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Author Topic: A Quick Combat System and Character Creation Test [Need 6 People + Suggestions]  (Read 30738 times)

Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #75 on: February 28, 2017, 03:40:17 pm »


Frame 1

Knife Bandit 1 Moves SW
Knife Bandit 2 Moves SW
Knife Bandit 3 Moves SW
Axe Bandit 1 Blocks
Axe Bandit 2 Moves SW

Shorn Moves NE
Nhin Activates Dancing Blossoms

Miles Uses Deadshot on (4,10)
Code: [Select]
L vs M
To Hit: 1d10+2 vs 1d6 = 11 vs 3, Hit. 8 Potential Bonus Damage.
Damage Roll: 1d3+5-3= 6+6 Bonus Damage.
Attack Converted To Heavy
Knife Bandit 1 Killed

Frame 2

Knife Bandit 2 Moves SW
Knife Bandit 3 Moves NW
Axe Bandit 1 Does Nothing
Axe Bandit 2 Moves NW

Shor Moves NE
Miles Cools Down
Nhin Finishes Casting

Frame 3

Knife 2 Moves S
Knife 3 Moves NW
Axe 1 Moves SW
Shor Moves NE

Nhin Charges Power Within
Miles Cools down

Axe 2 uses Rush R. NW. Blocked by Shorn
Code: [Select]
Shove
Shove Check: 1d11+2 Vs 1d10+5 = 9 vs 8
Axe 2 Shoves Shorn 1 Space NE
Shorn is in Axe 2's hit zone.
Code: [Select]
L vs M
To Hit: 1d10 vs 1d2+5 (7) = 4 vs 7, Miss

Frame 4


Knife 2 Throws knife at (7,8), automiss.
Axe 1 Blocks
Axe 2 Cools Down

Shorn winds up
Nhin Charges power within
Miles coolsdown

Knife 3 throws knife at (6,5)
Code: [Select]
L vs CL
To Hit: 1d10+1 vs 1d11 = 11 vs 4, Hit.
Damage Roll: 1d4= 4
Does not Proc Dead Again 

Frame 5

Knife 2 Does Nothing
Knife 3 Does Nothing
Axe 1 Moves SW
Axe 2 Does Nothing

Nhin finishes charging Power within
Miles Moves NE

Shorn uses Slash R. NE, grazes Axe 2.
Code: [Select]
L vs O
To Hit: 1d10-2 vs 1d4+1 (2) = 2 vs 3, Miss.








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)



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.

Well, because it came up this round, I give you the shove mechanic!

If you're trying to move through someone, whether because of a move action or a weapon movement, there's a shove check. A shove check is a 1d(Vit+10)+Pot vs 1d(Vit+10)+0.5*Res. If it succeeds, the defender is shoved a space in the direction the attacker is going. If it fails, the defender's action is interrupted and they lose the movement/attack.

You can't shove using a dodge roll. If you're in a position where your dodge roll would shove someone, you roll in place instead.

Now, on the subject of formatting...

I'm thinking of condensing literally everything that doesn't involve rolling. So the text you see per round shrinks to just a couple of actual actions and you don't get the play by play of nothing happening. Anyone else have formatting they'd like to see, or think would work nicely for an actual game?
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Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #76 on: February 28, 2017, 03:47:42 pm »

Hum. It might be important to spell out what happens even if it's a lot of nothing, because we don't get to see the map move between frames and have to recreate after the effect using the minute details of what happened.

Edit: On being able to hit allies, it seems cool, specially if some spells have positioning effects (although such things are probably powerful even without it.)

By the way, was the change that you can't shoot though allies one of the parts of the "everything I said about accuracy penalties and whatnot" that got nixed? Or is that still in?
« Last Edit: February 28, 2017, 03:56:33 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 #77 on: February 28, 2017, 04:07:33 pm »

As long as we know what the enemy does in a general sense, that is, enough to get absence of their patterns, I'm fine with condensing the actions.

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Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #78 on: February 28, 2017, 04:09:34 pm »

Hum. It might be important to spell out what happens even if it's a lot of nothing, because we don't get to see the map move between frames and have to recreate after the effect using the minute details of what happened.

Edit: On being able to hit allies, it seems cool, specially if some spells have positioning effects (although such things are probably powerful even without it.)

