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Author Topic: RTD Testing Thread: 5 Positions open. Science doesn't die.  (Read 60208 times)

Yoink

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #75 on: September 01, 2011, 08:45:25 am »

Oh okay, I'll help test as a gunslinger on the Red test!
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lawastooshort

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #76 on: September 01, 2011, 08:51:38 am »

Clarity edit:
It might be me, I got interrupted whilst posting the question.

Basically - if a thrower's AG was too low, he'd be rubbish at throwing regardless of how many skills he had?

Which made me think - could his base effectiveness ever increase without his AG increasing? E.g. by having a skill which gave him a 20% chance of +1 to hit with his specialist weapon.


Anyway, that was just me thinking. They seem fine, I think and I can't think of any useful additions at the moment.


previous post was:
Spoiler (click to show/hide)

« Last Edit: September 01, 2011, 09:09:41 am by lawastooshort »
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Talarion

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #77 on: September 01, 2011, 08:55:27 am »

Um. Tired brain is tired. I'll get back to you with answers tomorrow when I can actually understand what you were trying to ask, La.
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scriver

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #78 on: September 01, 2011, 09:03:29 am »

I think a "keep enemy away" ability for the polearm skill would be cool, which would stop a close-combat enemy from reaching and attacking you, perhaps with the downside of not making a damaging attack.

Also, a "feint" ability for melee skills came to my mind. Delving into the concept, I'm not sure how it would work, though. At first I was thinking you would sacrifice one attack to get a bonus-to-hit on the next, but it feels weird and gamey having it be the next turn (and having the enemy make a brand new attack in between)  seeming as in real life, it would just be a flowing action. Perhaps it would provoke an attack from the enemy (or just give him the chance of attacking, with likelyhood of doing it depending on the situation), and then give the player a bonus to hit and/or damage if the enemy misses him? I guess it could give the player a bonus to defense (or would that be giving the enemy a minus to attacking?) as well, though that sounds a bit over-powered.

Yeah, it gets a bit complicated, I guess.
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Talarion

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #79 on: September 01, 2011, 09:09:25 am »

Haft Shove, Scriver, Haft Shove. Third Skill. Polearms. The most "Keepaway" ability I ever made. With the exception of interception. They're about equal.
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scriver

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #80 on: September 01, 2011, 10:58:13 am »

Huh. Somehow I read that one as an action were you trip people over with the shaft. That would be another good ability, though.
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Talarion

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #81 on: September 02, 2011, 06:46:46 am »

Combat Test Lv. 1

All five of you are standing in a generic testing area. There are various walls behind which you can hide. You are versing 10 random mooks equipped with swords. They are at medium range currently, only ranged attacks will reach them. They will close into close range next turn.

Spoiler: Players (click to show/hide)


Spoiler: Mooks (click to show/hide)

Wolfchild, Choose you Weapon: Blade or Blunt.
« Last Edit: September 03, 2011, 08:07:28 am by Talarion »
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wolfchild

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #82 on: September 02, 2011, 06:56:13 am »

I will go with a sword, unless everyone else wants me to use a mace
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HmH

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #83 on: September 02, 2011, 07:11:42 am »

Get slightly closer to the mooks and wait on the enemy-oriented side of a wall to avoid getting hit by friendly fire.
« Last Edit: September 02, 2011, 07:13:28 am by HmH »
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wolfchild

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #84 on: September 02, 2011, 07:33:51 am »

Move in front of everyone else, then when a mook is in range speed slash, then disarm
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lawastooshort

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #85 on: September 02, 2011, 08:56:44 am »

If in range, called shot with deadeye on the lead enemy, aim for between the eyes.

Otherwise close into range, but just out of their charge range; double knife throw at first two enemy.
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Yoink

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #86 on: September 02, 2011, 09:34:02 am »

Move foward but keep behind wolfchild and out of Lawastooshort's way, and make an aimed shot on an enemy no-one else is attacking.
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Booze is Life for Yoink

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If there's any cause worth dying for, it's memes.

scriver

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #87 on: September 02, 2011, 09:42:29 am »

If I'm allowed to in the same turn, I move back, cover behind a wall and Call down the Elements on a non-engaged enemy.
In case I can't move and Arcanise at the same turn, I simply use Call Elements on a non-engaged enemy.

What are the limitations for Telekinesis, by the way? An relatedly, do Telekinesis still cost mana for ghosts?
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Talarion

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #88 on: September 02, 2011, 10:05:52 am »

If I'm allowed to in the same turn, I move back, cover behind a wall and Call down the Elements on a non-engaged enemy.
In case I can't move and Arcanise at the same turn, I simply use Call Elements on a non-engaged enemy.

What are the limitations for Telekinesis, by the way? An relatedly, do Telekinesis still cost mana for ghosts?

Working backwards: No it doesn't, but this is merely a combat test, so you're all human, so no racial bonii, and you all have the default of 4 all stats.

The limits on Telekinesis... For Lv. 1 would be about 500 kg, half a small car I think. Of course, the bigger you pick up, the slower you move it. You could move something of about 100kg fast enough to injure, for combat purposes.

Yes, taking cover is considered a free action.
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Talarion

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Re: RTD Testing Thread: Thrills and Spills (Experimental Thread)
« Reply #89 on: September 03, 2011, 08:52:28 am »

Combat Test Lv. 1 - Round 2

The Spearman moves forward first, ducking behind a wall facing the mooks. Two mooks break off to engage, and are now in range of attacks.

The Swordsman moves to take advantage, targeting <1> Mook 1. He slashes <5-1, Damage decreased 1 rank><1-1><3-1+1> the left leg of Mook 1, biting into the flesh, hindering the capabilities of that leg. However, nothing too dangerous, dealing <3x2 = 6> damage. He then attempts to disarm the Mook, <4-1, (66) no bonus> slamming his hilt into the Mook's arm. It didn't work, but it gave the Mook a negative to accuracy. <-1 to hit for (2) turns>

The Knifethrower readies a knife and throws it, aiming for the head of <10> Mook 10, <2> but misses completely as the Mook dodges. Since when can Mooks dodge like that?

Mooks 3 through 9 are now in close range of The Swordsman and The Spearman.

The Gunman moves forward slightly, aiming at the <2> Right Leg of <8> Mook 8! <4> <4> <4-1> The bullet tears through the Mook's leg, dealing <5x(2+1) = 15> damage, and making the leg impossible to use without causing it to bleed.

The Mage takes cover behind a wall, and uses Elemental Call on <7> Mook 9! <5> <1> <4> It causes stone to start growing around the Mook's left leg, completely holding it in place for 4 turns.



Spoiler: Players (click to show/hide)


Spoiler: Mooks (click to show/hide)


(My apologies for the double post. By the way, the damage formula is 1d6 (For base damage) multiplied by (Stat used halved) plus (Damage roll halved). So say you roll 5 to hit, 3 for where and 6 for damage. Then you roll base damage and you get 2. The damage your target receives will be 2x(2+3). 2 was your base damage, the x2 was half of 5 rounded down, and then +3 was because of the increased rank from 5 accuracy, and the +2 from your stat halved (Which is standard, 4), so the total damage taken would be 20.

I explained this to ask... is this a good way to do damage? Should I make it more/less lethal?)
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