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> RRR - Royal Rumble Resort [Sign-up/OOC], W.I.P
Ryuga
post Aug 26 2011, 08:35 PM
Post #41


Level 34
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Well the best compromise I can think of is choosing the system based on the outcome we want.

If the end result doesn't matter, and you want to do a T1 fight, you flip a coin (aka random number generator) to see who wins at the end of the fight. You could do this if one player deliberately wants to lose as well.

For a senario where both players desperately want to win, you use Sparrow's system as a tradeoff.
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Sparrowsmith
post Aug 27 2011, 05:48 AM
Post #42


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Just as an aid I've decided to post some logs from the fights:
QUOTE
QUOTE
QUOTE
QUOTE
QUOTE
QUOTE
QUOTE
QUOTE
QUOTE
QUOTE
QUOTE
QUOTE
QUOTE
QUOTE
D'oh, my bad. In the rules both players are supposed to start in defensive stance (which means you'd actually get damaged by that first attack).
I'll let you start again (I knew I missed something out of the rules...)


Ah, I had kinda imagined we needed a starting stance but I had sorta guessed we started at Open. Very well then...

So, strong attack. (1-0)


Parry
(1-2)


Nicsp used Quick Attack!

(3-2)


It's super effective.
Sparrowsmith used Dodge
(3-2)


...Hmm...Block.

(3-2)


Tackle
(3-4)

On the chart tackle is classified as a support move (yellow) and not attack (red) so can be done immediately after dodge. This is something I've considered changing - thoughts would be appreciated.


Quick attack
(5-4)

Making tackle a support stance gives the other player two choices when the other person dodged. When you used dodge, I was then in doubt whether I should switch to Blocking or Open. While open would be the safest option, since I then wouldn't be able to be attacked by any of your moves, not on that turn, at aleast, I noticed that if I put on block, you would most likely use tackle which then I could follow up with quick attack, putting me ahead again.

Not really an opinion that I just typed up now, I know, but I think it's something to be considered, keeping Tackle as support adds choices, so, in my opinion, I think it should be kept this way.


Thank you for the input. There's a lot less loopholes in this system than the last one - I think that's a good thing... Probably.
Counter
(5-5)


Mhmm...If we were to use the length I mentioned earlier, with each character having 5 HP then the fight would have probably ended on my last post, with my character pretty beaten too. I think it's a good length for the battling, no?

(If you want to continue.)

Tackle
(6-5)


Me and Ryuga also agreed to stop at 5, but since the damage has been taken up a notch I thought it might be worth continuing. It is a decent length though.
We'll try to ten? Just to thoroughly break in the system.

Quick Attack
(6-7)


Okay.

Close Offensive

(8-7)


Counter

(8-9)


Dodge

(8-9)

Nicsp is then 'checkmated' so to speak, and I take the game.

The importance of this system is that Nicsp originally reaches five first, but I manage to get to ten before him. There is variance in the moves played, and they can easily be dressed up into something more 'epic'.
"Eden found his attack parried, and winced as his opponent's blade caught his side. The wound was small, and his enemy close, he would have to moved fast. As swiftly as he could, Eden removed himself from his enemy's embrace, and quickly attacked."

The first bold signifies the opponents current move, and the second bold is the move you retaliate with. Since you know both pieces of information, you simply find them on the chart and post the result of your attack in the battle.
"Eden grinned as his weapon gracefully tore through his victim's chest.
(score)"

The most promising aspect of this system is that it limits all of your creative power into being able to lose as well. A good writer accepts that his opponent will lose fights, and has limitations. However, this also means that, at any given point, you can choose to lose the fight by making one silly mistake. The battle will read realistically, and will add to the drama. It's a whole world better than.
"John flung his blade towards Michael's head"
"Michael dodged and shot a super powerful ultimate flame ball three inches from John's face."
"John ducks and swoops his sword at Michael's ankles."
"Michael jumps and..."

I hate seeing conflicts in RPs (battles or written) that consist of "Nuh uh!" "UH huh!" and "No but really this!" "Aha, actually this!"
It's mind numbingly boring. It's about time that people actually could lose, and the ability to fight is decided by a fair system that requires real anticipation and strategy (much like real fights) rather than just adding 'really powerful' to your attack and hoping the other guy takes it on the chin.

