Dowsha
25th August 2008, 09:56 PM
I have a desire to try something out, middle-school ba style. I don’t remember how popular the style was back in the day, but that isn’t important. I am referring to the thing to the side (points with fingers) with stats. I want to have a stats battle. But I don't want to use the stats over there because it would be a bit confusing and impossible to balance. If you hate the idea, leave now. Throughout the post here I will make notes at the beginning of paragraphs that will say such things: live now, or skip paragraph.
That being said…
This is what I want. Three people need to be involved, two combatants and a judge. Each combatant posts a character with a set amount of points. Arbitrarily, for now, lets say 25 Where each point relates to a set amount of 'stuff.' Forgive my extreme basics here, please.
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Stats
Constitution- Hitpoints (+/-) Energy
Strength- Phy Dmg
Dexterity/Durability- Phy Resist
Intelligence- Magic Dmg
Wisdom- Magic Resist
Examples of stat distribution and how it effects a characters makeup will follow later.
Energy will double as Mana points and Skill points. This paragraph will explain why. Skip if you don’t care. I thought that it would be easier for druidic/paladin characters to fit into a system. This way it is very simple to adhere to costs rapidly with little thought for both judges and players. The system doesn’t penalize pure magic characters or pure melee characters. It does, however, seem to (somewhat) favor these mixed class characters, the skills system will exasperate such classes trying to have both a powerful physical and mental prowess. The reason for the combination was to both alleviate potential problems for judges, and to give the mixed characters a small advantage over their skill disparities.
You can see that I applied two different stats into the same category there… the rest of this paragraph is an explanation of why. Please ignore this paragraph if you don’t give a fuck. Dexterity vs Durability. They’ll affect the same things mathematically, but not later on when I get to describing scoring. The theory is that dexterity is the ability to dodge and durability is just ruggedness. So, if we had two similar characters, a martial artist and sum wrestler; we would see people with similar strength but different ability to take a hit. The martial artist would more than likely not be able to take a powerful physical strike as well as a sumo, conversely a sumo isn’t going to be able to dodge the attack in the same way as a martial artist. Thus a strike will land with about the same force to either of them – as opposed to a computer nerd whose dodging ability has atrophied from lethargic tendencies and couldn’t take a hit to save his life.
Also, you’ll see that constitution will double as a energy and health cost base. This will be better explained through examples, but again, if you don’t want to hear why, just skip this paragraph. I thought it was difficult to come up with a simple way to give mental or physical endurance. In other games Int is the base stat for mana pools. But there isn’t a general cost for physical skills. I didn’t think such an act fair in the system I have at hand. So, I considered having Int vs Str for two different energies. Two problems arose; I had already combined mana and physical endurance. I also I thought that it would be more interesting during character creation to have to choose between how strong techniques were, offensive and defensive, and how many attacks one could perform during a match. Furthermore, I thought it would be even more humorous to make people challenge their own minds to make the choice between how much health and energy they have. Am I a sadist? Yes.
Energy Regeneration. This paragraph explains that energy regenerates during a fight. 5% of max energy regenerates every turn. I guess this would be like staying “at rest” in a fight. This was implemented to facilitate more flexible or extreme spell costs.
Negative Stats. One cannot start the battle with negative stats, or use a stat as a cost if he or she has zero statpoints. But the enemy can reduce someone’s stats to a negative number. In this case, the current formula in place is applied against the player with negative stats. Pretty simple :/
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Spells/Skills
Each character will be allowed 5 spells or skills which are techniques that fall under a range of categories: buffs, debuffs, dispels, direct damage and primers. Buffs and debuffs can range from altering damage of normal attacks by directly altering stats or by applying a whole-sale percentage to damage inflicted or reduced. Another type of skill or spell would be direct damage either blocked or applied, and can cross over with a debuff: a sword strike which takes 100hp and causes 10 bleed damage per turn following, or more dangerously 100 hp and a stat loss. A primer spell/skill is a technique which allows for higher level skills/spells to be used at a reduced cost. Some of the most devastating attacks could be stat attacks, because it can eliminate the requirements for a skill. Another spell (buff or debuff) would be stat reversal. In the case of a character who is Jeckle and Hide (or incredible hulk for you illiterates) int/str. In illustration, a thief may have an ability that raises his dex dramatically, this is a buff. Sneak, a primer skill that doesn’t really do anything and then backstab, which works off of the primer skill “sneak” to deal direct damage or a buff to normal damage. Buffs/Debuffs can be permanent or turn specific. Finally, but maybe unnecessarily, Dispels obviously remove buffs or debuffs.
