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Where should the base be located?

Where we landed, since it will have snow coverage and be hidden.
- 5 (19.2%)
The North west of the United states, around Oregon or Montana. Lots of unsettled land.
- 6 (23.1%)
Europe. Beautiful country sides and plenty of hiding places.
- 7 (26.9%)
Other. PM suggestion to Sanure.
- 1 (3.8%)
Sanure has to choose this option during the vote.
- 7 (26.9%)

Total Members Voted: 24


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Author Topic: -~Rise of the Alterverse~- OOC [The Clone Wars!]  (Read 94379 times)

IamanElfCollaborator

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #195 on: July 09, 2015, 03:47:09 pm »

Next, I'm making a change to the character sheets. Premise is: You now get the full total on the HD for first level then after that it's a roll. If you have 1d8 for HP, you start with 8+CON Modifer. This should make things more interesting. You also cannot go lower than 1d8 on a vital. That means that for a specific skill you can either get 1d8, 1d10, or 1d12.
May I ask why a roll for health calculation is even necessary?

Sanure

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #196 on: July 09, 2015, 03:53:31 pm »

So I based the system itself off of how DnD's Armor and Health system worked. This allowed for a more uniform damage range between the three different damage stats without ending up with a single Damage Master Race, like how v3 Had Magic Master race before the SP inclusion. At level one expect to see at max of 6 damage from level 1 enemies, and a player may deal Their Damage Stat modifier in damage in the form of Xd6, X being the Stat doing the damage. So Sen would deal 2d6 damage (Melee or Magic) to the enemy before damage reduction.

If an AP or SP ability is used, it increases the damage by 1d6 per AP or SP spent. More on that after I Fogg my room and remove all these insectile pests...
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

IamanElfCollaborator

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #197 on: July 09, 2015, 03:54:50 pm »

So I based the system itself off of how DnD's Armor and Health system worked. This allowed for a more uniform damage range between the three different damage stats without ending up with a single Damage Master Race, like how v3 Had Magic Master race before the SP inclusion. At level one expect to see at max of 6 damage from level 1 enemies, and a player may deal Their Damage Stat modifier in damage in the form of Xd6, X being the Stat doing the damage. So Sen would deal 2d6 damage (Melee or Magic) to the enemy before damage reduction.
And this couldn't be done with a fixed Mana/Ability Point/Health calculation why?

kj1225

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #198 on: July 09, 2015, 03:56:22 pm »

I agree that a fixed health allotment would be a good idea. Maybe something like 10+1/2MIS?
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Sanure

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #199 on: July 09, 2015, 05:05:10 pm »

So my main problem with determining Vitals and shit like that was how to prevent v2's min-maxing, as well as make damage uniform for each type of Stat based damage unlike in v3.

When I decided to use DnD as a base, It was because the system worked ((so long as you played Vanilla D&D and not homebrew :P)) well enough that players at level 1 had equal chances of beating an enemy up to 3 levels higher. (When I finally do post combat rules, you'll see why.) So, Sen at level 1 has 10 HP, An Armor class (more on that when combat rules are posted) of 5, and a STR and/or WIS modifer of 2 for a total of 3d6 Melee or Magical damage.

Spoiler: Example combat Text (click to show/hide)

((Note: I will be making maps for when Combat does happen, as that livens up the combat and makes it visually pleasing. Just don't expect anything fancy.))

So, if I had done an arbitrary flat rate, at level 5 sen would have around 90-100 HP, which makes combat go really slow with the Stat system I have. Combat, if any happens is meant to be fast, and as such a HD roll for HP gain seemed to be the fairest.  Granted, an obvious flaw with Character creation rolls was shown, so I decided to do the Full Die max as the Starting Health, then each level up added 1dX HP or a flat rate of half the HD.
« Last Edit: July 09, 2015, 05:08:38 pm by Sanure »
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

Sanure

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #200 on: July 09, 2015, 05:16:11 pm »

This means that at Level 5 Sen would have either between 15 HP with poor rolls or 60 HP with best rolls or 35 HP if taken of a Flat Rate.
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

IamanElfCollaborator

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #201 on: July 09, 2015, 05:18:27 pm »

I still don't like the concept that we may have dead levels (or as good as dead) because our stats are determined by a random roll, but if everyone else is fine with it, I suppose I can't argue against it.

ragnarok97071

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #202 on: July 09, 2015, 05:18:49 pm »

need to talk vitals and backstory with someone, if that's cool.

I still don't like the concept that we may have dead levels (or as good as dead) because our stats are determined by a random roll, but if everyone else is fine with it, I suppose I can't argue against it.

If she's going full DND it should probably be xdy+con, so that shouldn't be too mcuh of a problem, it does give you a good amount of buffer.

Oh, and the con is retroactive, so if you raise your con mod it gives you [level] extra mhp
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USEC_OFFICER

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #203 on: July 09, 2015, 05:19:07 pm »

So... Combat rules when?

I still don't like the concept that we may have dead levels (or as good as dead) because our stats are determined by a random roll, but if everyone else is fine with it, I suppose I can't argue against it.

Personally I don't like the dead levels either. Something less random would be appreciated from me.
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~Neri

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #204 on: July 09, 2015, 05:34:48 pm »

I dislike dead levels due to random rolls.
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ragnarok97071

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #205 on: July 09, 2015, 05:35:40 pm »

I dislike dead levels due to random rolls.

I point back to my post earlier

She says she's basing it on DND.

Meaning your CON is your main determinant of HP.

The roll is just a sort of bonus.

If you have high con, you'll have high health, and so on.
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Sanure

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #206 on: July 09, 2015, 05:42:25 pm »

Stats aren't what's rolled, only Vitals. Each level nets you 5 points to spend on your stats. So you can increase your total Con or STR, or what have you each level.

@Rag, this pretty much. Con is still a big influence to your HP.

Also, I should mention, that I never included CON in my example for Sen at level 5, as I did not change any of her stats to show this.
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #207 on: July 09, 2015, 06:18:21 pm »

@Rag, this pretty much. Con is still a big influence to your HP.

No...? Not really? Unless I missed something in the thread, the con bonus is only worth a tenth of the total stat. So unless you dump 30~40 points into CON, it's not going to have a major impact verses the 1d8~1d12 roll for HP. A couple extra points at most, especially since we only get 70 points to throw into stats at the start.

If you have high con, you'll have high health, and so on.

Only if you dump a ton of points into constitution, which is highly unlikely give how few points we get in the beginning. You need to dump 10 points to get an extra point of HP, which is a seventh of the number of points we get.
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kj1225

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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #208 on: July 09, 2015, 06:31:26 pm »

Then how about, HP is half your Con + a d6 roll?
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Re: Rise of the Magic Girls: Alterverse OOC [Now with less Combat.]
« Reply #209 on: July 09, 2015, 06:33:48 pm »

That... should work better. It depends a lot on how combat works, obviously, but anything bigger than a tenth would be nice. Even a quarter would work.
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