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Author Topic: A Quick Combat System and Character Creation Test [Need 6 People + Suggestions]  (Read 30729 times)

Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #60 on: February 27, 2017, 08:03:20 pm »

I'd like to give such a thing a try. I'm afraid that it'd make combat a confusing mess, which... It's already a little bit of a confusing mess tbh with five movements all happening at the same time. But it's certainly worth a try.
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Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #61 on: February 27, 2017, 08:13:23 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?

Right, so, if you've played Dark Souls (Which these mechanics are heavily based off of and is what I refer to as source material) you'll be a bit more familiar with movesets. A move set defines the striking type of a broad class of weapons. Straight Sword, for instance, covers most all one-handed blades of reasonable length that are not katanas or curved blades (scimitars, sabres, etc). So a pitted iron longsword gets the same moveset as a starmetal longsword. Now, particularly exceptional weapons might add one or two special moves, but that's it. All spears share a move set, all straight swords share a moveset, all scythes, all halberds, etc.

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?

Sorry, was a bit hurried. No, discharging the effect happens before the ability activates. Beacon of Glory lasts for one round.
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Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #62 on: February 27, 2017, 08:37:53 pm »

Double posting for Ocean Soul: This would be an example of a moveset for spears.

Spoiler: Movesets (click to show/hide)

So, do people want to try a round with a bit of a reset while I figure out movesets and convert to a hex grid?
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OceanSoul

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #63 on: February 27, 2017, 08:48:46 pm »

Not sure what you mean by a bit of reset, but OK. Also, it's nice knowing you were still considering my hex-grid suggestion.
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IronyOwl

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #64 on: February 27, 2017, 09:04:30 pm »

That looks great. I dunno what a reset round is either, but I'm down for it!
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Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #65 on: February 27, 2017, 09:52:43 pm »

That looks great. I dunno what a reset round is either, but I'm down for it!

Well, I need to do a little rebalancing, repost the map, and then ask for actions again.
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Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #66 on: February 27, 2017, 11:59:06 pm »

Sure, I'd be well up for it.
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Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #67 on: February 28, 2017, 12:43:20 pm »

Alright, so... Rule changes.

Dodge Roll
Dodge rolling, if you choose to, lets you move one tile at the end of the first frame of the roll.

Movement
The move action lets you move at the start of the frame. Every other kind of movement, whether from attacks or dodge rolls, takes place at the end of the frame.

Movesets
A number of needed movesets have been added. See OP. They work like we've talked about, so now when you declare your attack action, you also declare your move and the direction. (N,NE,SE,S,SW,NW)

Trading Hits
If you are hit while attacking (not warming up or cooling down) or hit another character while they are attacking, you deal/take 50% bonus damage.

Ranged Weapons
Nix everything I said about accuracy penalties and whatnot. Read the OP's attack section for the updated information, but it basically works like this. Unless you're making a making a heavy attack (and for 2/3 of the heavy attack types) you select a coordinate as a target. If there happens to be an enemy at that coordinate, great. If not, you miss.  Heavy attacks come in three flavors, which you can read about in the original rules section.

Enemy patterns:
 As a result of adding movesets, enemies get to pick which move from their moveset they use. For instance, you know that a knife bandit can use

L->DR>DR->O->L

However, now that we have movesets, there's a couple of unknowns thrown in there. Because there are two light attacks, and there are three moves within the light attack move set, there are now nine possibilities for this attack. For example,

L (Withdraw, East)->DR (North)>DR->O->L(Dash Slash, North )
L (Rush Cut (NorthEast)->DR (Hold)>DR->O->L (Withdraw, SouthWest)

Are two possibilities for the action. Needless to say, this complicates patterns and prediction a bit and requires a considerable amount of familiarity.



Map





Spoiler: Enemies (click to show/hide)

Spoiler: Bandit Stats (click to show/hide)

Spoiler: Miles (click to show/hide)

Spoiler: Shorn (click to show/hide)

Spoiler: Nhin (click to show/hide)
« Last Edit: February 28, 2017, 02:28:33 pm by Draignean »
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IronyOwl

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #68 on: February 28, 2017, 12:50:03 pm »

1. Move NE
2. Move NE
3. Move NE
4. Windup Light
5. Right Slash NE
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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.

Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #69 on: February 28, 2017, 01:14:59 pm »

1. Dead Shot 5 hexes NE (I think five hexes is the right measurement but I guess I'd better check given the previous adjacent is 0 hexes thing, I'm shooting one hex right in front of the northern knife bandit in the expectation that he'll take a step forward in the first frame, which if I'm reading the movement rules right that happens before attacks, so he'll step forward into the attack assuming he choses to move into that hex?)
2. Light attack Recovery
3. Light attack Recovery
4. Light attack Recovery
5. Move NE

rip ranged damage still nerffed Probably still a good thing.

Can we hit allies now?
« Last Edit: February 28, 2017, 01:23:03 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 #70 on: February 28, 2017, 01:52:14 pm »

1+2. Dancing Blossoms
3-5. 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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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #71 on: February 28, 2017, 02:07:01 pm »

1. Dead Shot 5 hexes NE (I think five hexes is the right measurement but I guess I'd better check given the previous adjacent is 0 hexes thing, I'm shooting one hex right in front of the northern knife bandit in the expectation that he'll take a step forward in the first frame, which if I'm reading the movement rules right that happens before attacks, so he'll step forward into the attack assuming he choses to move into that hex?)
2. Light attack Recovery
3. Light attack Recovery
4. Light attack Recovery
5. Move NE

rip ranged damage still nerffed Probably still a good thing.

Can we hit allies now?

I'm going to put a coordinate system in in a moment. So, are you aiming directly on that bandit's current location, or one space before him?

1+2. Dancing Blossoms
3-5. Charge Power Within

Also, your stick no longer takes nearly as much time to swing. Of course, in exchange it has probably one of the worst move sets so far.
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Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #72 on: February 28, 2017, 02:08:11 pm »

One space before him, since movement using move goes before any other actions, including shots right? So in frame one, he'd move forward, then my frame one shot would hit? Unless he decides to move somewhere else of course.
« Last Edit: February 28, 2017, 02:10:09 pm by Criptfeind »
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Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #73 on: February 28, 2017, 02:14:53 pm »

One space before him, since movement using move goes before any other actions, including shots right? So in frame one, he'd move forward, then my frame one shot would hit? Unless he decides to move somewhere else of course.

Precisely. That's what was my thought, but I didn't want to waste the action before I put coordinates in.

Coordinates in now, and I can now begin round one of what will assuredly be an acrobatic fustercluck.

EDIT: What are people's opinions on friendly fire?
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IronyOwl

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #74 on: February 28, 2017, 02:48:03 pm »

EDIT: What are people's opinions on friendly fire?
Chorus of pleased children: "Yaaaaaaaay!"

I feel like combat operating on "damage goes here" zones sort of implies the zones are indiscriminate, and further encourages people (NPCs included) to spread out a bit rather than try to gang up on one target. It also allows for the very satisfying possibility of getting NPCs to whack each other if you can reposition them or interrupt their movement somehow.
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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.
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