Archive for Rebels A Star Wars Roleplaying Community
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The Chosen One
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RP CombatThe Basics
Double-Blade________Offense_____Defense
Normal Stance_________6___________6
Defensive Stance_______3___________9
Offensive Stance_______7___________5
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Single Blade_________Offense_____Defense
Normal Stance_________5___________5
Defensive Stance_______3___________7
Offensive Stance_______8___________2
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Dual sabers_________Offense_____Defense
Normal Stance_________6___________4
Defensive Stance_______2___________8
Offensive Stance_______9___________1
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| Rive Caedo wrote: | You recieve 10 active points per round.
These points can be spent to power your abillities, defences, and attacks (Abillities list coming... eventually)
Unused points may be "banked" for later use. This comes at a penalty however, you must spend an extra point for every point you bank. Thus:
2 Active points = 1 Bank Point
4 Active points = 2 Bank Points
6 Active points = 3 Bank Points
8 Active points = 4 Bank Points
10 Active points = 5 Bank Points
You may use 2 abillties/attacks per Attack Round.
The person to begin the round of combat is limited to 5 active points in that first phase.
In order to change stances, i.e. if I was in Normal Stance and wanted to change to Defensive, I would need to spend 2 active points in order to do so.
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More can be read here.
2+v1 Situations
If you encounter a 2+ vs. 1 situation, then you will be faced with a penalty. The fighters with more people to their side will only get 4 active points per round.
Force
Force points work like this: You get 5 force points to start out, and after that you gain 2 every round.
Hit/Health Points
Everyone starts out at 10 hp. Add your rank times two to that.
So a Senior Council Member would have 50 hp(20 is their rank. 20x2 = 40 plus the 10 already given = 50).
Ranks not upgradeable, such as grey jedi, assassin, bounty hunter, etc. would automatically get 30 hp.
Color Coding
Violet = Abilities
Orange = Physical Force Powers
Yellow = Neutral Force Powers
Red = Dark Side Powers
Cyan = Light Side Powers
Black = Unified Power
Olive = Values
Green = Important Information
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Scion
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Dakoth: Yay for Making scion's post a test duel Archive:
1st Test Duel: http://rebels.myfreeforum.org/abo...=717dfc28f937d5158effaa319ab491ed
2nd Test duel: http://rebels.myfreeforum.org/abo...=038ab67afd066d937875e671a0a54355
TCO vs Lyn: http://rebels.myfreeforum.org/ftopic4961-15.php
Scion Edit: Damn
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The Chosen One
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A round is the collective posts of everyone taking part in combat. So if there is two people in combat, the next round starts after the two have posted.
Each post consisting of combat is to be followed in this order:
| Quote: | 1. Defense
2. Saber-Lock Check
3. Saber-Lock Responce
4. Action Phase |
1). Defense
-Basically, you defend the opponents attack(s). If he attacked with a total offense of 10, then you need to either match, or best that number.
This is the part that can potentially initiate a saber-lock.
If you don't get at least within 1, tie, or best the offense your opponent slung at you, then you take damage accordingly.
If your defense was only 8, then you recieve 2 damage as his offense was 10, said above.
2). Saber-lock Check
- Again, back to the example 10 of offense. If you only come within 1(9), tie(10), or best the number by 1(11), then you get forced into a saber-lock as the value is too close to decide a clear victor.
3). Saber-Lock response.
-If you are saber-locked, the values are the ones carried over from the defense round. For example, if you blocked that example 10 offense with a defense of 11, the lock will be 11-10 in your favor.
You can only add onto the value that intiated the lock with bank points. If there is no bank points to be spent on your part, then the person with the higher value of points in the lock win. What matters is how many more points you won with. A 1 point win counts as 10%, 2 as 20%, 3 as 30%, etc etc etc. These percentages are to be multiplyed by the final value.
So going back to the example, 11-10 in your favor. You win by 1, you do 10% of the total value(11) to your opponent. In this case, 1 point of damage from the saber lock.
However, if the values are even(10-10 in a saber-lock), you both push off recieving no damage both ways.
4). Action Phase
- Do what you wish with your 10 active points for the round.
One thing to note, is that you can only change stances during this phase.