Anywho, I'm revising the chart one last time (Ryuga mentioned in a PM that the dodging/blocking are slightly under-powered...)

Edit:
Approximately three minute later:

The chart really is a doddle to make adjustments to. Hell, I'm pretty sure a graphics student would claw their eyes out if they saw how shoddy this thing is, but it's the numbers, not the art, that is important.
In this version (2.5 - it's not 3 because I haven't made any big changes, and I like .5) Quick attack and tackle (when used together) cause a 2-1 damage. This seems utterly stupid (why not do 1-0) but that's because you haven't used the system wink.gif Battles are almost wholey decided by who controls the odd or even numbers. This allows players to actively switch through the two.
It also allows for the possibility of a draw (A RPer with three telums versus a player with one may show mercy by allowing a draw, it adds diversity)
Also, tackle does one less damage to blocking, which makes blocking more appealing.

Basically we're talking entire new levels of strategy here, which means I'm no longer the master (my key strategy involved counter, quick attack, dodge, and tackle being predictable moves, now they're a little less so)
Criticisms are appreciated.
Feel free to test out the battle system (maybe we could do a test of the RP, and keep it going if it all works fine.) and tell me any problems so I can make V3.0


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Nicsp
post Aug 27 2011, 06:23 AM
Post #43


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QUOTE (Sparrowsmith @ Aug 27 2011, 10:48 AM) *
I hate seeing conflicts in RPs (battles or written) that consist of "Nuh uh!" "UH huh!" and "No but really this!" "Aha, actually this!"
It's mind numbingly boring. It's about time that people actually could lose, and the ability to fight is decided by a fair system that requires real anticipation and strategy (much like real fights) rather than just adding 'really powerful' to your attack and hoping the other guy takes it on the chin.


This.

Though I haven't really witnessed such a situation happen in here, I find this to be a common thing to happen among both newbie and veteran roleplayers. Since this RP has a HEAVY focus on battling, I thought actually making a system to decide the winner would be a better idea than just using the regular T1 battling.

QUOTE
Well the best compromise I can think of is choosing the system based on the outcome we want.

If the end result doesn't matter, and you want to do a T1 fight, you flip a coin (aka random number generator) to see who wins at the end of the fight. You could do this if one player deliberately wants to lose as well.

For a senario where both players desperately want to win, you use Sparrow's system as a tradeoff.


That sounds fine as well. Though I don't think there really will be many situations where a player actually wants to lose other than for occasional character development.


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Sparrowsmith
post Aug 27 2011, 06:45 AM
Post #44


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I personally intend to have Eden (well me technically) try his hardest in every battle, except whichever character I think is most 'heroic' and I'll lose that fight just to fit the cliche.
Later though, I will destroy them.

Also, imagine if The Judge made multiple copies of himself, and the RP ended with some kind of massive battle where everyone is fighting the judges ohmy.gif It would be an awful ending, but it would be so unbelievably epic to imagine the battle system being used in that situation.

I just realised it's entirely possible I'm the first person to invent TRUE turn based role playing (IE a system where there are multiple choices of attacks, pre-determined, that can always cause damage).

I digress, Nicsp, how do you feel about the changes to the battle system?


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Trickster
post Aug 27 2011, 07:21 AM
Post #45


How was I supposed to know combustion kills people!?
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I don't really understand why strong attack, when used to retaliate against quick attack (or vice versa) leads to both players taking one damage. Surely the quick attack would hit before the strong attack, and interrupt it? And when a player uses strong attack against another player's block... Why does the one performing the strong attack get hurt? o.O

All that aside, maybe we should allow the players to set a HP standard for each fight? That way it's up the players of each individual fight to decide how much damage they can take (ie. how much HP each character has), so if Ryuga and I wanted a quick "filler" fight, we would set HP to maybe 3 or 5, but if Sparrow and I were about to initiate the final battle, we'd naturally want it to be grand, epic, so we'd agree on a much higher HP level, maybe 20. Additional HP for betting more Telums would then be added onto the agreed HP amount (agreements could be done through PMs, rather than filling the game with OOC posts).

EDIT: Also, is this going to be a Deathnote kind of a deal where we don't understand all of the rules concerning the Telums (the notebook)? Or does the Judge reveal every detail to us?

