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Finally... => Forum Games and Roleplaying => Topic started by: Smoke Mirrors on February 21, 2022, 08:38:05 pm

Title: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 21, 2022, 08:38:05 pm
Welcome to Fate/Mechanics Test, which is a test of a system I’ve created for running games based on the Fate series, specifically for servants. I created this system with the intent to run a game called Fate/Lost Record, but first I need to see how it works. The system is built for players to play as servants without masters, as experience with various Fate games has made it clear players don’t want to play masters, and is currently focussed on the 7 normal classes, though both masters and extra classes could be adapted in with further work. I intend to run some tests of PVP, PVE, group combat, combat against bosses, exploration, role play, and other tests that may appear to be necessary. Please, feel free to try out various things. You can design servants you would want to play in the actual game, ones you are curious about but wouldn’t normally play, or simply create servants to mess around with system mechanics, in order to see what the limits are.

The main points of a servant sheet are the Origin, True Name, Class, Traits, Mana, Allignment Parameters, Class Skills, Personal Skills, and Noble Phantasm. For Casters, there are also Spells.

For Origin, True Name, Class, and Alignment, see the sheet format.

Traits
Traits are various identifying factors of a servant, such as gender, nationality, being a member of a specific group, specific ages, if they are human or not,if they have dragon blood, ect. A list of example traits can be found here (https://fategrandorder.fandom.com/wiki/Traits).

Mana
Mana is a combination of MP and HP. When you are attacked, mana is used up to recover your injuries, and when mana runs out, you begin sustaining injuries. Mana is also used to activate noble phantasms or spells, for casters. The amount of mana you have depends on your mana parameter. You recover 10 mana per action when not in combat.
A: 100
B: 80
C: 60
D: 40
E: 20

Parameters and Class skills can be in various ranks, from E-A, with Parameters being at Minimum E, unless allowed otherwise. Class skills can be reduced to the level of no longer being present. You have 22 points to buy parameters and class skills, with basic levels for class specific class skills given based on class, which can be reduced to increase your total points.

Parameters
You succeed at a roll that falls under a specific parameter if you roll under the number of your parameter. If you succeed, you can roll a second die, and if you roll under your parameter - your first roll, you perform a critical success.

Strength: Used for rolls related to physical power
Endurance: Used for rolls related to constitution and how much physical effort you can expend without tiring.
Agility: Used for rolls related to speedy movement, evasion, and accuracy.
Mana: Used for rolls related to spells and magic resistance. Also determines how much mana you have.
Luck: Used to determine miscellaneous rolls.

Rank-Flat+++
A5101520
B481216
C36912
D2468
E1234

While E is the minimum rank for a parameter, it is still considered to be worth 1 point. For clarity's sake, here is the list of how many points each parameter rank costs.
A: 5
B: 4
C: 3
D: 2
E: 1

Class Skills
The effects of class skills by rank are listed on the following table. Below them is the starting level of each skill based on your class. You can take class skills that are not specifically listed for your class. A skill can boost your parameters more than a skill of that level would normally if it is made more specific. Riding (Horseback) C will provide a greater bonus than Riding C, but only activate when on horseback rather than on any mount.

