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Author Topic: A Quick Combat System and Character Creation Test [Need 6 People + Suggestions]  (Read 30764 times)

Criptfeind

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I'll be fine. Probably. Lemme try dancing around and going full defense, we'll see what that does. You guys are poking them down fine, right?

Vaguely, I'm poking them down very slowly as I get poked down by the knife man. I'll tryn shoot down the wounded one but I think I need to get distance so I can go for a blazing double shot or something because I'm really not doing a lot of damage.

1. Move S
2. Light attack 6-9
3. Light attack 6-9
4. Light attack Cool down
5. Light attack Cool down

Actually, I just saw that my weapon damage on my sheet apparently already includes my -2 potency, which was a bit confusing. But it does mean I might be able to just blazing double shot down a knife man. idk if that's worth my time more then taking down wounded axe man. Maybe not.
« Last Edit: March 01, 2017, 05:03:33 pm by Criptfeind »
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Draignean

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Sorry, there's been a disconnect here. I'm not making a suggestion for how it could be, I'm just trying to respond to previously when you said "able to deliver a +4 to damage and +2 to evasion checks for a single round." I was trying to figure out what you meant by that, I thought you mean't every round, not after two rounds of charging up. I figured it out a few posts ago and now I've been trying to clarify that.
Ah, I didn't see you'd edited the post. I don't multi-task well and assumed you were on a slightly different track.  Yes. It doesn't cost any frames to spend the charges accumulated for Power Within, thus you can spend as many multiples as you have charged. Still, I think it should either give more bang for the same buck or charge faster. One of the two.

Heaven's Garden was created before movesets, and so it's basically an overly expensive (if elementally aligned) heavy lunge with a tiny amount of bonus damage. At the moment, it's terrible. I'll look into some tweaks in a minute.

Edit: I think I need a reset on my position between these two dagger assholes, but Shorns getting fucked by axe guys. Tough position, what you guys think?
I was wrong about the summary. "You take 7 damage" is an incredibly vague and confusing summary of 5 frames.

Considering the complexity of events that leads to one taking seven damage, or to Miles taking two, yes. It's sort of like replacing a stack-trace report with an ascii frowny face.
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Draignean

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I'll be fine. Probably. Lemme try dancing around and going full defense, we'll see what that does. You guys are poking them down fine, right?

Actually, I just saw that my weapon damage on my sheet apparently already includes my -2 potency, which was a bit confusing. But it does mean I might be able to just blazing double shot down a knife man. idk if that's worth my time more then taking down wounded axe man. Maybe not.

No it doesn't? Your weapon damage is 6-8. Your damage roll from the logs is 1d3+3. (6-8 is 1d3+5 for the base weapon, and then -2 for the potency modification)

Bah, you're making me double post in my own thread. Might as well put this out then.

Heaven's garden has been changed on Nhin's sheet.
Power Within has been changed and clarified on Nhin's sheet.
Union of the Old Flesh has been changed on Shorn's sheet.

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OceanSoul

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Does that mean I'll have 16 charge now, or are you not changing that? If it's 16, I change my first frame to using 9 Souls to drop Dancing Blossoms' cooldown, using 3 Inner Lights, and attacking (5,9) with Heaven's Garden.

...I almost feel TOO powerful.

Also, I have 2 Heaven's Garden on my sheet. They also lack the metal type now, but I'm not sure if you meant that or not.
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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.

Criptfeind

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No it doesn't? Your weapon damage is 6-8. Your damage roll from the logs is 1d3+3. (6-8 is 1d3+5 for the base weapon, and then -2 for the potency modification)

Lol rip. My thought process was literally, 3+3=6 that's my damage yup. Heh heh. I'm. Not even going to try to find an excuse there.
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Draignean

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Frame 1

Swift Actions
Nhin takes Heaven's Garden off cooldown (5 charges)
Nhin uses 3 Power within (6 charges)

Movement/Dodges
Knife Bandit 3 Moves North
Axe Bandit 1 Moves NW
Miles Moves S

Attacks/Blocks
Shorn Blocks
Nhin Strikes (5,9) with Heaven's Garden. Threatens Axe Bandit 1, Axe Bandit 2, and Shorn.
Code: ( Nhin vs Bandit 1) [Select]
L vs M
To Hit: 1d10+2 vs 1d4+1 = 4 vs 3, Hit.
Damage: 1d5+6 = 7*1.2 = 8
Code: ( Nhin vs Bandit 2) [Select]
L vs O
To Hit: 1d10+2 vs 1d4+1 = 8 vs 3, Hit.
Damage: 1d5+6 = 10*1.2 = 12
Killed
Code: ( Nhin vs Shorn) [Select]
L vs B, Timed Block
To Hit: 1d10+2 vs 1d6+7 (13) = Auto-Miss

Warm-Up/Cooldowns

Dead/Disabled
Axe Bandit 2 Does nothing

Other
Knife Bandit 2 Does Nothing

Frame 2

Movement/Dodges
Shorn shoves Axe Bandit 1
Code: (Shorn Vs Axe Bandit 1) [Select]
Shove Check: 1d10 Vs 1d11+1 = 3 vs 12
Shorn Fails to Shove Axe Bandit 1
Knife Bandit 2 Moves NW
Knife Bandit 3 Dodge Rolls NE

Attacks/Blocks
Miles attacks (6,9) Automiss.