By the way, was the change that you can't shoot though allies one of the parts of the "everything I said about accuracy penalties and whatnot" that got nixed? Or is that still in?

It's gone until determined otherwise.

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Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #79 on: February 28, 2017, 04:31:15 pm »

Cool. So are we going with friendly fire is a thing or not right now, I just ask because I am thinking of shoot Shorn and siding with the bandits.
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Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #80 on: February 28, 2017, 04:33:19 pm »

Friendly fire is a thing.
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Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #81 on: February 28, 2017, 04:58:04 pm »

1. Light attack Warm up
2. Light attack 6-9
3. Move SW
4. Light attack Warm up
5. Light attack 6-9
« Last Edit: March 01, 2017, 09:16:06 am by Criptfeind »
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IronyOwl

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #82 on: February 28, 2017, 08:22:19 pm »

1. Block
2. Light Windup
3. Light Windup
4. Right Slash SE
5. Left Slash SE


Might as well give condensed a try. I'm having trouble following movements anyway, so it likely won't matter much to me.

Also, you need to scrunch up your vertical coordinates, because you technically have two rows of unconnected hexes on that axis. The axe bandit next to me is currently located at 9, 6.5 for instance.
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Draignean

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #83 on: February 28, 2017, 08:31:19 pm »

Also, you need to scrunch up your vertical coordinates, because you technically have two rows of unconnected hexes on that axis. The axe bandit next to me is currently located at 9, 6.5 for instance.

What?

The axe bandit that attacked you is at (6,9), you are on (6,8). I'm not sure I see what you mean by scrunch up, or by unconnected. The top most and bottom most rows are the only ones not mapped exactly, everything else has a unique integer coordinate set associated with it.

I am perplexed.
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heydude6

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #84 on: February 28, 2017, 09:48:56 pm »

Now, on the subject of formatting...

I'm thinking of condensing literally everything that doesn't involve rolling. So the text you see per round shrinks to just a couple of actual actions and you don't get the play by play of nothing happening. Anyone else have formatting they'd like to see, or think would work nicely for an actual game?

Hi, so I've been a lurker here for a while, but I've decided to pitch in my own two cents. As you probably know, BBcode has the ability to make tables. Unfortunately it's super tedious. Well, thankfully there's a tool online that makes generating BB code tables a little easier. So, I decided to format the previous turn into a table to see how well it would turn out.

Unfortunately due to limitations of forum BBcode, the table is a little ugly, but I think it's fairly readable. My reading advice would be to start with a column, read the whole column, and then move on to the next one.

Spoiler: Example Turn (click to show/hide)

So what do you think? If you're interested I will leave a few guidelines in the spoiler below

Spoiler: Guidelines (click to show/hide)

Anyway, that's all I have to contribute. I can understand if the table idea may not be to your guys' liking. After all, it is pretty ugly. But I think it's a nice way of displaying information regardless.

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Criptfeind

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #85 on: February 28, 2017, 09:57:30 pm »

I am perplexed.

Some people use hex grid coordinates where you essentially have double the numbers on the vertical and you draw a straight line, which also means that rows skip every other horizontal number.

He's talking about this:

As opposed to your way


I prefer your way because you don't get that weird skip, but the other way can be easier to more quickly find out what a number is at at a glance when it's between rows. I've seen it done both ways though.
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OceanSoul

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Re: A Quick Combat System and Character Creation Test [3 People + Suggestions]
« Reply #86 on: February 28, 2017, 10:05:44 pm »

There's technically a third way, having the "horizontals" be one of the slanted lines of the second way, without the zig-zag, though counting rows that way would lead to row numbers starting on 2 sides of the square view at once.
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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 #87 on: February 28, 2017, 11:38:51 pm »

There's technically a third way, having the "horizontals" be one of the slanted lines of the second way, without the zig-zag, though counting rows that way would lead to row numbers starting on 2 sides of the square view at once.

We are not doing non-orthogonal coordinates. No.

I am perplexed.

Some people use hex grid coordinates where you essentially have double the numbers on the vertical and you draw a straight line, which also means that rows skip every other horizontal number.