SkillEDCBA
Magic Resistance+1 to your roll under number for Mana when rolling to resist Debuffs or Spells+2 to your roll under number for Mana when rolling to resist Debuffs or Spells+3 to your roll under number for Mana when rolling to resist Debuffs or Spells+4 to your roll under number for Mana when rolling to resist Debuffs or Spells+5 to your roll under number for Mana when rolling to resist Debuffs or Spells
Independent Action+1 to your roll under number for Endurance when rolling to resist damage.+2 to your roll under number for Endurance when rolling to resist damage.+3 to your roll under number for Endurance when rolling to resist damage.+4 to your roll under number for Endurance when rolling to resist damage.+5 to your roll under number for Endurance when rolling to resist damage.
Battle ContinuationThe first time in each combat your mana reaches 0, gain 5 mana.The first time in each combat your mana reaches 0, gain 10 mana.The first time in each combat your mana reaches 0, gain 15 mana.The first time in each combat your mana reaches 0, gain 20 mana.The first time in each combat your mana reaches 0, gain 25 mana.
Riding+1 for your roll under number for Agility when controlling a vehicle+2 for your roll under number for Agility when controlling a vehicle+3 for your roll under number for Agility when controlling a vehicle+4 for your roll under number for Agility when controlling a vehicle+5 for your roll under number for Agility when controlling a vehicle
Presence Concealment+1 for your roll under number for Agility when rolling to evade an attack. +4 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance.+2 for your roll under number for Agility when rolling to evade an attack. +5 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance.+3 for your roll under number for Agility when rolling to evade an attack. +6 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance.+4 for your roll under number for Agility when rolling to evade an attack. +7 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance.+5 for your roll under number for Agility when rolling to evade an attack. +8 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance.
Item Construction+1 for your roll under number for Mana when rolling to cast a spell.+2 for your roll under number for Mana when rolling to cast a spell.+3 for your roll under number for Mana when rolling to cast a spell.+4 for your roll under number for Mana when rolling to cast a spell.+5 for your roll under number for Mana when rolling to cast a spell.
Territory CreationWhen not in combat, you can declare one non hostile area. When in that area, you gain 5 mana every action.When not in combat, you can declare one non hostile area. When in that area, you gain 10 mana every action.When not in combat, you can declare one non hostile area. When in that area, you gain 15 mana every action.When not in combat, you can declare one non hostile area. When in that area, you gain 20 mana every action.When not in combat, you can declare one non hostile area. When in that area, you gain 25 mana every action.
Madness Enhancement+4 to your roll under number for Strength, Endurance, and Agility. -4 to your roll under number for Mana and Luck. +20 to your mana. +10 to mana costs.+5 to your roll under number for Strength, Endurance, and Agility. -5 to your roll under number for Mana and Luck. +25 to your mana. +15 to mana costs.+6 to your roll under number for Strength, Endurance, and Agility. -6 to your roll under number for Mana and Luck. +30 to your mana. +20 to mana costs.+7 to your roll under number for Strength, Endurance, and Agility. -7 to your roll under number for Mana and Luck. +35 to your mana. +25 to mana costs.+8 to your roll under number for Strength, Endurance, and Agility. -8 to your roll under number for Mana and Luck. +40 to your mana. +30 to mana costs.

Saber: Magic resist (C), Riding (D)
Archer: Magic resist (D), independent action (C)
Lancer: Magic resist (D), battle continuation (C)
Rider: Magic Resist (D), Riding (C)
Assassin: Presence Concealment (D)
Caster: Item creation (C), Territory creation (D)
Berserker: Madness enhancement (C)

Divinity is also listed in the same section as Class skills, but is not decided by the point buy system, but rather based on the true name of your servant.

RankRequirementEffect
AAvatars of a god or demigods who became deities after death+25 Damage
BPseudo servants of gods, demigods who are very involved with their parents, and Pre-Ptolemaic Pharaohs+20 Damage
CDemigods who are distant from their parent, children of minor gods, figures heavily related to Jesus, and fallen deities.+15 Damage
DDescendants of gods, people who will achieve divinity in the future, children of a god and a monster, figures distantly related with holy figures, and Ptolemaic Pharaohs.+10 Damage
EThose with unrecognized or intentionally reduced divinity+5 Damage

Personal Skills

Personal Skills act as passive, situational boosts to abilities and parameters. They are defined by the player, though balanced by the GM. Personal skills provide an advancement to your parameters in certain situations, such as an increase to strength when fighting enemies of a certain type, or increased agility in a certain terrain. You have 3 personal skills. A skill can boost your parameters more than a skill of that level would normally if it is made more specific. See the example sheets for examples.