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The Chosen One
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Mastered
Form I: Shii-Cho "Way of the Sarlacc" or "Determination Form"
+0 to Offense
+0 to Defense
2 extra active points per round
+5 to total HP
(Note: When faced with multiple opponents, Shii-Cho gets an added bonus of +1 to attack and defense)
Form II: Makashi "Way of the Ysalamiri" or "Contention Form"
+1 to Offense
+1 to Defense
+1 to overall value in a saber-lock
Able to change stances without spending points
(Note: This stance's achilles heel was ranged weaponry. When blaster technology comes into play, the user of this form suffers -3 to Defense)
Form III: Soresu "Way of the Mynock" or "Resilience Form"
+0 to Offense
+3 to Defense
Able to change to defensive stance for no points
(Note: When blaster technology comes into play, the user of this form gains a +3 to Defense)
Form IV: Ataru "Way of the Hawk-Bat" or "Aggression Form"
+2 to Offense
+1 to Defense
Able to change to normal and/or offensive stance for no points
(Note: The user of this form is able to utilize force jump at half the force cost)
Form V: Shien / Djem So "Way of the Krayt Dragon" or "Perseverance Form"
+3 to Offense
+0 to Defense
Able to change to offensive stance for no points
(Note: When blaster technology comes into play, if a Shien user defends the blaster by a margin greater than 6 points, the difference is turned into damage and deflected)
Form VI: Niman "Way of the Rancor" or "Moderation Form"
+0 to Offense
+0 to Defense
2 additional Bank Points if all 10 active points are put into bank
1 additional force point per round
Able to change stances without spending points
Form VII: Juyo "Way of the Vornskr" or "Ferocity Form"
+2 to Offense
+2 to Defense
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Intermediate
Form I: Shii-Cho "Way of the Sarlacc" or "Determination Form"
+0 to Offense
+0 to Defense
1 extra active points per round
+3 to total HP
Form II: Makashi "Way of the Ysalamiri" or "Contention Form"
+1 to Offense
+1 to Defense
Able to change stances without spending points
Form III: Soresu "Way of the Mynock" or "Resilience Form"
+0 to Offense
+2 to Defense
Form IV: Ataru "Way of the Hawk-Bat" or "Aggression Form"
+1 to Offense
+0 to Defense
Able to change to normal and/or offensive stance for no points
Form V: Shien / Djem So "Way of the Krayt Dragon" or "Perseverance Form"
+2 to Offense
+0 to Defense
Form VI: Niman "Way of the Rancor" or "Moderation Form"
+0 to Offense
+0 to Defense
2 additional Bank Points if all 10 active points are put into bank
Able to change stances without spending points
Form VII: Juyo "Way of the Vornskr" or "Ferocity Form"
+1 to Offense
+1 to Defense
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Initiate
Form I: Shii-Cho "Way of the Sarlacc" or "Determination Form"
+0 to Offense
+0 to Defense
1 extra active points per round
Form II: Makashi "Way of the Ysalamiri" or "Contention Form"
+1 to Offense
+0 to Defense
Form III: Soresu "Way of the Mynock" or "Resilience Form"
+0 to Offense
+1 to Defense
Form IV: Ataru "Way of the Hawk-Bat" or "Aggression Form"
+1 to Offense
+0 to Defense
Form V: Shien / Djem So "Way of the Krayt Dragon" or "Perseverance Form"
+1 to Offense
+0 to Defense
Form VI: Niman "Way of the Rancor" or "Moderation Form"
+0 to Offense
+0 to Defense
Able to change stances without spending points
Form VII: Juyo "Way of the Vornskr" or "Ferocity Form"
+1 to Offense
+0 to Defense
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Darth Shadow
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... I'm assuming this is optional.
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The Chosen One
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| Darth Shadow wrote: | | ... I'm assuming this is optional. |
Lol, it isn't even fully established yet. So don't get too excited.
And yes, it is completely optional when it is finished.
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Dakoth
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That looks like it could shape up nicely, but there are a few imbalances/h@x/mehs as of current.
Form I:
The +1 active point makes this a pretty potent form, letting you improve any aspect, so I'd say perhaps the -2 special is a little much.
Form II: Good in everything, perhaps too good, not sure though. I'll get back to you on this one
Form III:
Fine by me, the high defense balances out by taking a hit to the all importnat offense
Form IV:
For this one you might want to make it a mirror of Soresu, something to the lines of
+3 offense
-1 Defense
+1 special
Just a suggestion mind you.
Form V:
It seems like a perserverance form would be more defensive. But then again I'm stupid.
Form VI:
Underpowered IMO. Sure you get the 2 bank points, but once thats done the form becomes worthless.
Form VII:
I dont see Vaapad as much of a defense lover's form, perhaps
+2 offense
+0 Defense
-1 Special
Or maybe just
-3 special.
All ideas mind you.
On a similar note, how would we scale these forms on proficiency? Have Beginner, Intermediate, and complete mastery levels perhaps?
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Lord Vexen
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I personally hate it and I think it will ruin all RPs
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The Chosen One
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| Dakoth wrote: | Form I:
The +1 active point makes this a pretty potent form, letting you improve any aspect, so I'd say perhaps the -2 special is a little much. |
Well it doesn't get any plusses, so I think the 1 active point per round is a nice addition. It balances out in the fact that that is it's + to offense or defense.
Also one of its goals was "sun djem" or disarming your opponent. That can be counted under special, so it takes 2 less points to commit to a special maneuver such as that.
| Dakoth wrote: | Form II: Good in everything, perhaps too good, not sure though. I'll get back to you on this one  |
It is the form that specializes in saber combat. :p
| Dakoth wrote: | Form IV:
For this one you might want to make it a mirror of Soresu, something to the lines of |
Edited and done.
| Dakoth wrote: | Form V:
It seems like a perserverance form would be more defensive. But then again I'm stupid. |
It said it is the opposite of Soresu. Basically making your best defense, offense.
| Dakoth wrote: | Form VI:
Underpowered IMO. Sure you get the 2 bank points, but once thats done the form becomes worthless. |
I honestly don't know what to do with that form tbh. Maybe every 2 rounds, you gain 2 free bank points? Because in its description it doesn't really seem that great of a form. It is meant to be balanced in all aspects, and not excelling in any one. It was also meant to those who didn't prefer combat.
http://starwars.wikia.com/wiki/Form_VI:_Niman
Here is an exerpt:
| Quote: | | Due to its "jack-of-all-trades" nature, the success of this form is largely dependent on the practitioner's intuition, improvisation, and creativity in combat rather than the rote responses derived from other forms. |
That can be interpreted as +0 to offense/defense/special, BUT it gets 2 free bank points every 2 rounds to hint at it is "dependent on the practitioner's intuition, improvisation, and creativity in combat".
| Dakoth wrote: | Form VII:
I dont see Vaapad as much of a defense lover's form |
Edited.
| Dakoth wrote: | | On a similar note, how would we scale these forms on proficiency? Have Beginner, Intermediate, and complete mastery levels perhaps? |
Hmmmm, depends. Above is the mastery level of it. Let me get back to you on that, unless you have a suggestion.
