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Author Topic: Roller's Block (RTD Brainstorming Thread) (HAPPY LATE BIRTHDAY) (Derm is 5k)  (Read 743177 times)

IronyOwl

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I may as well throw in Samurai 7 or Sengoku Basara RTD in there as well, and make it official that animated samurai-themed shenanigans are better than actual samurai shenanigans.

Also, You Are A Plant? Vegetable Game? Huh?
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Darvi

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IronyOwl

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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.

monk12

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One thing I'm still a little unclear on is how the sponsors gain coins for all the actions that require them. I guess by having their drivers win races from the "Sponsor Stats" section. What place must a sponsor's driver fall into at the end to net them coins? But then "Prestige" is measured as income, so I guess sponsors gain money at the end of each race equal to the income?

I'm probably just reading this wrong.

Yeah, Sponsors gain Coin equal to their Prestige after every race, regardless of whether they sponsored it or not. So Sponsors want to increase their Prestige as high as possible, and since Prestige is closely tied to the Fame of the Drivers, they want their Drivers to become more and more Famous (most easily by winning, or through other actions.) Ideally, all the underhanded shenanigans will be enough of a brake on Prestige Gain to keep things from getting unbalanced after a race or six, but we'll see.

I think all in all I'm ok with it- there's a couple bits I want to reword for clarity, but mechanically I think it is sound. I'll integrate it in the next day or two.

Code: [Select]
[16:27] <PrinnyInDisguise>  Samurai RTD - Players take control of samurai in feudal japan, and must strive to fulfill their lords goals.
[16:29] <PrinnyInDisguise> Okay I need to stop coming up with RTD ideas now, I have almost 30 in my RTD ideas file
[16:29] <freeformschooler> change SAMURAI RTD to SAMURAI JACK RTD
[16:30] <freeformschooler> players play as ancient warriors who get sent to the future ruled by the evil AKU

I would play the SHIT out of this game. Just sayin.

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lawastooshort

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Code: [Select]
[16:27] <PrinnyInDisguise>  Samurai RTD - Players take control of samurai in feudal japan, and must strive to fulfill their lords goals.
[16:29] <PrinnyInDisguise> Okay I need to stop coming up with RTD ideas now, I have almost 30 in my RTD ideas file
[16:29] <freeformschooler> change SAMURAI RTD to SAMURAI JACK RTD
[16:30] <freeformschooler> players play as ancient warriors who get sent to the future ruled by the evil AKU

I would play the SHIT out of this game. Just sayin.

Yeah I would play that extrahard.
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Scelly9

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Who'd be up for a console RTD?
Or another Roll to Hack?
PREIN!
The hack one, although I would probably be in for the other...
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TolyK

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K, I'll put it in signups in about a day (I'm leaving town for approx. 18 hours)
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Powder Miner

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I've been thinking some more about my roll to be a planeswalker RTD.

I decided how the combat system will work.
So first of all, I will use a d6, not a d8.
...The combat system is gonna work exactly as I mentioned before. I'ma give examples and stuff. A 1/1 would get -1 on attack and defense. A 2/2 would get no bonuses or penalties. A 5/4 would get +3 on attack and +2 on defense. Things with 0 power couldn't do damage (I guess I would have a separate attack and damage roll.) and things with 0 toughness WOULD BE DEAD because that is how magic works.

Onto another part
For those who don't know, Magic the Gathering has five colors.
White, Blue, Black, Red, and Green. They are allied and stuff with different ones of each other but I don't need to say that here and you can look it up.
Players would choose a color or a combination of colors (from one to four colors- colorless and all five colors are veerrry special slots on the waitlist that I will open in time.) and would be able to cast those spells as their planeswalker would be of those colors. They would also get spells and stuff made up by me that only planeswalkers of that color can cast.
The balance between planeswalkers with one, two, three, and four colors is as such: While planeswalkers of four colors can cast !@#$#$!@ loads of spells, they'll get the weakest passive abilities (from leveling up which is I guess what I'll do, keep like an experience rank). Planeswalkers of one color are limited in what they can cast to one color, but get the strongest passive abilities.

Abilities in general will be of Four types:
Passive:
Affected by color combinations and such, these always affect your character and are the kind of thing that deal with combat bonuses and spellcasting bonuses and such. You can also train on your own time to get color unaffected abilities.