Noble Phantasm
For simplicity, all players will have 1 active noble phantasm. Noble phantasm rank is independent of the point buy system. Your noble phantasm is activated by paying mana. Higher ranking noble phantasms are able to have more effects or do more damage, but also cost more mana to use. Noble phantasms are capable of doing a variety of things, such as buffing allies, debuffing enemies, summoning mounts or objects, etc. Something summoned by a noble phantasm will have a mana total acting as HP. This total must be 20 less than the cost of the NP, but further effects can be used to increase the total.

RankCostBonuses
A50+4 Effects or +80 Damage
B40+3 Effects or +60 Damage
C30+2 Effects or +40 Damage
D20+1 Effects or +20 Damage
E101 effect or deal 20 damage

Spells
Spells are essentially minor noble phantasms for Caster class servants. Spells may perform up to 2 effects and use mana to activate. The roll for a spell’s successful activation uses a servant’s Mana stat.

Rolling
Rolls use a roll under system. After you roll, you can roll a second time using your original roll under number minus your first roll as your new roll under number. If your second roll is also a success, you have rolled a critical success. In contested rolls, whoever rolls the most successes wins. If both parties roll an equal number of successes, the party with the higher remainder succeeds.

IMPORTANT: A huge thanks to Takosher. No matter how much of an insane mess this ends up being when players start to test the system, it would not have gotten far enough to have players mess around with it without your help.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 21, 2022, 08:38:30 pm
Example Sheets and Sheet Format
You may use example sheets for testing.

Spoiler: Saber (click to show/hide)

Spoiler: Archer (click to show/hide)

Spoiler: Lancer (click to show/hide)

Spoiler: Rider (click to show/hide)

Spoiler: Assassin (click to show/hide)

Spoiler: Caster (click to show/hide)

Spoiler: Berserker (click to show/hide)

Spoiler: Sheet Format (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on February 21, 2022, 09:48:24 pm
so how do we create a character.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 21, 2022, 10:13:31 pm
If you don’t know the Fate series, what you do is essentially take a literary, historical, or mythical character and figure out skills, artifacts, and such that they have, and use that to build a character. Once you have those figured out, figure out what class they should be in, Saber, Archer, Lancer, Rider, Caster, Assassin, or Berserker. Sabers use swords, Archers use ranged weapons, Lancers use long weapons like spears and pikes, Riders ride things, Casters are magicians, Assassin rely on stealth, and Berserkers are insane. Then figure out the parameters based on their skills from the story, limited by the point buy system, and figure out what abilities and items you want to use for your skills and noble phantasm and what they should do based on their abilities in the story. Use the example sheets as examples and I’ll check it out afterwards and let you know what, if anything, needs to be changed.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on February 21, 2022, 10:22:58 pm
If you don’t know the Fate series, what you do is essentially take a literary, historical, or mythical character and figure out skills, artifacts, and such that they have, and use that to build a character. Once you have those figured out, figure out what class they should be in, Saber, Archer, Lancer, Rider, Caster, Assassin, or Berserker. Sabers use swords, Archers use ranged weapons, Lancers use long weapons like spears and pikes, Riders ride things, Casters are magicians, Assassin rely on stealth, and Berserkers are insane. Then figure out the parameters based on their skills from the story, limited by the point buy system, and figure out what abilities and items you want to use for your skills and noble phantasm and what they should do based on their abilities in the story. Use the example sheets as examples and I’ll check it out afterwards and let you know what, if anything, needs to be changed.

>then figure out the parameters based on their skills from the story, limited by the point buy system,

The point buy system is incredibly unclear and all your example characters seem to fragrantly violate it :V
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 21, 2022, 10:29:27 pm
All example sheets fit within the point buy system, I customized them to make sure of it. Further, the system is pretty simple, one point buys one higher rank in a parameter or class skill.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on February 21, 2022, 11:32:09 pm
All example sheets fit within the point buy system, I customized them to make sure of it. Further, the system is pretty simple, one point buys one higher rank in a parameter or class skill.

That makes things much more clear, I was counting their personal skills.

