So, as some of you may know, i'm currently working in a simple action-based RP which will, hopefully, attract new people here to these subforums. Now there's a problem, because of the nature of this RP, there will, no doubt, be many battles. And since the point of this RP is to attract new members, not only the usual text battling way could be a bit of a disadvantage for new RPers but also would require a certain distancing from the author to it's character since, as we all know, no one likes losing.
I have discussed what battle system should be used with Sparrowsmith via PM for a while and we came up with two options to choose from, one being very simple but requiring the need of one or more admins of the RP to be frequently present to handle the battles and the other one a lot more simple but also very complex. Needless to say, we are also accepting suggestions, if any of you have any.
"Rock, paper, scissors" system by Nicsp.
Clicky.
QUOTE
Instead of making up their own weapons, the GM will make a list of avaible weapons and assign to these weapons ten points through three different "stats", that data will only be avaible to the GM and to the player who owns the weapons, and then when two people fight, we have them choose what stat they want to use to battle the opponent, the stat is then PMed to the GM who will then reply to both people saying which is the winner. Each of these stats "beats" each other (Think rock, paper, scissors.), and when that happens, the "winning" stat gets a 2x value bonus over the other one.
So...By example...
Bob has...A shield. Block: 5 Charge: 4 Strike: 1
John has...A chainsaw sword. Block: 3 Charge: 3 Strike: 4
Block>Charge>Strike>Block
Bob uses block and John uses Strike. Bob: 5 John: 4
But since Strike>Block then...
Bob: 5 John: 8
John wins.
Now on another occasion:
Both John and Bob use charge.
Bob: 4 John: 3
Since charge=charge then Bob wins.
After the result has been calculated by the GM and sent back to both of the RPers involved in the battle, it will be up to the RPers to now RP the battle as they see fit, keeping in mind which of the two has to win.
Tactical Stance system by Sparrowsmith
Click here!
QUOTE
An RP fight needs to go on as long as is necessary for entertainments sake, but as short as is possible for story development. One idea would be 'stances'. In each post you can either change your 'stance' or attack, but not both. The three stances are offensive, defensive, and moving. If you're defensive, you can't be hit or hit, if you're offensive, then you can hit and be hit. Moving is for any REAL movement (of course you can move while attacking or defending) moving is for positioning that would take time (such as an archer getting to a good distance for firing). This would still be difficult to do, but would create a real sense of a battle field...
So, these are the two options we have at the moment. Opinions and suggestions?
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Group: Global Mod
Posts: 4,600
Type: Writer
RM Skill: Intermediate
Rev Points: 5
if still needed:
Battle System 2.0
Testing begins immediately, if anyone wants to put it to the test, PM me.
Rules: 10 - means player 1 does (1) damage 01 - means player 2 does (1) damage 11 - pretty obvious 00 - pretty obvious. 20 - means player 1 does (2) damage 02 - means player 2 does (2) damage
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.
CO - Close offensive QO - Quick offensive SO - Strong offensive TA - Tackle PA - Parry C - Counter DO - Dodge BL - Blocking O - Open
General rule of thumb: Most attacks (red) do damage to anything but defense (blue) but are weak against other attacks. Support (yellow) are good for countering strong attacks, strategy moves, and breaking through defenses. This is only a general rule of thumb, suggestions are appreciated/necessary to get this working properly.
Edit: BOTH PLAYERS START IN BLOCKING STANCE... My bad for not mentioning this before....
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Warning!this post may contain sarcasm, please re-read it in a funny voice The old spoiler was out of control, it had to be stopped.