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The Chosen One
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The duel ended, with me winning with a saber-lock.
http://rebels.myfreeforum.org/about4665.html
I gotta say though, that was actually fun.
Everyone, check it out to get a grasp on how the combat will be played out under this system.
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Scion
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Just to consider
Form IV (Unless I dont understand the system well enough) looks overpowered, while
Form VII: Is extremely underpowered, Form V is better, but maybe with Dakoth's Level system that could be fixed.
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Dakoth
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I think you might have made a mistake there. After you initate a saber lock you can invest your bank points into it, but so does the other person.
Regardless, it let me see a few fundamental flaws within the system.
1- Stance changing.
I say limit this to the Attack phase, which I think should be redubbed "Action" phase, as it is when you can take your two allowed actions, a stance change counting as an action of course
That way you can't flip flop stances twice in a combat situation.
2- Bank - Active points
Whats the deal with this? I'm not sure whether we should have them only changable in the beginning of the turn, or as an action in the Attack/Action phase.
3- Possible h@Xx0r1ff1c move
Ok say you've got 2 opponents with duels in Offensive stance (for example)
Jedi A goes first with his 5 active points, he uses his first action on a 15 strength attack, the second on a 10 strength attack.
That pretty much results in Jedi B being wtfpwnd from the get-go. I think that perhaps second attacks should be made at a fraction of the Offense value, perhaps negatable special abilities, a "flurry" ability if you will.
Oh and I might have found a solution to the Niman problem. Since it revolves around the users ingenuity, maybe allow them to change stances free of cost.
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The Chosen One
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| Dakoth wrote: | | I think you might have made a mistake there. After you initate a saber lock you can invest your bank points into it, but so does the other person. |
As far as what I did, it was clean. No mistake were made.
You attacked me with 7 offense, I had 7 defense( I was in defensive stance ).
I then put all of my active points into bank points, then bank into the saber-lock.
I won the lock, you took damage.
The person who is defending from the attack(and turns into a lock), either wins/loses it, or breaks it with an even number.
We can revise that though so both can react to the lock, rather than just the one defending from it.
On that note, I'm going to change the steps to a round.
| Dakoth wrote: | Regardless, it let me see a few fundamental flaws within the system.
1- Stance changing.
I say limit this to the Attack phase, which I think should be redubbed "Action" phase, as it is when you can take your two allowed actions, a stance change counting as an action of course
That way you can't flip flop stances twice in a combat situation. |
Fine with me.
/signed.
| Dakoth wrote: | 2- Bank - Active points
Whats the deal with this? I'm not sure whether we should have them only changable in the beginning of the turn, or as an action in the Attack/Action phase. |
They are active points, not action points. You can bank them at any point during your round.
If you limited it to action phase then not many people would be able to even live in a saber-lock.
| Dakoth wrote: | 3- Possible h@Xx0r1ff1c move
Ok say you've got 2 opponents with duels in Offensive stance (for example)
Jedi A goes first with his 5 active points, he uses his first action on a 15 strength attack, the second on a 10 strength attack.
That pretty much results in Jedi B being wtfpwnd from the get-go. I think that perhaps second attacks should be made at a fraction of the Offense value, perhaps negatable special abilities, a "flurry" ability if you will. |
(I will say the two dual users are jedi, and the single saber is a sith).
If the sith is being double teamed, then the jedi only get 5 active points per round(original solution).
So if they attacked 15 and 10 respectively, the sith could block all 4 sabers(RP wise) and not take damage.
If the sith was/goes into defensive stance(7 defense), he throws 8 active points into the 15 point attack. Then the last 2 to defend the 10 attack, which results in both 15-15, and 9-10. This means, two saber-locks.
How can he block all 4 sabers, you ask? This can be illustrated here:
However, here comes the problem. What if the second jedi attacked with his 5 active points?
Two 15's are impossible to block, unless he has bank points. Even so, he won't be able to do it forever.
You brought up an interesting scenario. I think doing the "offense cut in half" would be fair though. I don't think that the second person should only get the end of the stick though. I think both of them should.
So my solution is as follows:
Cut the offensive value in half for the double/triple/etc. teamers, then round up.
On top of that, I propose a new 2+v1 system. For each person on your team, you times that by 2, then subtract that to your active points. This means, 2v1( 2 times 2 = 4, 4 - 10 = 6. The 2 get 6 active points per round).
So:
2v1 = 6 active points
3v1 = 4 active points
4v1 = 2 active points
and so on, the minimum being 1 active point per round.
So 2 penalties for fighting with a teamate vs. 1 person.
1). Less active points per round.
