk to GWG until everyone is happy with your stats.

I'll finish writing up the char sheets now, do a final checkover, then create the IC thread.
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Akroma

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Re: Rise of the Magic Girls v3 OOC
« Reply #112 on: June 06, 2014, 02:27:02 pm »

yay
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USEC_OFFICER

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Re: Rise of the Magic Girls v3 OOC
« Reply #113 on: June 06, 2014, 02:32:30 pm »

yay

Indeed. Now I just have to figure out a way to slot Dalia into everything...
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Akroma

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Re: Rise of the Magic Girls v3 OOC
« Reply #114 on: June 06, 2014, 02:34:43 pm »

every character that was not present during last game might have befriended one of the other characters during their private time
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smurfingtonthethird

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Re: Rise of the Magic Girls v3 OOC
« Reply #115 on: June 06, 2014, 02:45:31 pm »

Well, both of my posts have nearly exceeded char limit, and I have at least 6 more chars to put in.

Fuck.
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Akroma

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Re: Rise of the Magic Girls v3 OOC
« Reply #116 on: June 06, 2014, 02:46:16 pm »

instead of posting the charsheets, just link them, it'll be enough
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Re: Rise of the Magic Girls v3 OOC
« Reply #117 on: June 06, 2014, 02:54:04 pm »

Yeah. That's what we did before in v2. Plus getting the IC thread up is 100 times more important than any character list.
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smurfingtonthethird

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Re: Rise of the Magic Girls v3 OOC
« Reply #118 on: June 06, 2014, 02:55:24 pm »

Alright, that's everyone's sheet linked or moved. Now onto the final checks, then IC here we come.

Kara's and Grimrick's abilities still need fleshing out.
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smurfingtonthethird

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Re: Rise of the Magic Girls v3 OOC
« Reply #119 on: June 06, 2014, 02:58:26 pm »

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