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Author Topic: A Quick Combat System and Character Creation Test [Need 6 People + Suggestions]  (Read 30799 times)

Criptfeind

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As somewhat loath as I am to just leave you rolling in front of it without assistance, I should probably just prep to throw more dynamite. Ranged damage chips aren't doing to much.

1. Prep Train robbers dynamite
2. Prep Train robbers dynamite
3. Prep Train robbers dynamite
4. Prep Train robbers dynamite
5. Prep Train robbers dynamite
« Last Edit: March 07, 2017, 03:33:54 pm by Criptfeind »
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Draignean

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Does stagger automatically take out the first frames of the round, or can you choose when it happens?

You can select which frames you spend on recovery. Most of the time I'm going to take away the first frames away from enemy combatants, as it makes more thematic sense and makes stagger more valuable for you.

You know, Draignean, if this is the amount of effort you put in to a systems test, well...I think I've already complimented your games.  But seriously.  This is good stuff.

Well, you can sort of compare the evolution as the tests have progressed. See, the first one had 0 flavor and no structure. Basically it was a mechanics test along with ways for me to experiment with how turns were going to be structured. Tests progress, and I start experimenting with structures to display the results. I find the current method, which I'm reasonably happy with, and I start playing with how to integrate flavor. Not a ton, just the smidgen to give the combat a little pizazz and set the mood for the game.

At this point, we're sort of in the final testing phase. There are a dozen little things to play with (Should being struck while using an ability count as a counter?), but at the moment I want the test to feel mostly like an actual game would.

Compare this last round to the first round of the first test, and you can see how gradual the change has been from barebones test to an actually formatted game post.

As somewhat loath as I am to just leave you rolling in front of it without assistance, I should probably just prep to throw more dynamite. Ranged damage chips aren't doing to much.

Says the man who just took off 20% of its health in a single round.
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

Criptfeind

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Fair enough. That's true. Although one of those was pretty lucky to get Charons attentions. Still, dynamite should be more overall I think, Because of my frame costs it costs me two attacks per dynamite attack, and it does more then twice as much damage on average, not to mention I think this thing is pretty likely to not be dodge rolling.

Does the cool down start with the frame that an ability is activated? IE: Can I use Early Reaping on the first frame of the next round? Or, if not, and I can only use it on the second frame of the next round, can I use the first frame as a wind up for it?
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Draignean

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Fair enough. That's true. Although one of those was pretty lucky to get Charons attentions. Still, dynamite should be more overall I think, Because of my frame costs it costs me two attacks per dynamite attack, and it does more then twice as much damage on average, not to mention I think this thing is pretty likely to not be dodge rolling.

Does the cool down start with the frame that an ability is activated? IE: Can I use Early Reaping on the first frame of the next round? Or, if not, and I can only use it on the second frame of the next round, can I use the first frame as a wind up for it?

Cooldowns start counting down from the frame they were used on, frame costs can be paid anywhere (before or after) the ability is used unless specified otherwise.

Edit: Yes, I'm going to say you can wind up for in the frames just before it comes off cooldown. So, to be clear. It can be activated on the second frame of the next round.
« Last Edit: March 07, 2017, 03:52:40 pm by Draignean »
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

ATHATH

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I get to break games without getting yelled at? Count me in.

I'll make a sheet and read the thread when I get home.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

crazyabe

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PTW?
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

OceanSoul

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Didn't realize I didn't put an action.
1-2. Charge Power Within.
3-4. Spend all Power Within, Heaven's Garden on (10,11).
5. Charge Power Within.
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

Draignean

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Didn't realize I didn't put an action.
1-2. Charge Power Within.
3-4. Spend all Power Within, Heaven's Garden on (10,11).
5. Charge Power Within.

There's a problem with that. You haven't primed Dancing Blossoms yet, and thus can't use Heaven's garden.
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

OceanSoul

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Didn't realize I didn't put an action.
1-2. Charge Power Within.
3-4. Spend all Power Within, Heaven's Garden on (10,11).
5. Charge Power Within.

There's a problem with that. You haven't primed Dancing Blossoms yet, and thus can't use Heaven's garden.
In that case, 1-2 is Dancing Blossoms, and I use 9 Souls to remove the cooldown.
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

Draignean

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Frame 1

Swift Actions
[None]

Movement/Dodges
[Empty]

Attacks/Blocks
Shorn Blocks

Warm-Up/Cooldowns
Awakened Effigy Warms up Ability

Dead/Disabled
[Empty]

Other
Nhin casts Dancing Blossoms
Miles Primes Dynamite



Frame 2

Swift Actions
[None]

Movement/Dodges
Shorn Moves South

Attacks/Blocks
[Empty]

Warm-Up/Cooldowns
Awakened Effigy Warms up Ability

Dead/Disabled
[Empty]