Spoiler: Assasin (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 21, 2022, 11:55:14 pm
Right, there are a few edits you’d need to make. For instance, a Rank A noble phantasm is able to have 5 effects or deal damage, so you can add more effects, though simply to keep the NP you designed from being completely game breaking, I feel you would also need to add a time limit on how long the effect lasts.

Personal skills are a bit harder to judge, but I have some notes. “+1 to deception” would, for instance, be phrased as “+1 to your roll under number for Luck when rolling to deceive” and, for the “Shards of Promises and Lies” skill, given I think the closest comparison is Charisma, it would be phrased something like “ When entering combat, choose X allies. Those allies gain +1 to their roll under number for all rolls until this combat ends as long as it is towards a promise Lawrence made.” While it’s B rank, given it also gives the deception buff, it wouldn’t give the full 4 part members, I’d personally balance it as “When entering combat, choose 3 allies. Those allies gain +1 to their roll under number for all rolls until this combat ends as long as it is towards a promise Lawrence made. +3 to your roll under number for Luck when rolling to deceive.”

Masochistic Constitution C would probably be “+3 to your roll under number for Endurance”

Dessert Raider A, given it’s limitations, would be able to exceed the normal A rank +5, and I feel it would be appropriate at “+3 to your roll under number for Agility when in the dark. +5 to your roll under number for Agility when in the desert.”

What to add or modify to your NP is up to you. For the time limits, I’d go with 3 actions, or you could do it so it negates a certain type of buff, such as ignoring all endurance and agility buffs when you attack.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: SOLDIER First on February 22, 2022, 05:54:06 pm
When creating a Noble Phantasm, are the choices of additional effects and additional damage mutually exclusive (as in a C Rank Noble Phantasm will either grant 3 effects or deal 60 total damage)? Or can you mix-and-match them (so that same Noble Phantasm could instead grant 2 effects and deal 20 damage, or grant 1 effect and deal 40 total damage, et cetera)? The example Noble Phantasm provided for Achilles seems to imply the latter - if I read it correctly, it has three effects and also deals 40 total damage - but I wasn't entirely certain.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 22, 2022, 06:18:09 pm
It is mix and match.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: TricMagic on February 22, 2022, 07:25:42 pm

Ima nap for now.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on February 22, 2022, 11:26:50 pm
So I don't keep a close eye on the FG/RP section, mostly hanging out inside the RTD subsection instead, but noticed this in a random glance and um...

In a previous FATE-based game I ran a master, and I liked the character quite a bit but the game died due to low player interest from the other players. (Stirk was the GM for this game, he probably remembers the character pretty well.)

At this moment I don't have a on-standby Servant design, but I could adapt a character from a now-dead game into a Caster type if you need another Servant, though that's not my primary interest right now.

If you are looking for a player for a Master, let me know. I read your OP (including how you don't see many Master players and are thinking of designing a system without any), and I understand that at the moment this is just a systems test, so no pressure. and I wish you good luck.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 22, 2022, 11:50:23 pm
Right, I remember that game, I was playing the Berserker class servant. I was always curious who your servant had been. I was playing Sun Wukong, which in hindsight wasn't a great idea.

Anyway, while I have had thoughts on how the system could be modified to include masters, the game I have planned to run myself after I get the mechanics tested currently has the story set up that it wouldn't have masters, and including a master would result in a significant change to the story, but if you think of a servant you want to try out, or I decide I want to test the modified version to include masters, or decide to run a more typical grail war game later, I'll let you know. Thank you for the luck.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on February 23, 2022, 12:00:13 am
Sounds good! and my Servant in that was run by The Ensorceler, and was the Archer class El Cid. He was following the tradition of having the Archer class not actually having any archers and had swords instead. His swords were set up where he could gift them to others and they'd enhance their abilities pretty signifigantly but if you tried to use them against him Bad Things would happen to you and he'd get the sword back.

Please PM me when you're done with testing and are ready to start designing / approving characters for the actual game even if you decide to continue with the No Masters setup. I don't watch Fg/Rp so i'll probably miss it if I'm not messaged, but I am interested in playing and will simply adapt if I can't go with my first pick of bringing back Faye.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 23, 2022, 12:10:16 am
Thank you. I do remember him having swords, and that seems like an interesting way to design the character.