He's talking about this:

As opposed to your way


I prefer your way because you don't get that weird skip, but the other way can be easier to more quickly find out what a number is at at a glance when it's between rows. I've seen it done both ways though.

Oh, I see. Thanks. I've been reading hex coordinates for too long and sort of forgot there was more than one way to do this.

So, to read the row number of my hex coordinates: Start at the tile you want to find and drag an imaginary line from the center of the tile back to the numbered axis. If it directly hits a numbered tile, it's on that row. If it the intersection between tiles, use the number in the above tile.  Example: Miles location is easy (6,6) since he's on the row perfectly if we draw an imaginary line back. Axe Bandit 1, however, splits right between 5 and 6. Now, under my way of reading hex, we use the upper number, which puts Axe Bandit 1 at (5,11).

I will ALWAYS give and read coordinates in (ROW,COL) format. It's hardwired by now, and my brain will explode if it tries to change.

Now, on the subject of formatting...

I'm thinking of condensing literally everything that doesn't involve rolling. So the text you see per round shrinks to just a couple of actual actions and you don't get the play by play of nothing happening. Anyone else have formatting they'd like to see, or think would work nicely for an actual game?

Hi, so I've been a lurker here for a while, but I've decided to pitch in my own two cents. As you probably know, BBcode has the ability to make tables. Unfortunately it's super tedious. Well, thankfully there's a tool online that makes generating BB code tables a little easier. So, I decided to format the previous turn into a table to see how well it would turn out.

Unfortunately due to limitations of forum BBcode, the table is a little ugly, but I think it's fairly readable. My reading advice would be to start with a column, read the whole column, and then move on to the next one.

Spoiler: Example Turn (click to show/hide)

So what do you think? If you're interested I will leave a few guidelines in the spoiler below

Spoiler: Guidelines (click to show/hide)

Anyway, that's all I have to contribute. I can understand if the table idea may not be to your guys' liking. After all, it is pretty ugly. But I think it's a nice way of displaying information regardless.

I think it's both hideous and glorious. It is an INCREDIBLY concise way to give the details of each action, but it's not terribly amenable to flavor.

So, since it's a brilliant idea, here's what's going to happen. We're going to try a full flavor turn next round. I'm going to write out that table first because that lets me know what the hell is going on. Then, from the table, I'll write the flavorful version of the turn. The flavorful version gets shown along with the map, and anyone who needs the reference can look up the table.

Sound Good?


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Criptfeind

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Oh shit. I had assumed you went the opposite way on the numbers for the rows (as you can see in my example). Shit, my attack is off I think. I'm trying to aim directly at where the axe bandit is right now. I edited my actions to change.

Ah. A. Also... Is it. That concise? It seems to take up a lot more room for the same amount of information then previously. It doesn't really, bother me to see it like that (although on my screen there's a limit of 14 entities before it fucks up and starts leaving things off screen in an awkward to read way, which is probably related to resolution and so might be different for others.) but it certainly doesn't seem clearer or more concise.

¯\_(ツ)_/¯

If you like it that way though, like I said, it wouldn't bother me.
« Last Edit: March 01, 2017, 09:23:22 am by Criptfeind »
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Draignean

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Oh shit. I had assumed you went the opposite way on the numbers for the rows (as you can see in my example). Shit, my attack is off I think. I'm trying to aim directly at where the axe bandit is right now. I edited my actions to change.

Ah. A. Also... Is it. That concise? It seems to take up a lot more room for the same amount of information then previously. It doesn't really, bother me to see it like that (although on my screen there's a limit of 14 entities before it fucks up and starts leaving things off screen in an awkward to read way, which is probably related to resolution and so might be different for others.) but it certainly doesn't seem clearer or more concise.

¯\_(ツ)_/¯

If you like it that way though, like I said, it wouldn't bother me.

This could be a product of my monitor being too large and my day job mostly consisting of interpreting data tables, so I look at a table and immediately start clicking my heels in joy because I can suddenly find everything. Again, this is why we're running the test. Concise probably wasn't the right word, more like obsessively well ordered resulting in low look-up times, but I was feeling enthusiastic because someone gave me a matrix. We'll try a couple things and see how it goes.

I also just realized that I do actually have Ocean's action. Well, let me get on with it...

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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.
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