Warm-Up/Cooldowns
Nhin cools down from Heaven's Garden

Dead/Disabled
Axe Bandit 2

Other
Axe Bandit 1 Does nothing

Frame 3

Movement/Dodges
Knife Bandit 3 Finishes Dodge Roll

Attacks/Blocks
Shorn Makes an Active light Block
Miles attacks (6,9) Automiss.
Axe Bandit 1 uses Right rush, S. Threatens Shorn.
Code: ( Axe Bandit 1 vs Shorn) [Select]
L vs ABL
Shorn Parries!
Code: ( Shorn vs Axe Bandit 1) [Select]
To Hit: 1d10-2 vs (1) = 6 vs 1, Hit.
Damage: 1d8+4 = 7
Killed

Warm-Up/Cooldowns
Nhin cools down from Heaven's Garden
Knife Bandit 2 Winds up heavy attack

Dead/Disabled
Axe Bandit 2
Axe Bandit 1

Other


Frame 4

Movement/Dodges
Shorn Dodge Rolls South

Attacks/Blocks
Knife Bandit 3 uses Rush Cut, S. Auto-miss.
Knife Bandit 2 uses Strafe R. S, Threatens Nhin
Code: ( Knife Bandit 2 vs Nhin) [Select]
H Vs A
To Hit: 1d10+1 vs 1d11+1 (3) = 8 vs 8, Reroll. 9 vs 6. Hit.
Damage: 1d4 = 4*2 = 8

Warm-Up/Cooldowns
Miles Cools Down

Dead/Disabled
Axe Bandit 2
Axe Bandit 1

Other
Nhin Charges Power Within


Frame 5

Movement/Dodges
Shorn Finishes Dodge Roll

Attacks/Blocks
[None]

Warm-Up/Cooldowns
Miles Cools Down
Knife Bandit 2 cools down

Dead/Disabled
Axe Bandit 2
Axe Bandit 1


Other
Knife Bandit 3 does nothing.
Nhin Charges Power Within




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)
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IronyOwl

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Well that was mostly beautiful, could have done without Nhin getting shanked straight in the kidneys.

Uh. Every dagger attack involves movement. Figuring out where they're supposed to be will be difficult.

Known patterns are:
O->B->WH->H->CH
L->DR>DR->O->L
H->L>CH->CH->0

Light attacks can carry them one space through their target, one space away from their target, or one space through the hex to their target's side, though that only deals half damage. Heavy attacks can carry them two spaces to the diagonal of their target on either side, or two spaces forward to AoE everything around their new location.

So... they could be pretty much anywhere. I think that's the extent of my analysis. Thoughts on how to proceed?
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Criptfeind

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Yeahhhh. I'm not sure, we could disengage and hope to get into a better position, or just try to nuke them down right away, but that'll deal a lota damage to us. The predictive element of the game sure is... Lessened? Changed? By all the movement ability when one attacks.

I mean, I could like, blazing double shot the one next to me, which is likely to kill him but then I'll take quite a damaging stab in return, and if I fail to kill him, rip me.
« Last Edit: March 02, 2017, 02:35:21 pm by Criptfeind »
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OceanSoul

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Youch. Guess I should be a little more careful about my distance from the enemy. At least, with these mobile knife-wielders. Repositioning!

I activate Foxform.
1. Move SE twice.
2. Move SE twice.
3. Move SE and South.
4+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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Well that was mostly beautiful, could have done without Nhin getting shanked straight in the kidneys.

Uh. Every dagger attack involves movement. Figuring out where they're supposed to be will be difficult.

Known patterns are:
O->B->WH->H->CH
L->DR>DR->O->L
H->L>CH->CH->0

Light attacks can carry them one space through their target, one space away from their target, or one space through the hex to their target's side, though that only deals half damage. Heavy attacks can carry them two spaces to the diagonal of their target on either side, or two spaces forward to AoE everything around their new location.

So... they could be pretty much anywhere. I think that's the extent of my analysis. Thoughts on how to proceed?

Well, movement from weapon maneuvers happens only at the turn's end. Both bandits are in positions where they can strike immediately, either with a light or a heavy attack, so let's break it down with knife bandit 2 (the upper one) as an example.

