@TheWanderer
That's pretty silly looking all right. I don't know if my doodle does it justice, but I hope the visual helps.
That's pretty silly looking all right. I don't know if my doodle does it justice, but I hope the visual helps.
@LunarSilvally Youve autoed like 3 moves. Your opponents don’t seem to care so I won’t say much about that.
But please refrain from assuming/forcing your attacks to hit in our battle.
at this point with so much hostility going on, i’m just going to leave here. i don’t have the time to keep active anyway, sorry. you can let someone new take my part in the roleplay. bye.
Just a quality of life change, can everyone put a bold indicator for when referring to a battle. It's less confusing.
e.g
TEAM X & Y vs. TEAM J & K
Alright before we continue and bail on the battle sequence, let's set up some ground rules and formulas for how battles work. This system I'm going to propose is debatable and flexible and will involve a little bit of Math, similar to DnD. Obviously, everybody wants to win, so we need a system to ensure everybody gets an equal chance, and there will be losers
Ground Rules :
1. No Autoing. Don't assume hits have been done pre-damage calculation. Always end with an open-ended action and the defender's job is to describe what happens after the dodge/hit
2. Everybody must calculate. If we are to ensure fair battle. The next formulas I will post after this message must be followed. I am open to suggestions, but let me finish. It's similar to DnD and several TCG systems. The next message will be the combat rules
This system isn’t bad, but for a role play, calculations can get complex, messy, and just overall sap the fun.
It’s preferable to keep rps strictly cinematic. And by extension, all it means is we simply need rpers up to create a fair, cinematic, yet competitive environment.
Remember, this is a collaborative story, not D&D
I appreciate the effort, but like Zander said I would like to keep things more cinematic than calculated. I'm loath to even mention in-game move accuracy in regards to moves missing in an RP, but it seemed necessary given the circumstances.Just a quality of life change, can everyone put a bold indicator for when referring to a battle. It's less confusing.
e.g
TEAM X & Y vs. TEAM J & K
Alright before we continue and bail on the battle sequence, let's set up some ground rules and formulas for how battles work. This system I'm going to propose is debatable and flexible and will involve a little bit of Math, similar to DnD. Obviously, everybody wants to win, so we need a system to ensure everybody gets an equal chance, and there will be losers
Ground Rules :
1. No Autoing. Don't assume hits have been done pre-damage calculation. Always end with an open-ended action and the defender's job is to describe what happens after the dodge/hit
2. Everybody must calculate. If we are to ensure fair battle. The next formulas I will post after this message must be followed. I am open to suggestions, but let me finish. It's similar to DnD and several TCG systems. The next message will be the combat rules
Right. I almost forgot that this was story-driven RP, but I don't see how simple calculations could kill imaginative sequences. I know that it may seem like a chore to roll a die for every single move, but I want to propose a system that ensures freedom, but also allows for fair gameplay. Of course, the cons of this system are that it may seem tedious and may stretch battles for longer, but if we look past calculations, we can still describe very well how our actions can take place.
I'm making up the system as we go through so I got nothing. If it works out, I'll post it here for comments and suggestions. But right now, go on with the RP with the usual rules.
I appreciate the effort, but like Zander said I would like to keep things more cinematic than calculated. I'm loath to even mention in-game move accuracy in regards to moves missing in an RP, but it seemed necessary given the circumstances.