I decided to start a poll for if there are enough people who are interested in playing masters instead of servants to expedite the process of figuring out how to design a master sheet. This is not a promise that the following game will include masters, just to see if there is enough interest for me to try and figure out how masters would play sooner rather than later.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on February 23, 2022, 12:15:30 am
Cool, my vote is placed. and since you were curious about them I'll try to dig up Faye and El Cid's character sheets (I was doing this for Faye anyway) and I'll PM them to you so you can see them.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 23, 2022, 12:17:17 am
Thank you, all I remember about Faye was she was a little girl with a bunch of identical/semi-identical siblings.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: rustytengo on February 23, 2022, 12:28:34 am
well it well know i'm intrested just having trouble thinking of a servant currently leaning towards either Rider Henry Avery or Saber Hervor. also that does seem like a interesting thing for el cid and side note El Cid does appear in Fate/Requiem or rather mentioned and killed off screen which is sad.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on February 23, 2022, 03:45:35 pm
I am creating a servant sheet.  Two questions: 1) how do we determine the rank of our personal skills?
2) What effects would a rank C Noble Phantasm that summons a sword have, And how long would the sword last?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 23, 2022, 04:03:09 pm
Rank of personal skills is difficult to figure out, as there are a wide variety of them of differing effect, so my general rule for them is just "be reasonable" and I'll edit them afterwards if I think they need to be edited.

As for the effects, a C rank NP would naturally have 3, if it summons the sword that is 1, so you could have the remaining two, and I would say the sword would likely last until the end of combat. For what the effects are, given that NPs are like personal skills, very varied and odd, I go with the similar "post what you want and I'll let you know if you need to change it" system. That said, if you let me know who you are making a servant of and what sword it is, I can probably give you a better idea of what effects it could expect to have.

I will make sure you know that instead of having it summon a sword, you could have a sword that gains extra effects when you activate your noble phantasm, which would both mean you have the sword normally, though the effects aren't immediately active, and that you don't need to use one of your effects on summoning the sword.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on February 23, 2022, 05:56:03 pm
How many hit points will a typical enemy have? 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 23, 2022, 06:08:10 pm
That’s one of the things I will be figuring out in testing, based on how much damage players end up doing per turn. In the mean times, it depends on the enemy. I think the starting test enemies will have 20 mana, but as the tests are starting with PvP, those numbers are liable to change depending on how much damage you guys do.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on February 23, 2022, 07:57:36 pm
Spoiler (click to show/hide)

This good?  I decided to go with your suggestion about already having a sword and the phantasm making it deal extra damage, but IDK If i did it right.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 23, 2022, 08:26:48 pm
Largely good, though in need of some slight edits.

War-king's effect should be written as "+5 to your roll under number Agility when rolling for evasion or accuracy in melee combat." and given it's B rank, probably +4 instead of +5.

For Blade of Kings, the effect would be more akin to the NP William Tell has, rather than doing 100 damage a hit, you can pay 50 mana to automatically deal 100 damage to one or more enemies. For instance, Tell's is "60 damage to one enemy." at the cost of 30 mana. Also a more minor thing, Fate NP types are generally written as "Anti-X" where X is something like Army, Unit, Fortress, to describe how big the effect is, or, in more specific ones, Anti-Demon, Male, or Mountain.

Yours would probably be
Noble Phantasms:
Blade of Kings (A) Anti-Unit
Cost: 50
Description: the noble sword of the king of the Tuatha De Danann, this blade cuts through flesh and steel like butter.
Effects: 100 damage to one enemy.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on February 23, 2022, 08:37:57 pm
That’s one of the things I will be figuring out in testing, based on how much damage players end up doing per turn. In the mean times, it depends on the enemy. I think the starting test enemies will have 20 mana, but as the tests are starting with PvP, those numbers are liable to change depending on how much damage you guys do.