More detailed examples of spells and skills will be supplied later
This paragraph is about spell/skill costs. If you don’t care, next paragraph. Costs can be absolutely nothing, energy, health, and stats. Costs can be turnbased. Such as a penalty that is applied every turn for the rest of a match. Furthermore, it is possible to have passive abilities that are constantly active with little or no cost, and it is also possible to have other abilities or spells that have no costs. Spells/skills that burn stats or health for an entire battle are obviously (in concept) supposed to be more powerful then spells/skills that just burn energy. As energy regenerates, the cost of burning stats is intense.
Basic attacks and defensive maneuvers per turn? In the instance of two (or more) skills that are “combod” in the sense of “Left Jab, Feinted Right Crossover, Right Heal Strike” (Its Savate, don’t think to hard about it) the judge will determine which is too much attack in his or her judgment.
How many skills or spells can we use per turn? Barring status effects, ~one. Does this include basic attacks and defending oneself? Yes and no. A primer effect must at least burn one. But other than that, one could conceivably launch five spells in the first post. It is just doubtful they’ll get credit for any.
Why Five? Again, if you don’t care about “Why five” move the fuck on… Five is easy to maintain. Easy for both opponents (and a judge) to keep track of, the restriction isn’t applied to total spells. Just the spells used in a particular quest or battle.
This is about status effects. Some debuffs will come with status effects. Other than stat reduction, there will be a While I am not going to go into a laundry list of effects I will overview some. One that is pertinent is “Charging.” Someone who doesn’t want to have a primer skill taking a slot, they can add charging into their skill cost. Charging effect means that no attack can be launched during that turn and that the skill can be interrupted if more than 20% damage is dealt that turn. Sleep effect denies the afflicted player his or her next turn. Stun effect allows for two attacks or skills to be launched by the afflicter in the next turn. A pacify effect would render the afflicted unable to attack. Others are conceivable and must be approved.
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-
-
Items (Also contains a short bit of info on basic damage)
From Equipment to items like alcohol, potions, and poisons. Items can have stat bonuses or penalties. You might notice that there would be a severe restriction on magic users here, as a physical character brandishing a sword can gain more from his or her str bonus. To fix this disparity I created a very simple system that mirrors the skills system, in form.
Weapons. This paragraph describes weapons. Skipee ifee yee wantee, yaddeefreakendadee. Weapons can be anything. Swords, clubs, daggers, voodoo dolls, wands, whips, bows, etc. A weapon can be designed to increase in power as the owners hp falls, or from the damage it brings, or its contact with magic, etc. In the case where a weapons power increases – its “starting power” must be lower. A stable weapon, on the other hand, can start off as a medium power. In the case of a wand, or a staff – they can both deal physical damage if the author decides as such. But, as of now, I have a mental system in place here for how they can deal magical damage. Damage dealt can be traded for a stat bonus of some sort…
Points system for weapons… 3 points to be divided up. In the case of a one handed blade, all three points can go to left hand, and then the sword would only be effective in the left hand. Or two points left, one point right, and we can have two one handed swords. The reasons for this is damage. Wounding one arm can significantly decrease the effectiveness of a weapon. Two handed weapons fall under the same category as left right, the only difference is they require two hands… They naturally get full 3 point bonus but the damage is severely limited when one arm is damaged. One handed weapons can have an option of holding another weapon or a shield… or a charm… its whatever. In the instance of magic, the points would go into channeling. So, if we have a staff wielding mage he or she can put a point into right hand physical and two into channeling. Or all three points into channeling in either arm. Two-handed limitations also apply in the instance of a two handed weapon. A one handed magical object, like a wand would be less effective in its injured arm. In the instance of a ranged weapon, the effectiveness of a bow would be limited severely by a wounded arm – a sling wouldn’t so one-hand two-hand limitations apply.
