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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Posts: 4,600
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RM Skill: Intermediate
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The problem with rock paper scissors (or any variant) is that both moves must be done simultaneously. In the stance system I'm working on there are two turns to each stance, like so: Close offensive verses Blocking (0-0) Close offensive verses Counter (0-2) (Player 1 has had to stay on his previous stance) Strong offensive verses Counter (1-2) (Player 2 has had to stay on his previous stance)
So it's a kind of turn-taking system. There can't be balance in a turn taking system, there must be obvious strategies that get you ahead of the game, otherwise points just bounce back and forth and the first person to deal damage wins. I've found that (like real life) the best way to rack up points is to make a defensive move, which forces your opponent to either use a weaker attack or to defend themselves, at which point you strike with something more worthwhile.
Staying on a stance though wouldn't work because, as said, it's a turn taking system.
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