That's simple enough. The rest of these involve Energy Points, like Loyalty counters on planeswalers in MtG. What they are is something that determines what of the next three spell types you can use at a time- they stick around as a constant stat. Some abilities raise the points for a small effect (and will take dice rolls outside of combat to succeed prevent abuse- call it adrenaline). Some take some energy/no energy (sometimes) for larger effects. Some take larg amounts of energy and will be a bit more volatile in what they do and the dice for a massive effect.
Positive:
This gives you Energy Points for a small effect or one with a price, like gaining the ability to cast another spell but losing the ability to cast a random one. These take dice rolls to succeed outside of combat, a 4 or over.
Active:
This is an ability that loses Energy points or takes none, like losing Energy Point for putting an opponent's creature to death.
Ultimate:
Basically, this move is the cat's knees and costs a lot. However, moves like this have one other drawback/advantage: They react to the dice differently.
If you get a 1, they blow up in your face spectacularly. If you get a 2, it doesn't work as intended and will probably minorly screw you. etc. etc.

So basically it's mana. I overexplained it, but Energy Points, are mana points as mana is in most videogames. and those are abilities that are classified on mana cost with different things about them as such.

Now to get to spells, in order of complicatedness to put in:
Players would learn them as they go on, but here are the types:
Sorceries: You cast them on your turn, they have an effect. Then they go away.
Enchantments: You cast them on your turn, they have an effect, then they stay there OR they get cast and have an effect when it is activated
Artifacts: Basically like enchantments but called something different, more likely to be an activated effect, and can be carried with you if small enough so you don't have to wait for them to pop up in your head or whatever (I'm thinking up half of this as I go, really) but you would have to pay the mana cost to activate them.
Creatures: You summon these guys, and afterwards, they either go home or are your companions. You have to find away to get them loyal or control them though.
Lands: You have to sarch your memory for these guys, and form a mna bond to cast your spells! This involves a primal thing, but you odn't usually have to make rolls because in magic that would be evil. If you try to do something tricky like make a bond with two at once though, you better make a roll.
Instants: In Magic: they can be played at any time and can even interrupt other spells. In the RtD: Oh boy. OHHHHHHHH BOY. Well first of all, for the plain any time casting, you don't need to cast them on your turn. It took me a while to think of this, but before turns I will post a list of the spells cast that turn, and who and when those were cast, for if anyone wanted to respond to them. Alternatively, I could do a spellcasting sequences in which I post mini turns by order of initiative and all the players and (enemies, controlled by me) do their instant stuff. You guys choose which one I do.

Also, planeswalkers would choose a set to be from. Their first spell (non-creature) would have to be from that set, and they would get +1 on casting spells from that set.
« Last Edit: April 30, 2012, 07:07:55 pm by Powder Miner »
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Tiruin

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Pre-in Powder, if possible.

Is there a maximum limit of RTDs one can join?  :)
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Powder Miner

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I don't think Ill be doing pre-ins because I'm only doing 4 peepz (All I trust myself with atm)

I don't think there's a limit though. I regularly join RTDs, and they don't conflict because they rarely all update at once. I'm in a lot of them.
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Gatleos

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #4256 on: May 01, 2012, 12:18:55 am »

Spaghetti Westerns! Have we ever even had one of these? It's a gold mine of awesomeness. Is your party of players the Three Amigos or the Magnificent Seven? You decide!
Good concept, but seems too simple for my tastes. Needs some wizards or something.
The more I think about it, the better this setting sounds. Take a typical western setting with homesteaders, train robbers, Native Americans Injuns, lawmen and gunslingers, and add magic. Now you have enchanted six-shooters that fire exploding bullets, magically-enhanced hover-trains, undead horses summoned by dark rituals, and superhuman gunslingers battling with a mixture of magic and firepower.

Just TRY to tell me that wouldn't be a perfect setting for an RTD. Hell, there's enough there to fill out a whole d20 system!
* Gatleos cringes in anticipation of someone pointing out that a tabletop game setting like this already exists
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TolyK

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Started Roll to Hack 3 which some folks wanted. :P
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kisame12794

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #4258 on: May 01, 2012, 08:08:04 am »

Spaghetti Westerns! Have we ever even had one of these? It's a gold mine of awesomeness. Is your party of players the Three Amigos or the Magnificent Seven? You decide!
Good concept, but seems too simple for my tastes. Needs some wizards or something.
The more I think about it, the better this setting sounds. Take a typical western setting with homesteaders, train robbers, Native Americans Injuns, lawmen and gunslingers, and add magic. Now you have enchanted six-shooters that fire exploding bullets, magically-enhanced hover-trains, undead horses summoned by dark rituals, and superhuman gunslingers battling with a mixture of magic and firepower.

Just TRY to tell me that wouldn't be a perfect setting for an RTD. Hell, there's enough there to fill out a whole d20 system!
* Gatleos cringes in anticipation of someone pointing out that a tabletop game setting like this already exists

GURPS may have something like this. It has the framework for it.
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Arguably, GURPS has the framework for everything.
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