Damage Inflicted (DI) and Damage Received (DR, for shields) will be based off of weight of weapon or shield. Each weapon has a points range from 0 – 3 (above paragraph explains). On a one handed sword, for example, a zero might be DI 1-9; a one might be DI 3-15; a two, DI 10-24; a three, 14-32. Plus and bonus DI from stats, abilities, and additional DI from scoring.
Armour is also based on weight. Cloth and leather armour can give a +dex bonus as well as its standard DR. Chain, Scale, and Plate could give a –dex, +dur respectively in ascending order atop its standard DR bonuses. Special armour can enhance melee DI and other such things, trades are made between stat bonuses and DRs. Magic DR can be exchanged for Physical DR. Etc.
Charms, Potions, etc are allowed in a max of 3 per round: small gain without restrictions for one turn. Of course, higher gains for temporary restrictions. Basically these would work exactly the same as a skill. So, a potion that cures poison. Or a powder that applies a poison to a weapon. In the instance of a weapon adjustment, the effect doesn’t last one turn. Instead, it lasts until applied to enemy. A potion to increase a stat temporary, or regain hp, or energy points (ep).
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Characters
This (http://www.giveupalready.com/showthread.php?p=1144123) is a complete character profile under the system as I imagine it. You’ll notice 9 spells, not five. Only 5 spells can be used in one match, but I created more for flexibility reasons. What I have done in the following examples is basically create 5 characters. No histories. Just stats, skills, spells, and inventory. I grouped the stats together, the spells together, and the inventory together for easy comparison. Short descriptions of the character I am attempting to build follow this paragraph.
Avalore the Average
Avalore is my favorite character 10 second character, balanced stats and abilities. A mixture of attack and defense magically and physically. Relatively low hp. He is a paladin and as such his abilities reflect this.
-
Rogg the Enraged
A maximum physical damage character. A berserker with interesting abilities that pump up his damage more and more.
-
Tanky McTankster
Good Physical Defense and general damage reduction.
-
Willy the Wizard
A magic user with a wide variety of buffs and debuffs, quite flexible with high damage skills offset by their high costs and ability to be interrupted.
-
Faceless
What would a set of examples be if I didn’t describe how I would convert a real character of my own design.
That being said…
This is what I want. Three people need to be involved, two combatants and a judge. Each combatant posts a character with a set amount of points. Arbitrarily, for now, lets say 25 Where each point relates to a set amount of 'stuff.' Forgive my extreme basics here, please.
-
-
-
Stats
Constitution- Hitpoints (+/-) Energy
Strength- Phy Dmg
Dexterity/Durability- Phy Resist
Intelligence- Magic Dmg
Wisdom- Magic Resist
Examples of stat distribution and how it effects a characters makeup will follow later.
Energy will double as Mana points and Skill points. This paragraph will explain why. Skip if you don’t care. I thought that it would be easier for druidic/paladin characters to fit into a system. This way it is very simple to adhere to costs rapidly with little thought for both judges and players. The system doesn’t penalize pure magic characters or pure melee characters. It does, however, seem to (somewhat) favor these mixed class characters, the skills system will exasperate such classes trying to have both a powerful physical and mental prowess. The reason for the combination was to both alleviate potential problems for judges, and to give the mixed characters a small advantage over their skill disparities.
You can see that I applied two different stats into the same category there… the rest of this paragraph is an explanation of why. Please ignore this paragraph if you don’t give a fuck. Dexterity vs Durability. They’ll affect the same things mathematically, but not later on when I get to describing scoring. The theory is that dexterity is the ability to dodge and durability is just ruggedness. So, if we had two similar characters, a martial artist and sum wrestler; we would see people with similar strength but different ability to take a hit. The martial artist would more than likely not be able to take a powerful physical strike as well as a sumo, conversely a sumo isn’t going to be able to dodge the attack in the same way as a martial artist. Thus a strike will land with about the same force to either of them – as opposed to a computer nerd whose dodging ability has atrophied from lethargic tendencies and couldn’t take a hit to save his life.