2). Offensive values are cut in half.
| Dakoth wrote: | | Oh and I might have found a solution to the Niman problem. Since it revolves around the users ingenuity, maybe allow them to change stances free of cost. |
Nice idea, want to top that with the free bank points every 2 rounds?
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Scion
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Id say topping it off with 2 extra bank points balances it out more, otherwise it would be completely useless unless you had multiple forms.
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Dakoth
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Lol, you got my H@x0r senario wrong. I meant in a 1v1, both people using the dual setup.
As far as the niman dilema, yes and yes.
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The Chosen One
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^Can't agree with that.
Already the 2v1 situation is going to be evened out.
Jedi A&B now have 6 active points each, and now have their offensive values cut in half.
Sith A has all 10 active points, and no offensive penalty.
| Dakoth wrote: | | Lol, you got my H@x0r senario wrong. I meant in a 1v1, both people using the dual setup.. |
Oh, you said "2 opponents" and "duels"(instead of duals).
In that case it would be suicide for the dual users. To go into offense with duals, is like you said. An all or nothing move.
They both have like no defense, so it would be impossible to block the others attacks. Their best bet if they wanted to defend would be to use one saber.
Remember, duals are nothing but 2 single sabers. Staff can also be used as a single(Qui-Gon vs. Maul on Tatooine).
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Scion
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Obviously the offhand would be weaker resulting in a lesser attack power
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Dakoth
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| The Chosen One wrote: | ^Can't agree with that.
Already the 2v1 situation is going to be evened out.
Jedi A&B now have 6 active points each, and now have their offensive values cut in half.
Sith A has all 10 active points, and no offensive penalty. |
lol ok, whats going on?
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The Chosen One
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| Dakoth wrote: | | lol ok, whats going on? |
Explaining the 2 v 1 situation to Scion.
I edited most of the posts in the beginning. Check'em out.
| Scion wrote: | | Obviously the offhand would be weaker resulting in a lesser attack power |
Not sure if I understand the post. If in a 2 v 1 the 2 are the ones getting penalized.
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Scion
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| The Chosen One wrote: | | Dakoth wrote: | | lol ok, whats going on? |
Explaining the 2 v 1 situation to Scion.
I edited most of the posts in the beginning. Check'em out.
| Scion wrote: | | Obviously the offhand would be weaker resulting in a lesser attack power |
Not sure if I understand the post. If in a 2 v 1 the 2 are the ones getting penalized. |
I was responding to dakoth 1v1 with one person with dual blades attacking with both sabers, your offhand would be weaker
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Dakoth
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Yeah, I dont know where you got 2v1 from xD
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The Chosen One
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| Scion wrote: | | I was responding to dakoth 1v1 with one person with dual blades attacking with both sabers, your offhand would be weaker |
Well the 10 in offense counts for both sabers. Also you can't attack twice of the same type(i.e. just attacking normally with sabers twice).
Unless Dakoth has an idea. I think I do, but give me a bit to respond.
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Scion
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| The Chosen One wrote: | | Scion wrote: | | I was responding to dakoth 1v1 with one person with dual blades attacking with both sabers, your offhand would be weaker |
Well the 10 in offense counts for both sabers. Also you can't attack twice of the same type(i.e. just attacking normally with sabers twice).
Unless Dakoth has an idea. I think I do, but give me a bit to respond. |
makes sense, it would be suicide to attack with both anyways.
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Dakoth
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Lol you're right, you cant attack twice in the same way. But I think its best to make sure theres never a senario in which that could be easily accomplished early on.
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The Chosen One
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Okay I have an idea for duals.
Count them as single sabers, but you are able to attack with both of them.
So if in offensive stance, you will have 8 offense for both sabers.
Or you can use stances for the sabers seperately. So you can have your main hand in offensive, and off hand in defensive.
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Scion
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If you go with that idea then (If attacking with both) one's attack should be halved, or for that matter, your offhand is always halved or at least penalized.
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The Chosen One
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| Scion wrote: | | If you go with that idea then (If attacking with both) one's attack should be halved, or for that matter, your offhand is always halved or at least penalized. |
Yeah, good point.
So we have 2 ideas for duals:
Seperate stances/attacks or as is currently.
Take a vote peoples.
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Scion
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| The Chosen One wrote: | | Scion wrote: | | If you go with that idea then (If attacking with both) one's attack should be halved, or for that matter, your offhand is always halved or at least penalized. |
Yeah, good point.
So we have 2 ideas for duals:
Seperate stances/attacks or as is currently.
Take a vote peoples. |
It currently is simple, but simplicity is only fun for so long, and separate stances would hold more freedom and fighting style, so I'll go with the first.
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Dakoth
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Yeah, I'm for seperate stances, Dual blades are pretty potent and warrant it. They do have a high enough special rating -_-
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The Chosen One
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| Dakoth wrote: | | Yeah, I'm for seperate stances, Dual blades are pretty potent and warrant it. They do have a high enough special rating -_- |
The high special(the minuses), means that you recieve penalties when trying to execute something considered "special". Like force powers, or disarming your opponent.
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Lord Vexen
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does this have to be used?
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The Chosen One
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| Darth Vexen wrote: | | does this have to be used? |
...
Yes. -_-
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Dakoth
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| Darth Vexen wrote: | | does this have to be used? |
C'mon Vexen man. This is an ideas thread, if you don't have any ideas, then don't post here.
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Lord Vexen
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I have an idea.