This post has been edited by Trickster: Aug 27 2011, 07:24 AM
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Nicsp
post Aug 27 2011, 08:21 AM
Post #46


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QUOTE (Trickster @ Aug 27 2011, 12:21 PM) *
All that aside, maybe we should allow the players to set a HP standard for each fight? That way it's up the players of each individual fight to decide how much damage they can take (ie. how much HP each character has), so if Ryuga and I wanted a quick "filler" fight, we would set HP to maybe 3 or 5, but if Sparrow and I were about to initiate the final battle, we'd naturally want it to be grand, epic, so we'd agree on a much higher HP level, maybe 20. Additional HP for betting more Telums would then be added onto the agreed HP amount (agreements could be done through PMs, rather than filling the game with OOC posts).

EDIT: Also, is this going to be a Deathnote kind of a deal where we don't understand all of the rules concerning the Telums (the notebook)? Or does the Judge reveal every detail to us?


I like the idea of people setting up their own maximums, i'm good with that.

And to your second question the Judge just gives a quick summary of the rules but all of the Telums have full knowledge of the game's rules and can share it with the player.


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Sparrowsmith
post Aug 27 2011, 09:14 AM
Post #47


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Strong attack deals damage to blocked (it breaks through) quick attack is dealt damage by blocked (hits their hand off a shield or somet, it's just to balance the numbers)



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Trickster
post Aug 30 2011, 08:07 AM
Post #48


How was I supposed to know combustion kills people!?
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Shame this sign-up's dying down so much. :/ Where'd that mofo TaFresh run off to!? And Omnial too!? tongue.gif
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Sparrowsmith
post Aug 30 2011, 09:41 AM
Post #49


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No clue. I'm still up for this though, even if it's just a handful of us.
Could always do a test run (Say first day of the RP) and then take it from there.


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Nicsp
post Aug 30 2011, 10:02 AM
Post #50


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Sure thing, we could maybe do it so some of the characters already get to know each other while they're on the boat on the way to the resort.


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Sparrowsmith
post Aug 30 2011, 10:11 AM
Post #51


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that sound brilliant. I can introduce myself as an asshole biggrin.gif Maybe have a fight or two on the boat down, as you do.



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Nicsp
post Aug 30 2011, 10:16 AM
Post #52


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Fair enough then, could you send me a summarized version of all the rules alongside with the rules for it? (Such as, stances needed to be changed every round and etc.) And then i'll post it in the first post.

@Trickster

Omnial posted he would be leaving for a long time back in the Introductions and Farewells thread, i'm sorry to say I don't exactly remember the reason though...And...No idea about TaFresh.


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YOU. YES YOU, DO YOU LIKE ROLEPLAYING? DID YOU KNOW RRR HAS IT'S OWN ROLEPLAYING FORUMS? DO YOU KNOW IT'S QUITE AWESOME? YOU SHOULD JOIN! YES, THIS IS SHAMELESS ADVERTISING. NOW CLICK THIS LINK.
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Ryuga
post Aug 30 2011, 11:18 AM
Post #53


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QUOTE (Nicsp @ Aug 30 2011, 12:16 PM) *
Fair enough then, could you send me a summarized version of all the rules alongside with the rules for it? (Such as, stances needed to be changed every round and etc.) And then i'll post it in the first post.

@Trickster

Omnial posted he would be leaving for a long time back in the Introductions and Farewells thread, i'm sorry to say I don't exactly remember the reason though...And...No idea about TaFresh.


Well the rules from the battle system discussion topic were as follows

QUOTE
Counter and Parry can ONLY be used if the opponent just did an attack (red)
Dodge can be used at any time, but you CANNOT go from a Dodge straight into an attack (you have to get back up off the floor)
Tackles are almost always successful, but only do damage against Blocking. There's no logical reason for this, tackling was just underpowered and blocking was overpowered. Make up your own insane justifications.
You must change stance every turn.


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Sparrowsmith
post Aug 30 2011, 01:03 PM
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I also suggested that your Telum can only ever use Strong attack OR quick Attack.
Health should vary from match to match (possibly decided by Telums)
Both players start in defensive Stance, damage can be dealt in the OP of a fight
You can only change stance once per turn.