Also, you’ll see that constitution will double as a energy and health cost base. This will be better explained through examples, but again, if you don’t want to hear why, just skip this paragraph. I thought it was difficult to come up with a simple way to give mental or physical endurance. In other games Int is the base stat for mana pools. But there isn’t a general cost for physical skills. I didn’t think such an act fair in the system I have at hand. So, I considered having Int vs Str for two different energies. Two problems arose; I had already combined mana and physical endurance. I also I thought that it would be more interesting during character creation to have to choose between how strong techniques were, offensive and defensive, and how many attacks one could perform during a match. Furthermore, I thought it would be even more humorous to make people challenge their own minds to make the choice between how much health and energy they have. Am I a sadist? Yes.
Energy Regeneration. This paragraph explains that energy regenerates during a fight. 5% of max energy regenerates every turn. I guess this would be like staying “at rest” in a fight. This was implemented to facilitate more flexible or extreme spell costs.
Negative Stats. One cannot start the battle with negative stats, or use a stat as a cost if he or she has zero statpoints. But the enemy can reduce someone’s stats to a negative number. In this case, the current formula in place is applied against the player with negative stats. Pretty simple :/
-
-
-
Spells/Skills
Each character will be allowed 5 spells or skills which are techniques that fall under a range of categories: buffs, debuffs, dispels, direct damage and primers. Buffs and debuffs can range from altering damage of normal attacks by directly altering stats or by applying a whole-sale percentage to damage inflicted or reduced. Another type of skill or spell would be direct damage either blocked or applied, and can cross over with a debuff: a sword strike which takes 100hp and causes 10 bleed damage per turn following, or more dangerously 100 hp and a stat loss. A primer spell/skill is a technique which allows for higher level skills/spells to be used at a reduced cost. Some of the most devastating attacks could be stat attacks, because it can eliminate the requirements for a skill. Another spell (buff or debuff) would be stat reversal. In the case of a character who is Jeckle and Hide (or incredible hulk for you illiterates) int/str. In illustration, a thief may have an ability that raises his dex dramatically, this is a buff. Sneak, a primer skill that doesn’t really do anything and then backstab, which works off of the primer skill “sneak” to deal direct damage or a buff to normal damage. Buffs/Debuffs can be permanent or turn specific. Finally, but maybe unnecessarily, Dispels obviously remove buffs or debuffs.
More detailed examples of spells and skills will be supplied later
This paragraph is about spell/skill costs. If you don’t care, next paragraph. Costs can be absolutely nothing, energy, health, and stats. Costs can be turnbased. Such as a penalty that is applied every turn for the rest of a match. Furthermore, it is possible to have passive abilities that are constantly active with little or no cost, and it is also possible to have other abilities or spells that have no costs. Spells/skills that burn stats or health for an entire battle are obviously (in concept) supposed to be more powerful then spells/skills that just burn energy. As energy regenerates, the cost of burning stats is intense.
Basic attacks and defensive maneuvers per turn? In the instance of two (or more) skills that are “combod” in the sense of “Left Jab, Feinted Right Crossover, Right Heal Strike” (Its Savate, don’t think to hard about it) the judge will determine which is too much attack in his or her judgment.
How many skills or spells can we use per turn? Barring status effects, ~one. Does this include basic attacks and defending oneself? Yes and no. A primer effect must at least burn one. But other than that, one could conceivably launch five spells in the first post. It is just doubtful they’ll get credit for any.
Why Five? Again, if you don’t care about “Why five” move the fuck on… Five is easy to maintain. Easy for both opponents (and a judge) to keep track of, the restriction isn’t applied to total spells. Just the spells used in a particular quest or battle.
This is about status effects. Some debuffs will come with status effects. Other than stat reduction, there will be a While I am not going to go into a laundry list of effects I will overview some. One that is pertinent is “Charging.” Someone who doesn’t want to have a primer skill taking a slot, they can add charging into their skill cost. Charging effect means that no attack can be launched during that turn and that the skill can be interrupted if more than 20% damage is dealt that turn. Sleep effect denies the afflicted player his or her next turn. Stun effect allows for two attacks or skills to be launched by the afflicter in the next turn. A pacify effect would render the afflicted unable to attack. Others are conceivable and must be approved.