Get rid of this whole thread it take all the fun out of roleplaying
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Scion
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| The Chosen One wrote: | | Dakoth wrote: | | Yeah, I'm for seperate stances, Dual blades are pretty potent and warrant it. They do have a high enough special rating -_- |
The high special(the minuses), means that you recieve penalties when trying to execute something considered "special". Like force powers, or disarming your opponent. |
So would special attacks work like FP and Attack/Defend would with a seperate pool, because so far it look like the only ones using specials would be Double-Bladed users...
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The Chosen One
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| Darth Vexen wrote: | I have an idea.
Get rid of this whole thread it take all the fun out of roleplaying |
"The one who understands does not speak; the one who speaks does not understand"
~Chinese Proverb
Maybe if you took a chance to try it, then you wouldn't think as much. It is actually pretty fun.
| Scion wrote: | | So would special attacks work like FP and Attack/Defend would with a seperate pool, because so far it look like the only ones using specials would be Double-Bladed users... |
Well not necessarily. The -1 signafies that you minus one from your active points you spent into that said special.
So if you force pushed for 4 points, you would really only have 3.
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Scion
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And gives Rping more structure than...
Jedi A blocked this but Sith B rolled out of the way just in time.
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Dakoth
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| Scion wrote: | | The Chosen One wrote: | | Dakoth wrote: | | Yeah, I'm for seperate stances, Dual blades are pretty potent and warrant it. They do have a high enough special rating -_- |
The high special(the minuses), means that you recieve penalties when trying to execute something considered "special". Like force powers, or disarming your opponent. |
So would special attacks work like FP and Attack/Defend would with a seperate pool, because so far it look like the only ones using specials would be Double-Bladed users... |
I assumed special attacks would be based on active points.
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Lord Vexen
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who edited my post
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The Chosen One
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| Dakoth wrote: | | I assumed special attacks would be based on active points. |
It depends if we wish to add the seperate force point pool.
Should we just keep it simple and make force use active points?
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Scion
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For simplicities sake, and because this idea isn't getting to many HOORAHS!, I say we should, it might be more realistic, as you cannot just cast FP over and over again.
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The Chosen One
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Even better would be that you can only do specials(use force) would be with bank points only.
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Dakoth
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Simplicity's sake can kiss my poodoo
I think there should be a force pool and an active points pool, special attacks drawing from both. Maybe force points should be assigned at the beginning of a battle and not regenerate, or come in slowly each turn to keep force use down.
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The Chosen One
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MY IDEA IS BETTUR THAN ALL OF URS.
We do a force bank, like regular bank points. Except that you assign points into that bank using active points. You can only use force powers from that force bank.
So I can put 8 active points into my Force Bank, then my last 2 into my normal Bank.
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Scion
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Like-
Gaurdian- 10 Max FP
Sentinal- 15 Max FP
Consular- 20 Max Fp
Force push costs 5 (hypothetically), Consular uses it on a Gaurdian. Gaurdian uses 5 of his own to balance it and nothing happens. At the beginning of the Gaurdians turn, he gains 1 FP back.
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The Chosen One
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My idea > Dakoth and Scion's
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Scion
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ha , missed that post
Yours is better, and that does eliminate the class problem, keeping it simpler, assuming that 2 active points becomes 1 FP also?
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The Chosen One
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That sounds fine.
Want to try a test battle with all of this? Including forms Scion?
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Scion
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Sure, continuing the same thread?
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Dakoth
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My 2 cents- Making active points generate force points = making force powers pretty useless.
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The Chosen One
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| Dakoth wrote: | | My 2 cents- Making active points generate force points = making force powers pretty useless. |
Not necessarily. I was thinking maybe we could just drop the penalty of 2 for 1 if putting points in the force bank.
That way, you can put 5 active points to equal 5 force points. That way you can put them in the bank real quick, then use it then attack regularly with saber.
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Dakoth
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I see no harm in trying it that way, but in the end I think it will ultimately favor either force or Sabers too heavily.
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The Chosen One
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| Dakoth wrote: | | I see no harm in trying it that way, but in the end I think it will ultimately favor either force or Sabers too heavily. |
Maybe.
Hard decisions to make.
Lets keep it 2 for 1 then.
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Dakoth
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2 for 1 sounds good. But perpahs to keep force from taking TOO long to muster, players could be awarded a certian number of force points each turn, which can't be converted into bank points and expire at the end of the turn. Say 3 at beginner, 6 at middle and 9 at master.
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The Chosen One
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Meh, how about we just let people use force with active points and still include the force bank?
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Dakoth
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Ok then, it stretches active points a little thin, but that at least makes a person think about how to use them. And if for some reason it dosen't work, theres always adding in force points a turn.
Now that we've got the beginnings of a force point system... heh.. how do you use the force?
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The Chosen One
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During your action or defense phase.
You put however many points into force push. Like say, 8. The opponent would need to match that 8 with his own force push in order to block it.
Much like in Ep III when Anakin and Obi-Wan fought.
Pretty much the same with any other power I'd venture to guess.
Grip's counter would be a push of equal or greater value, same with pull.
However, lightning would work different. You'd be able to block it with your own saber, depending on the values. SSDD, being able to block with an equal value. Anything greater(if you're not able to block it) and you could explain it as your saber is being overloaded.
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Dork of Mordork
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Sorry... don't like this.