Suggested:
Players bold their opponents last stance and then bold the stance they are changing to each turn, followed by a [score-score].
-Example: "Eden recovered from being offensive attack and dodged out of the way of the next onslaught [3-2]"
Problems with scores (people reading the chart wrong, breaking rules) be corrected by PM, and then edited. Me and Nicsp actually moderate the forums, so editing posts for people will not be a problem if they don't cooperate (no sore losers people, though I might have to run this one by Kaz)
In the event of a draw, the last attacking player declares that they have no intention of continuing the fight. This can ONLY be done when both players simultaneously reach the limit for the battle. The other player must agree to the draw - that is what the system has dictated.
Posts should be be made definite "Eden's blade swung deep into Clive's stomach" rather than implied "Eden's blade swung towards Clive's stomach". The system gives you the right to inflict damage. No ifs or buts, your player can be harmed by other players where they choose to hurt you, and you can hurt them too.

Can't think of anything else.


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Nicsp
post Aug 30 2011, 01:17 PM
Post #55


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Done. I shall open the actual topic for the RP shortly. Also, Sparrowsmith, I don't know if you had a look yet, but I've been making arenas and I've been trying to give each one some sort of special exclusive condition, have a look at them and tell me your opinions or suggestions if you think up of any.


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Sparrowsmith
post Aug 30 2011, 01:36 PM
Post #56


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I hadn't noticed, and they're brilliant!

An Ice field, where dodge and tackle cannot be used (fall over) could work.
A high tower of some kind, where tackle cannot be used (fall off)


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Nicsp
post Aug 30 2011, 01:49 PM
Post #57


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Oh, I like it. I'll whip up a description and then add them to list...Oh, by the way, the test play is open.


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YOU. YES YOU, DO YOU LIKE ROLEPLAYING? DID YOU KNOW RRR HAS IT'S OWN ROLEPLAYING FORUMS? DO YOU KNOW IT'S QUITE AWESOME? YOU SHOULD JOIN! YES, THIS IS SHAMELESS ADVERTISING. NOW CLICK THIS LINK.
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Darkblade
post Aug 30 2011, 03:41 PM
Post #58


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Saw the chart and things on the first post.
Maybe add the full names for the stances?

I think this is them:
QUOTE
CO - Close offensive
QO - Quick offensive
SO - Strong offensive
TA - Tackle
PA - Parry
C - Counter
DO - Dodge
BL - Blocking
O - Open

Just in case people are not sure.


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Nicsp
post Aug 30 2011, 04:04 PM
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Oh...Right. Thanks for bringing that up, Darkblade, i'll do it right away.


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YOU. YES YOU, DO YOU LIKE ROLEPLAYING? DID YOU KNOW RRR HAS IT'S OWN ROLEPLAYING FORUMS? DO YOU KNOW IT'S QUITE AWESOME? YOU SHOULD JOIN! YES, THIS IS SHAMELESS ADVERTISING. NOW CLICK THIS LINK.
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computerzombies
post Sep 1 2011, 05:41 PM
Post #60


shoopis mah roopis! blaaaah!!!!!!
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I failed at signing up by posting first, but it still stands! I want to kill you all in a timely manner! Sorry about the late sign up and have a great game. My character is Demios, who is 14 and ready to kill you, no matter what the rules say. In other words, don't screw with him unless you're sure you can win.
Demios
14
USA
Male
White hair covers nearly black eyes. Usually dressed in a pair of jeans and a long sleeve shirt (usually blue) which serve to hide jagged scars that cross his Tan body
He has been fighting his way across america, returning telums to the Judge instead of keeping them. The only reason he signed up for this tournament was because It was a good chance to kill all the telum users at once, and he was wanted for murder in 11 states. He ran away from a rich home when he was 8, using his genius IQ to steal millions from his parents before doing so.
He will not reveal his wish to anybody who is not dying.

Ares
The only partner of Demios, He is in the shape of a short sword. He acts as a sort of conscience to his master. He is perfectly fine with murder, but will usually hold Demios back from torture and sadistic behavior. He looks a bit like this. and yes he is collapsable.

This post has been edited by computerzombies: Sep 1 2011, 06:04 PM


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