I can do some quick maths to tell you the chance of what damage with what rolls if you want.

Right now everything looks super rocket tagy since 100 damage to one enemy is enough to wipe out a maxed-mana servant minus whatever Endurance is.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 23, 2022, 08:55:19 pm
I can do some quick maths to tell you the chance of what damage with what rolls if you want.

Right now everything looks super rocket tagy since 100 damage to one enemy is enough to wipe out a maxed-mana servant minus whatever Endurance is.

That is a concern of mine. I wanted to give players the option to go all in on damage and create effects like Clarent and Excalibur, and to make doing so with something, and while the system isn’t made with PVP primarily in mind, I want it to be able to be used for such. While logically, taking something like Excalibur, which is what one if the A rank pure damage NPs is supposed to be like, to the face wound kill most servant, and while most major enemies in my game will have ways to avoid being one shot by it, it’s a bit difficult in PVP to avoid that. Fortunately, that’s what testing is for.

Current damage plan for main attacks is that a normal attack does damage depending on your strength parameter if you get a success, which is doubled for a critical success. If your opponent rolls a success for endurance, it’s halved, and a critical success means it’s quartered. Before damage calculations, you roll agility for accuracy vs agility for evasion, and if you evade, then no damage.
A: 50
B: 40
C: 30
D: 20
E: 10

I am currently also working out if I should use modified rules for things such as firearms, and if so, what those modified rules should be.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on February 23, 2022, 10:39:30 pm
I can do some quick maths to tell you the chance of what damage with what rolls if you want.

Right now everything looks super rocket tagy since 100 damage to one enemy is enough to wipe out a maxed-mana servant minus whatever Endurance is.

That is a concern of mine. I wanted to give players the option to go all in on damage and create effects like Clarent and Excalibur, and to make doing so with something, and while the system isn’t made with PVP primarily in mind, I want it to be able to be used for such. While logically, taking something like Excalibur, which is what one if the A rank pure damage NPs is supposed to be like, to the face wound kill most servant, and while most major enemies in my game will have ways to avoid being one shot by it, it’s a bit difficult in PVP to avoid that. Fortunately, that’s what testing is for.

Current damage plan for main attacks is that a normal attack does damage depending on your strength parameter if you get a success, which is doubled for a critical success. If your opponent rolls a success for endurance, it’s halved, and a critical success means it’s quartered. Before damage calculations, you roll agility for accuracy vs agility for evasion, and if you evade, then no damage.
A: 50
B: 40
C: 30
D: 20
E: 10

I am currently also working out if I should use modified rules for things such as firearms, and if so, what those modified rules should be.

Alright! Lets look at the dice then!

Your damage per turn will depend heavily on your opponent with that setup.  If I am understanding correctly you want to roll under the second number in the chart with a D20? So B would be 8?

So if I understand it right, it is Agility VS Agility (Contested) then a strength test (failure means no damage) then an endurance test?

If a contested rolls has zero successes on both sides does the "lower number" rule still apply?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 23, 2022, 10:52:47 pm
It’s D10 rather than D20, so an A rank has a 9/10 chance to get one success, B has 7/10, etc. Also, the crit system where, for instance, if you’re at A rank and you roll a 2, you can roll again and if it’s less than an 8 it’s a crit. Yes, agility vs enemy agility, contested, then you do a strength check, then your opponent does an endurance check. If both fail to achieve any successes, I think count it as a failure for the person who initiated the action.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on February 24, 2022, 01:16:29 pm
I still would prefer to play a Master, (specifically Faye), however since I always take a while to do character creation (and you seem to need a few more test dummies) I figured I'd go ahead and build my backup choice of character for if you decide to stick to your no-masters gameplan.
Spoiler: my backup choice V1 (click to show/hide)


Edited version below:
Spoiler: my backup choice V2 (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 24, 2022, 02:20:08 pm
Right, looking at your sheet there are several things that need editing or further defining, to the point I'm worried that if you do them, the character may no longer be the character you intended to play. In part, this is due to the feeling the character may have been designed for a game with more concrete mechanics than what I am currently working with. Nonetheless, I will go through what changes I think need to be made and you can decide that for yourself.