But that's just me. I'm not going to be using it. It allows zero creativity. You know, the thing that really gets RPs going?
Cause now you can't imagine doing something really cool, cause you have to do all these bank points, action points, lunch points, ect.
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Dakoth
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I've said it before, I'll say it again. This system is not designed to replace the current form of RPing. Its only for people who want a more competitive dueling form, and its complexity and thus the amount of creativivity involved will expand with time.
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Scion
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| The Chosen One wrote: | During your action or defense phase.
You put however many points into force push. Like say, 8. The opponent would need to match that 8 with his own force push in order to block it.
Much like in Ep III when Anakin and Obi-Wan fought.
Pretty much the same with any other power I'd venture to guess.
Grip's counter would be a push of equal or greater value, same with pull.
However, lightning would work different. You'd be able to block it with your own saber, depending on the values. SSDD, being able to block with an equal value. Anything greater(if you're not able to block it) and you could explain it as your saber is being overloaded. |
Just throwing a thought up, that if you put more than enough points in defending a certain force power, like reflecting force lightning, to deal damage back to the user?
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Dakoth
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We're probably gonna need to make up some kind of force power reference sheet =/
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The Chosen One
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| Scion wrote: | | Just throwing a thought up, that if you put more than enough points in defending a certain force power, like reflecting force lightning, to deal damage back to the user? |
That could work. Like how Yoda reflected lightning back at Palpatine.
I guess we could say 2 more points than the tied number allows for a reflection. Now....how the reflection/damage from the reflection works, is another story.
| DoM wrote: | | But that's just me. I'm not going to be using it. It allows zero creativity. You know, the thing that really gets RPs going? |
I think many people are going under the premise that you cannot RP like you are doing currently. I think many people are thinking that RP will only consist of "I attack Dakoth for 10 points", and nothing else.
The truth is, it can work however you want it to. Did anyone see the example duel between Dakoth and I?
Just check it out: http://rebels.myfreeforum.org/ftopic4665-0-asc-0.php
You can still add detail to your fights, you can still do what you wish. It is just there will be limits, and clear victors from fights rather than just a random draw of the straw.
| Quote: | Aolthin blocks Dakoth's swing with emphasis, putting his weight behind it.
(3 defense + 5 active points)
Aolthin takes a breath for a moment, concentrating on his next move.
(4 active points into bank points)
Aolthin grinned for a moment as he looked at Dakoth's defensive stance with his dual lightsabers. This isn't going to be easy, he thought to himself.
Aolthin performed an uppercut with his saber hoping to catch the Master off-guard.
(1 last active point into attack + 8 offense)
((Bank Points: 2, HP: 14)) |
| Quote: | Aolthin grimaced as the blades came down. He narrowly dodged it. He breathed hard, pain coming in through his arm. He looked and saw it singed his tunic, grazing the skin.
He calmed himself for a moment. Feeling the force through him, flowing through the room, his opponent, the building.
(10 active points into bank points)
Aolthin composed himself. He looked at Dakoth in his defensive posture, and goaded him forward with a taunting gesture with his hand.
((Bank Points: 8, HP: 9)) |
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Dakoth
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Yeah, consider theres no "Talk system" or "Envoironment description skill rating"
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The Chosen One
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We might have to make one last test, after the one between you two is finished.
A 2 v 1 fight.
Also, I saw you guys were confused about force powers. Force powers can cost however many points you invest into said power. Like I can throw a small push at you for only 1 point, or a giant one for 10.
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Scion
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| The Chosen One wrote: | We might have to make one last test, after the one between you two is finished.
A 2 v 1 fight.
Also, I saw you guys were confused about force powers. Force powers can cost however many points you invest into said power. Like I can throw a small push at you for only 1 point, or a giant one for 10. |
Ok, just making sure there wasn't a minumum for a certain FP.
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Dakoth
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Right now theres no reason to use force powers it seems. We need to fix that.
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Xander Vos
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I remember a time when TCO said all you needed to know for this system was to count to ten...
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The Chosen One
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| Dakoth wrote: | | Right now theres no reason to use force powers it seems. We need to fix that. |
Well not necessarily, though I do agree that it will be left out to an extent.(can't say that isn't movie realistic though)
You can do 2 seperate attacks per action round. That means you can attack with your saber, and then throw a force push. Save it for an opportune time to make the enemy spend points, or get hit, etc.
| Xander Vos wrote: | I remember a time when TCO said all you needed to know for this system was to count to ten...
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And I still stand by that statement. If you can count to ten, you can play this system.
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Xander Vos
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Right... Then technically I should be a Master at this. And yet I don't understand a single thing you're discussing.
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The Chosen One
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| Xander Vos wrote: | | Right... Then technically I should be a Master at this. And yet I don't understand a single thing you're discussing. |
Just read the first 2 posts of mine in this section. That's all you need to know at this moment in time. Anything else is still in question and we're testing it. Any questions after that, pose them and I will explain.
I remember when you said, "I understand this system, but others might not".
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Xander Vos
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Exactly, and now its gotten harder to understand...
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The Chosen One
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| Xander Vos wrote: | | Exactly, and now its gotten harder to understand... |
What? None of what we are talking about has even been set in stone. We're talking about the use of force powers, and testing it.
Anything that matters to the system, and has been proposed is in my 2 posts on the first page. That's it.
If you, or anyone, has questions about the current system(not what Dakoth, Scion, and myself are talking about now) then ask.