Pattern 1
(The Easy One)

 We know he will stay in one spot until the very last frame, and then will likely be in either (3,7) or (6,5). Even if he chooses to make the lower damage attack and transition to attacking Miles, he'll still end up in (6,5)

An immediate attack guarantees he'll be there and doesn't open the attacker up for a counter.
An attack on the second round should be a heavy attack in order to get a guard break, if possible.
An attack on the third round is the most likely to hit, since it robs his evasion.
An attack on the fourth round will likely be lethal, particularly if the first two rounds are spent maneuvering into a better position.  A heavy strike from Nhin would deal between 15 and 24 damage if it hit during this stage.

Still, considering this is the least mobile and least dangerous attack mode, we need to look at the other two.

Pattern 2
(The Bitchy One)

The only good thing about this attack mode is that it's not terrible damaging. Again, a heavy attack launched immediately is a near-certain kill if it hits.  If bandit 2 wants to deal damage (rather than just a rose petal kiss) he'll either end up in (5,7) or (4,4). Unfortunately that leads into a dodge roll, which mean's he could end up anywhere and makes it a crapshoot to hit him until frame 4, at which point his location is anyone's guess. His light attack in frame 5 is going to be blind, so it's not that much of an issue.

This attack mode doesn't do that much damage, but the best way to take it out is to hit it hard and fast, which leaves you open for a counter and forces you to use cooldown frames.

Pattern 3
(The Dangerous one)

Since pattern 3 leads with a heavy it means that, despite their minimal damage base damage, a full counter deals 3-12 damage. Still worse than a basic strike by Shorn, but enough to inflict an agony on Nhin if she gets unlucky. It does however mean that his locations are predictable. We know that at the second round, he'll most likely end up in (3,7) or (6,5). From there he can make a light attack. If he chooses to go to (3,7) he needs to rely on someone moving over to him for his light attacks to do any good. If he chooses (6,5) then he can move immediately to strike at Miles with either Withdraw or Rush Cut. After that he's in cooldown or no action for three rounds. Because of the two decent moves available, this means he's waiting at (5,5) or (8,5).

Summary

As Cript said, nuking right away is a good option for trading hits. Both Miles and Nhin are evasive enough to pull it off, but it still has a chance to reduce Nhin to 0.  A less accurate, but Safer strategy would be this...


Nhin
SE -> H(Advance R. S) -> B -> CH -> CH
Idea: Evade major attack of patterns 2 and 3, potentially catch the light attack of pattern 3 with a counter.

Miles
NE -> L(6,5) -> CL -> L(4,5) -> CL
Idea: Evade melee attacker. Try to assist Nhin's catch, but also exploit the potential window in pattern 3 for an easy hit.


Yeahhhh. I'm not sure, we could disengage and hope to get into a better position, or just try to nuke them down right away, but that'll deal a lota damage to us. The predictive element of the game sure is... Lessened? Changed? By all the movement ability when one attacks.

I mean, I could like, blazing double shot the one next to me, which is likely to kill him but then I'll take quite a damaging stab in return, and if I fail to kill him, rip me.

I honestly rather like how knives turned out. They're just the right mix of trolling and actual danger.

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---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

OceanSoul

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..I'm having some trouble understanding your abbreviations, including H(advance R. S) and B. What do they stand for?
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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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..I'm having some trouble understanding your abbreviations, including H(advance R. S) and B. What do they stand for?
H is heavy. Advance R. is the Name of the maneuver (Advance Right) and S is the direction, South. B is Block.
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Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

IronyOwl

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Well, movement from weapon maneuvers happens only at the turn's end.
Ohhhhhhh, that makes things much simpler.


1. Move NW
2. Move N
3. Light Attack: Lunge NW
4. Cooldown Heavy Attack
5. Move SW

This should get me a potential hit on our top friend while he's winding up to or cooling down from a heavy attack. Unless he's using Pattern 2, in which case he'll be wherever he feels like being since the end of frame 2 anyway.

Any attacks made on Frame 4 will ignore my resistance, which will be highly painful, but targeting me requires some convoluted and specific actions, so I'm not super worried. My bigger concern is whether attacking on frame 3 is really better than 4, because 4 will deal more damage to Pattern 1 (hitting during the attack rather than before), but since my to-hit is awful I'm probably better off nullifying Evasion than boosting damage.
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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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1. Move NE
2. Light attack 6,5
3. Move SE
4. Move S
5. Cool down Light attack

I'm trying to move far enough away that I can use blazing doubleshot without getting ganked.
« Last Edit: March 02, 2017, 11:06:55 pm by Criptfeind »
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Draignean

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I just realized I made a rather critical mistake of speech above when I said movement only happens at the turn's end. It's supposed to be Frame's end, not the turn's end. Sorry about that, though I suppose it opens up some possibilities.

Which do you players (and any lurkers) prefer, and why?

EDIT: I also did a terrible job updating status effects last round. Nhin lost a chunk of Power within, Shorn gained two more charges for UotOF, and Nhin discharged her blossoms.

« Last Edit: March 03, 2017, 11:35:29 am by Draignean »
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