Other
Nhin finishes casting Dancing Blossoms
Miles Primes Dynamite




Frame 3

Swift Actions
Nhin Uses Nine Souls to take Dancing Blossoms off cooldown
Nhin uses Inner Light, x2

Movement/Dodges
[Empty]

Attacks/Blocks
Shorn Blocks

Warm-Up/Cooldowns
Awakened Effigy uses Winter's Fury, Second Stage, S. Threatens Shorn, Nhin.
Code: (Awakened Effigy Vs Shorn) [Select]
H vs B (Timed Block)
1d10+2 vs 1d6+7 (13) = Auto-miss
Guard Break: 65 Vs 50, Success
 Shorn is Staggered. Loses 2 frames next round.
Code: (Awakened Effigy Vs Nhin) [Select]
HA vs HA
1d10+2 vs 1d11+1 (2) = 11 vs 5, Hit
Damage: 1d5+4 = 7*2*1.5 = 21 (15 Overkill damage reduced to 7) 
Nhin is disabled for remaining Frames
Nhin gains Agony: Evercold
Nhin uses dancing blossoms on (9,11)
Code: (Nhin Vs Awakened Effigy) [Select]
HA vs HA
1d10+2 vs 1d8+2 (5) = 9 vs 9, re-roll. 11 Vs 9. Hit.
Damage: 1d11+7 = 10*1.5 = 15
Another pillar of glowing petals streaks down from heaven, tearing into the abomination's borrowed flesh. This time, however, the attack is weaker. This time, the beast does not fall. This time, the beast retaliates.
The effigy tenses, its scythes still buried in the soil. With a great rending motion, it tears them free, casting frozen earth skyward. The black snow swirling around Nhin responds similarly, exploding upwards and carrying her with it. The blast catches Shorn at the edge, who once more reacts in the nick of time and gets his shield up. The force slams him off balance, and every eye of the shield is clamped firmly shut against the razor snow, but he escapes harm.

Nhin is not so lucky. She falls back a dozen feet to the ground, landing in a crumpled heap on the now frozen soil.

Dead/Disabled
[Empty]

Other
Miles Primes Dynamite



Frame 5

Swift Actions
[None]

Movement/Dodges
Awakened Effigy Moves SE.
Shorn Dodge Rolls North

Attacks/Blocks
[Empty]

Warm-Up/Cooldowns
[Empty]

Dead/Disabled
Nhin is Disabled

Other
Miles Primes Dynamite



Frame 4

Swift Actions
[None]

Movement/Dodges
Awakened Effigy Moves S
Shorn Finishes Dodge Roll

Attacks/Blocks
[Empty]

Warm-Up/Cooldowns
[Empty]

Dead/Disabled
Nhin is Disabled

Other
Miles finishes priming dynamite



A most poignant object lesson to drive home my point. That which was simple once may not always be so, and your life is forfeit should you fail to take this to heart.

Fear the unknown.


Spoiler: Units (click to show/hide)

Spoiler: Idol Stats (click to show/hide)

Spoiler: Boss Moveset (click to show/hide)

Spoiler: Miles (click to show/hide)

Spoiler: Shorn (click to show/hide)

Spoiler: Nhin (click to show/hide)
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

Criptfeind

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Can we not summarize from that that it has two movements, respectively in frame 4 and 5 of that pattern?
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Draignean

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Can we not summarize from that that it has two movements, respectively in frame 4 and 5 of that pattern?

Remember that movements can be traded in at any point in a pattern. I don't think I have anyone who has dedicated move actions as part of their pattern anymore.

EDIT: That's completely not true.  Regardless. If there's a question mark, then move actions were substituted in lieu of something else.
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

Criptfeind

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Ahhh, alright, I was under the impression that they only did that when they didn't have an appropriate target.
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Draignean

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Ahhh, alright, I was under the impression that they only did that when they didn't have an appropriate target.

Basic enemies, yes, they'll typically be happy with killing whoever is next to them. Well, maybe not in this case, since Shorn is kind of being a difficult target.
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

Criptfeind

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1. Move SE
2. Move S
3. Move SW
4. Early Reaping on Harvest idol
5. Ability cooldown
Shorn, if you're gunna attack this turn (although idk if that's a smart idea...) I could early reaping sooner, although preferably not before frame 3.

Ahhh, alright, I was under the impression that they only did that when they didn't have an appropriate target.

Basic enemies, yes, they'll typically be happy with killing whoever is next to them. Well, maybe not in this case, since Shorn is kind of being a difficult target.

Yeh yeh, understandable. It feels like it weakens the nature of pattern based combat when it's like "The exceptions to them following their patterns is in the following circumstances: All." But I guess some balance needs to be found for target difficulty.
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