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Dakoth
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Yeah, we're Testing. What we're doing now isn't set in laymen's terms. Heck, it isn't even set in anything!
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Dakoth
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Ok, after the test duel I would say that the force is useless atm. That and it seems too much emphasis is placed on saberlocks.
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The Chosen One
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| Dakoth wrote: | | Ok, after the test duel I would say that the force is useless atm. That and it seems too much emphasis is placed on saberlocks. |
Saber locks isn't that big of a deal imo. It makes it a bit realistic as sabers clash a lot in the movies(and games).
Force however, I would like to make it a bti more useful. I'll have to have a test duel with someone to measure force's effect personally. Then maybe I can help in determining how to improve that specific situation.
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Dakoth
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shall we make up some sort of alpha force guide then?
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The Chosen One
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I'll have to leave that to you then Dakoth. I'm going to be really inactive for a month or two. I'm moving, and going to New York for vacation.
Sorry.
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Scion
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HAHA, Dakoth has to work more.
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The Chosen One
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| Scion wrote: | | HAHA, Dakoth has to work more. |
You do too.
<_<
Until I get back, I'm placing all my work on you Scion. Which includes spamming of random pics.
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Dakoth
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I'd hardly call going to NY a vacation. Everyone there is so.. angry =/
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ghostjedi17
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I don't get this system for crapdonkeys
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Dakoth
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then it has accomplished it's mission
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Scion
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| The Chosen One wrote: | | Scion wrote: | | HAHA, Dakoth has to work more. |
You do too.
<_<
Until I get back, I'm placing all my work on you Scion. Which includes spamming of random pics. |
Mission Complete
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Dakoth
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w00t penny arcade.
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The Chosen One
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| Dakoth wrote: | | I'd hardly call going to NY a vacation. Everyone there is so.. angry =/ |
Well it's more to visit some relatives....so I say vacation to ease the pain.
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Dakoth
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Hah, have fun. Don't get mugged by any hobos. But if they attack you, jump on top of a rock, you'll be safe as bethesda programs NY's hobos.
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Scion
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| Dakoth wrote: | | Hah, have fun. Don't get mugged by any hobos. But if they attack you, jump on top of a rock, you'll be safe as bethesda programs NY's hobos. |
You'll also get a nice view.
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The Chosen One
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Good to see that this project got an immense amount of progress since I've been gone. <_<
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Dakoth
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Scion failed. Black mark for necro posting though.
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The Chosen One
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| Dakoth wrote: | | Scion failed. Black mark for necro posting though. |
OMG WTF? :'(
I guess you quit the project as well Dakoth?
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Dakoth
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Nah I'm still willing to work on it, just not alone
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The Chosen One
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| Dakoth wrote: | Nah I'm still willing to work on it, just not alone |
First we have to come to a general consensus, that this will at least be used by some.
Don't want to do it, only for it to be used by you and I.
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Scion
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Failed, I resent that, it kinda lost steam since we uh, no excuse.
great to have you back though.
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Dakoth
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Well we've got failure boy.. err.. scion.
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Scion
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Haha...ha...h...a.......
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Dakoth
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Thats how I roll.
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Rive Caedo
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It's wonderful to see this system being revived! I'm reading through the entire thread to see how I can help out!
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Rive Caedo
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Some of those Saber Form Ideas you came up with are excellent! It's right in line with what the full system I had planned would have included... and very well might now.
Ok, I'm going to answer a few of the "well what the hell do we do with this?!" questions I saw over the past 2 months of posts in this thread... Based on my original intentions of the system that is.
Well what do force powers do? They seem a bit useless! Do they need a reference sheet?
They absolutely DO need a reference sheet. Force push was the example I used because it was well - easy. Force powers are designed largely to modify combat rules.
I never worked out exactly how I wanted force powers to be used, based on what I've been reading here. I think the best system would be each Jedi starting off with 5 force points and gaining 2 each round (this could be modified based on the Jedi's skillset, of course). I know it's not how I did it in the original system, but I think it'd work best if force powers have a set cost and can't be "powered up" by extra points, like saber attacks. It keeps the two systems separate.
An example of an exceptionally powerful (but also requiring many rounds to wait for your force pool to reach that level) defensive force power might be something along the lines of "Force Retreat - 30 Force Points - Allows the user to retreat from a round of combat; avoiding all damage". Well, you just spent 15 rounds worth of force power points, but maybe you dodged an attack that would have killed you because your enemy had been saving up for a powered up saber hit.
What about multiple opponents?
I love some of the ideas you came up with. I'd avoid anything more than 2v1 or 2v2 or the numbers will get waaaaaaaay too messy. They're already complex enough!
Well aren't these fights kinda... not unique? Not roleplay style at all? You can't make your own character except for your lightsaber choice! Everyone is the same!
Well that's because, as Chosen One has stated repeatedly, the system isn't anywhere near finished! The final system would include skill customizations (Your Jedi can't be a master of every force power!), specializations (reduce cost on force powers/saber moves your character likes to use a lot ), skill combos and any number of other things you'd place on your character's "Battle Sheet".
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Lord Embeion
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| Rive Caedo wrote: | Some of those Saber Form Ideas you came up with are excellent! It's right in line with what the full system I had planned would have included... and very well might now.
