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Author Topic: A Quick Combat System and Character Creation Test [Need 6 People + Suggestions]  (Read 30698 times)

Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #45 on: February 27, 2017, 10:55:20 am »

..maybe you could prevent/apply a penalty to shooting through other units to hit a unit? Enemies would then have to have Line of Sight on ranged units to attack, leaving openings for them to be attacked?

10 steps ahead of you. Read change note 3 on ranged attacks.
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OceanSoul

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #46 on: February 27, 2017, 11:05:29 am »

..maybe you could prevent/apply a penalty to shooting through other units to hit a unit? Enemies would then have to have Line of Sight on ranged units to attack, leaving openings for them to be attacked?

10 steps ahead of you. Read change note 3 on ranged attacks.
Sorry, should've looked first. Didn't think it was important to me, since my character wasn't ranged, so I skipped it.

Also, what would you think of me making a different character for the next test? I want to see how a spellcaster would handle in this system.
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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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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #47 on: February 27, 2017, 11:10:00 am »

..maybe you could prevent/apply a penalty to shooting through other units to hit a unit? Enemies would then have to have Line of Sight on ranged units to attack, leaving openings for them to be attacked?

10 steps ahead of you. Read change note 3 on ranged attacks.
Sorry, should've looked first. Didn't think it was important to me, since my character wasn't ranged, so I skipped it.

Also, what would you think of me making a different character for the next test? I want to see how a spellcaster would handle in this system.

Sure, any time you want to change, throw a sheet down.
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Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #48 on: February 27, 2017, 11:52:59 am »

What does 2** mean in the formula to ranged penalties? My first thought was squared but that doesn't work with the example numbers given.
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Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #49 on: February 27, 2017, 11:54:17 am »

What does 2** mean in the formula to ranged penalties? My first thought was squared but that doesn't work with the example numbers given.

** is the same as ^ in some languages. It's just a power indicator. Actually, what the hell am I doing, I have superscripts, let me change it to that.
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Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #50 on: February 27, 2017, 12:00:39 pm »

Wouldn't that be 2:-1 3:-4 4:-8?

I feellll like maybe I'm failing at basic math here for some reason but, idk. Either way, what's the 5 range penalty and the 6 range penalty.
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Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #51 on: February 27, 2017, 12:07:19 pm »

Actually, I think this is an issue of unclear wording. Happens when I write quickly. It's meant for tiles beyond melee distance (all ranged combat) so adjacency is counted as 0 (which makes the equation fractional nonsense for our purposes.)

So, if there's one intervening tile, it's a penalty of 21-1 = 1
So, if there's two intervening tiles, it's a penalty of 22-1 = 2
So, if there's three intervening tiles, it's a penalty of 23-1 = 4
So, if there's four intervening tiles, it's a penalty of 24-1 = 8
So, if there's five intervening tiles, it's a penalty of 25-1 = 16
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Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #52 on: February 27, 2017, 12:12:37 pm »

Alright, yeah, that makes more sense.

1.Warm up Light attack
2.Warm up Light attack
3.East
4.Light Attack Nearest Bandit
5.Light Attack Nearest Bandit
« Last Edit: February 27, 2017, 12:16:15 pm by Criptfeind »
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OceanSoul

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #53 on: February 27, 2017, 12:42:36 pm »

Charsheet for next test round.

Spoiler (click to show/hide)
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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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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #54 on: February 27, 2017, 02:51:25 pm »

Charsheet for next test round.

Spoiler (click to show/hide)


Name: Nhin Thalles
HP: 15
Archetype: Vulpine Arcanist
Assets: 
Calculating: If Nhin attacks on the fourth or fifth frame, the accuracy and damage are increased by 1.
Agonies:
Hesitant: If Nhin attacks on the first or second frame, the accuracy and damage are decreased by 1.

Statistics:
Potency: 2 (1)
Precision: 1 (2)
Vigor: 0 (-1)
Will: 0
Agility: 2 (3)

Inventory:
Red Sakura Staff  [L:3 H:5, dam 5-8]
Phantasmal Silk Robes [E:4 -Pot: 1]
Mystic Fox's Mask [Adds Ability: Foxform]
Foxtail Charm [+1 Agility, +1 Precision, -1 Vigor]


Soul:
Hexagram 5: Calculated Waiting
Upper Trigram: Water
Lower Trigram: Heaven (Metal)

Modifiers 
+1 Damage
+2 To hit
+7 EVA

Abilities
Dancing Blossoms: Cooldown 5, Frames 2. Gain +2 Evasion, +2 Resistance, -3 Potency until discharged or dispelled. Use again while active to use one of two abilities-
-Coming of Winter: Discharge and attempt to freeze a target within three spaces. Increases Resistance by 8 but removes all evasion. Lasts for 1d4-1 rounds. Water type attack.
-Heaven's Garden: Requires 3 frames. Discharge and Lash out with a 3 tile ray of metal petals. Hits first tile with a heavy attack, hit second tile with a light attack at +2 potency, hit third tile with a light attack. Metal type attack.

Power Within: Cooldown 5, Frames X. Sacrifice any number of frames on the current round to charge this ability, this ability can hold up to 20 charges. You lose 1 charge per turn when not charging. Abilities can be used without paying a frame cost.
-Inner Light: Can activate at a charge of at least 2. Sacrifice 2 charge to gain a +1 bonus to resistance and potency for one round.
-Nine Souls: Can activate at a charge of at least 10. Sacrifice 5 charge and take one ability, either yours or your ally's, and remove up to 5 frames of cooldown.
-Beacon of Glory: Can activate at a charge of at least 15. Sacrifice 5 charge to add a +1 bonus to resistance and potency to all allies.