-
-
-
Items (Also contains a short bit of info on basic damage)
From Equipment to items like alcohol, potions, and poisons. Items can have stat bonuses or penalties. You might notice that there would be a severe restriction on magic users here, as a physical character brandishing a sword can gain more from his or her str bonus. To fix this disparity I created a very simple system that mirrors the skills system, in form.
Weapons. This paragraph describes weapons. Skipee ifee yee wantee, yaddeefreakendadee. Weapons can be anything. Swords, clubs, daggers, voodoo dolls, wands, whips, bows, etc. A weapon can be designed to increase in power as the owners hp falls, or from the damage it brings, or its contact with magic, etc. In the case where a weapons power increases – its “starting power” must be lower. A stable weapon, on the other hand, can start off as a medium power. In the case of a wand, or a staff – they can both deal physical damage if the author decides as such. But, as of now, I have a mental system in place here for how they can deal magical damage. Damage dealt can be traded for a stat bonus of some sort…
Points system for weapons… 3 points to be divided up. In the case of a one handed blade, all three points can go to left hand, and then the sword would only be effective in the left hand. Or two points left, one point right, and we can have two one handed swords. The reasons for this is damage. Wounding one arm can significantly decrease the effectiveness of a weapon. Two handed weapons fall under the same category as left right, the only difference is they require two hands… They naturally get full 3 point bonus but the damage is severely limited when one arm is damaged. One handed weapons can have an option of holding another weapon or a shield… or a charm… its whatever. In the instance of magic, the points would go into channeling. So, if we have a staff wielding mage he or she can put a point into right hand physical and two into channeling. Or all three points into channeling in either arm. Two-handed limitations also apply in the instance of a two handed weapon. A one handed magical object, like a wand would be less effective in its injured arm. In the instance of a ranged weapon, the effectiveness of a bow would be limited severely by a wounded arm – a sling wouldn’t so one-hand two-hand limitations apply.
Damage Inflicted (DI) and Damage Received (DR, for shields) will be based off of weight of weapon or shield. Each weapon has a points range from 0 – 3 (above paragraph explains). On a one handed sword, for example, a zero might be DI 1-9; a one might be DI 3-15; a two, DI 10-24; a three, 14-32. Plus and bonus DI from stats, abilities, and additional DI from scoring.
Armour is also based on weight. Cloth and leather armour can give a +dex bonus as well as its standard DR. Chain, Scale, and Plate could give a –dex, +dur respectively in ascending order atop its standard DR bonuses. Special armour can enhance melee DI and other such things, trades are made between stat bonuses and DRs. Magic DR can be exchanged for Physical DR. Etc.
Charms, Potions, etc are allowed in a max of 3 per round: small gain without restrictions for one turn. Of course, higher gains for temporary restrictions. Basically these would work exactly the same as a skill. So, a potion that cures poison. Or a powder that applies a poison to a weapon. In the instance of a weapon adjustment, the effect doesn’t last one turn. Instead, it lasts until applied to enemy. A potion to increase a stat temporary, or regain hp, or energy points (ep).
-
-
-
Characters
This (http://www.giveupalready.com/showthread.php?p=1144123) is a complete character profile under the system as I imagine it. You’ll notice 9 spells, not five. Only 5 spells can be used in one match, but I created more for flexibility reasons. What I have done in the following examples is basically create 5 characters. No histories. Just stats, skills, spells, and inventory. I grouped the stats together, the spells together, and the inventory together for easy comparison. Short descriptions of the character I am attempting to build follow this paragraph.
Avalore the Average
Avalore is my favorite character 10 second character, balanced stats and abilities. A mixture of attack and defense magically and physically. Relatively low hp. He is a paladin and as such his abilities reflect this.
-
Rogg the Enraged
A maximum physical damage character. A berserker with interesting abilities that pump up his damage more and more.
-
Tanky McTankster
Good Physical Defense and general damage reduction.
-
Willy the Wizard
A magic user with a wide variety of buffs and debuffs, quite flexible with high damage skills offset by their high costs and ability to be interrupted.
-
Faceless
What would a set of examples be if I didn’t describe how I would convert a real character of my own design.