Ok, I'm going to answer a few of the "well what the hell do we do with this?!" questions I saw over the past 2 months of posts in this thread... Based on my original intentions of the system that is.
Well what do force powers do? They seem a bit useless! Do they need a reference sheet?
They absolutely DO need a reference sheet. Force push was the example I used because it was well - easy. Force powers are designed largely to modify combat rules.
I never worked out exactly how I wanted force powers to be used, based on what I've been reading here. I think the best system would be each Jedi starting off with 5 force points and gaining 2 each round (this could be modified based on the Jedi's skillset, of course). I know it's not how I did it in the original system, but I think it'd work best if force powers have a set cost and can't be "powered up" by extra points, like saber attacks. It keeps the two systems separate.
An example of an exceptionally powerful (but also requiring many rounds to wait for your force pool to reach that level) defensive force power might be something along the lines of "Force Retreat - 30 Force Points - Allows the user to retreat from a round of combat; avoiding all damage". Well, you just spent 15 rounds worth of force power points, but maybe you dodged an attack that would have killed you because your enemy had been saving up for a powered up saber hit.
What about multiple opponents?
I love some of the ideas you came up with. I'd avoid anything more than 2v1 or 2v2 or the numbers will get waaaaaaaay too messy. They're already complex enough!
Well aren't these fights kinda... not unique? Not roleplay style at all? You can't make your own character except for your lightsaber choice! Everyone is the same!
Well that's because, as Chosen One has stated repeatedly, the system isn't anywhere near finished! The final system would include skill customizations (Your Jedi can't be a master of every force power!), specializations (reduce cost on force powers/saber moves your character likes to use a lot ), skill combos and any number of other things you'd place on your character's "Battle Sheet". |
*gasps*
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The Chosen One
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| Rive Caedo wrote: | | Some of those Saber Form Ideas you came up with are excellent! It's right in line with what the full system I had planned would have included... and very well might now. |
It's still in the works, and some of it I changed over time. Best bet would be to grab my two posts in the beginning and start a new thread to avoid massive confusion.
| Rive Caedo wrote: | Well what do force powers do? They seem a bit useless! Do they need a reference sheet?
They absolutely DO need a reference sheet. Force push was the example I used because it was well - easy. Force powers are designed largely to modify combat rules. |
The problem with adding force powers into duels is it might cause more confusion on how they interact with the opponent. Another thing that adds a random factor is that there is no definite values for anything. I can push for 1 point, or 10 points. However, you adressed that, and I'll respond to that in a second.
| Rive Caedo wrote: | | I never worked out exactly how I wanted force powers to be used, based on what I've been reading here. I think the best system would be each Jedi starting off with 5 force points and gaining 2 each round (this could be modified based on the Jedi's skillset, of course). I know it's not how I did it in the original system, but I think it'd work best if force powers have a set cost and can't be "powered up" by extra points, like saber attacks. It keeps the two systems separate. |
This brings an inevitable dilemma. Is there a force bank on top of the regular bank? How much does each force power cost?
Granted, you said you'd provide a reference sheet, but honestly there is so many force powers it would make my head spin. Also there is neutral powers that aren't used offensively per se.
An example would be force speed, or mind trick. How would that play into duels?
Force is indeed an interesting addon to this system. Hmmmm.
| Rive Caedo wrote: | | An example of an exceptionally powerful (but also requiring many rounds to wait for your force pool to reach that level) defensive force power might be something along the lines of "Force Retreat - 30 Force Points - Allows the user to retreat from a round of combat; avoiding all damage". Well, you just spent 15 rounds worth of force power points, but maybe you dodged an attack that would have killed you because your enemy had been saving up for a powered up saber hit. |
I think the name would be better as Force Speed as said above. As it would allow you to use speed to retreat, as seen in Episode 1 with Obi-Wan & Qui-Gon when the droidekas arrived.
However, I don't quite get your example. If you retreat when they were about to kill you, that means the duel is over for now. However, if you meet them again or it is an unavoidable battle, I think the points should carry over.
Why? If that was the case, then everyone would just save up to run when the "tide gets too high."
So I propose that those points are carried over to the next duel between the two if it happens within a close enough time period. That way the opponent's, or your, attack doesn't get completely wasted and negated. The momentum carries over so to say.
So if they had 30 bank points saved up to decimate you, then the next time you fight(within a reasonable time period) he'd have those 30 points still.
| Rive Caedo wrote: | What about multiple opponents?
I love some of the ideas you came up with. I'd avoid anything more than 2v1 or 2v2 or the numbers will get waaaaaaaay too messy. They're already complex enough! |
Lol, agreed.
However, in the future if this system survives the first wave of bashing, I think we should look into two or more versus one again.
| Rive Caedo wrote: | Well aren't these fights kinda... not unique? Not roleplay style at all? You can't make your own character except for your lightsaber choice! Everyone is the same!
Well that's because, as Chosen One has stated repeatedly, the system isn't anywhere near finished! The final system would include skill customizations (Your Jedi can't be a master of every force power!), specializations (reduce cost on force powers/saber moves your character likes to use a lot ), skill combos and any number of other things you'd place on your character's "Battle Sheet". |
Yep.
Like I also said, these fights wouldn't be limited to "Player A hits player B with 10 points."
It could be expanded in real time, with descriptions. For examples, look at our test duel. The only difference, is that behind the scenes numbers would be used to determine outcomes.
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