Foxform: Cooldown Once per Encounter, Frames -. Meld equipment, lose given bonuses. Gain +5 Evasion, -3 Potency. Gain Quick asset (1 move action moves you two spaces). Can still cast abilities that don't depend on weapon. Can be negated at any time.
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OceanSoul

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #55 on: February 27, 2017, 04:48:58 pm »

Very interesting. With time, she can do quite a lot of different supports, speeding up cooldowns, freezing an enemy, and, with luck in an emergency, dodge tanking. With a combination of Inner Light and Heaven's Garden, large damage against enemies. However, she can't do anything in the short-term. Her normal attack is rather weak, even absent while Foxform is active, everything requires some form of setup, and her other damaging attack only has one shot every once in a while, and if the enemy moves out of range if it, then all the charges spent that turn for Inner Light mean nothing. Overall, tricky to use, and perhaps slightly useless in small skirmishes, but her versatility makes up for it, and she is quite the powerful ally in extended encounters.

Does the potency penalty of Dancing Blossoms still apply when Heaven's Garden is used, or not? Also, does Beacon of Glory's effect last until the end of the encounter, or is it shorter than that?
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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.

IronyOwl

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #56 on: February 27, 2017, 04:52:43 pm »

1. Move East
2. Move East
3. Block
4. Windup Light Attack
5. Release Light Attack
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IronyOwl

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #57 on: February 27, 2017, 05:09:21 pm »

Just had a devious thought. What if you abstracted out the exact scale of things a bit, such that the tile a character currently occupies is not necessarily the only tile they're ever on, and consequently the tiles around them not the only ones they can potentially hit?

This would then open things up a bit, since, say, attacking a tile 3 spaces away is no longer strange; it just means you're lunging for it. Similarly, who you're targeting is a bit more open, since an enemy 3 tiles away is both within lunge range and liable to remain within lunge range later in the turn.

This, in turn, lets you apply some kind of formula like the ranged attack, such that either attacking an enemy far away is less powerful than point-blanking one, and/or correctly guessing your target's location is more powerful than aiming for a lunge and point-blanking them or vice versa. Which, in addition to making the game slightly more interesting, gives a much more dance-like vibe to the question of where you want to move, because you're trying to psyche out your opponents while avoiding them psyching you out.

If you wanted to go all the way with it, you could make full on attack patterns. Maybe a crushing hammer blow targets a space directly in front of you, dealing massive damage if it hits but suffering falloff most of the time unless you can guarantee their location somehow. A standard sword slash could hit a line of tiles in front of you (or in a radius, if you don't like directional targeting), not exactly precise but good for catching sidesteppers at close to medium ranges. A downward blow or lunge could target a line extending out from you, good against charging or retreating foes but vulnerable to sidesteps and unlikely to catch bonus victims (if multihits are a thing).
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #58 on: February 27, 2017, 07:29:29 pm »

Just had a devious thought. What if you abstracted out the exact scale of things a bit, such that the tile a character currently occupies is not necessarily the only tile they're ever on, and consequently the tiles around them not the only ones they can potentially hit?

This would then open things up a bit, since, say, attacking a tile 3 spaces away is no longer strange; it just means you're lunging for it. Similarly, who you're targeting is a bit more open, since an enemy 3 tiles away is both within lunge range and liable to remain within lunge range later in the turn.

This, in turn, lets you apply some kind of formula like the ranged attack, such that either attacking an enemy far away is less powerful than point-blanking one, and/or correctly guessing your target's location is more powerful than aiming for a lunge and point-blanking them or vice versa. Which, in addition to making the game slightly more interesting, gives a much more dance-like vibe to the question of where you want to move, because you're trying to psyche out your opponents while avoiding them psyching you out.

If you wanted to go all the way with it, you could make full on attack patterns. Maybe a crushing hammer blow targets a space directly in front of you, dealing massive damage if it hits but suffering falloff most of the time unless you can guarantee their location somehow. A standard sword slash could hit a line of tiles in front of you (or in a radius, if you don't like directional targeting), not exactly precise but good for catching sidesteppers at close to medium ranges. A downward blow or lunge could target a line extending out from you, good against charging or retreating foes but vulnerable to sidesteps and unlikely to catch bonus victims (if multihits are a thing).

That's rather a clever way of interpreting the base material. Hmm, so something like this.

Spoiler: Movesets (click to show/hide)

I rather like that. It would let me nix the disengagement penalties (which are very D&D and don't quite fit the rest) and also fix a bit of ranged combat weirdness. Instead of being able to say 'shoot nearest' you actually have to specify a coordinate. Thus ranged attacks become useful for dealing with slow/mostly stationary targets, but do very little against mobile targets. How do people feel about that?
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OceanSoul

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #59 on: February 27, 2017, 07:51:07 pm »

That could work. The thing is, how would you handle who could use which patterns of attacks? Would everyone with decent skill with a sword know the same techniques? And would certain weapons have access to different patterns; Would certain weapons do certain patterns better than others? For example, a spear might be better at the lunges, doing more damage, and might be able to do longer lunges later on, but can't really slash well.

Also, I'll repeat these questions;
Does the potency penalty of Dancing Blossoms still apply when Heaven's Garden is used, or not? Also, does Beacon of Glory's effect last until the end of the encounter, or is it shorter than that?
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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.
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