Most obvious is something I realized I never explicitly stated, so it's kind of my fault, but I'm trying to go with only servants who would likely show up in a proper Fate work, so generally characters from other games or created by the player are not allowed. I think you could solve this by editing your sheet to play as a version of some fox spirit/diety, such as Inari, Fate's Amaterasu, etc. or a fire deity, such as Hestia, Fornax, Bridget, Hephaestus, etc.

Not sure what to do with having the skills absorb the points, do you mean that as in having stronger skills in return for fewer points in the point buy?

Parameters and Class skills look good, but I'm wondering how the fire skill ​and territory interact. Is it that where fire is, it is counted as your territory, with it scaling with the amount, such as a small fire making the location act as E rank territory letting you regenerate 5 mana each turn, and a bonfire acting as A rank territory and letting you regenerate 25 mana each turn, or is it that when in your territory, more fire adds more to your regen per turn?

Resilient Tails seems good.

Further on Soul of Fire, while I can see letting you manipulate fires you start and mundane fires, such as campfires and forest fires, I think it may be a bit too powerful if I allow you to control, for instance, an enemy noble phantasm that is made of fire, or a dragon breath attack. I am willing to accept you having immunity to all ordinary fire and resistance to special flames.

Once more, kind of confused as to how Beacon of Flames works.

Shapeshift: Slightly worried about keeping track of the volume of each shape change.

Flame Orb: Do you mean multiple times per turn?

Flame Dance: My concern is that area can be used as a broadly defined term here, as it could mean a specific room, a full house, or even a wide open space. Also, could you define how the "prevent them from moving within, through, or exiting the target area" part works? Does it decrease their roll under number for agility? Do they need to beat a contested roll in agility?

For Fire Storm, rank damage as in the previously stated "how much damage a normal attack does at X rank strength" chart?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on February 24, 2022, 02:43:12 pm
Not too suprised at the feedback, going to number them to make bookkeeping easier.

1) no self-made characters. This one's a bit of a hard-stopper, and is why I prefer playing a master. I don't like playing other people's characters, so most all possible Servants are out to me since I don't consider their stories mine. I fully understand the problem, I just don't have a solution. Like I said, it's why I prefer Masters.

2) You're right about what I meant with the spare points. I think the personal skills are overtuned and wanted to scrap the leftover points to compensate.

3)the former option @ terrirory interaction.

4) perfectly reasonable compromise. @ no controling enemy flame and resist instead of immune to specials

5) shapeshit volume tracking is fairly trivial and can be ignored, can just assume it's subsumed into the mana cost.

6)at flame orb, i mean she can maintain from a previous turn and add a new one to stack with it, increasing attacks from turn to turn. Her entire combat theme is that she builds momentum and power over time. It's also why it does E rank damage at D rank cost.

7) the area of flame dance is that of a very large room, like a gym. And I phrased the obstruction vaugely because I don't have the best mental image of how you want your system to work. It's creating obstructions so maybe they need a Agi check to pass through?

8 ) Firestorm I had following your rank-to-damage chart.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 24, 2022, 03:34:33 pm
1 ) Understandable. I often have issue writing other people's characters for fear of messing them up. I suppose with servants it's easier as, given the number of liberties that the main fate series takes with personalities, I feel a greater ability to shape them into something I like. There is technically the option to design something like a counterforce agent, though I admit I'm not 100% certain how summoning counterforce agents works. I am also working on some thoughts for how a master sheet would work, but for now that's a lower priority than working out combat. If you still want to try to use the character for the tests, I have further responses below and a thought of something that could be done with your abilities.

2 ) Ok, I suppose that's fair.

3 ) Ok then, though how much fire counts for each rank may be more of a judgement type thing than a hard and fast rule. Or, you could modify the skill to grant + mana per turn when in "Fiery Terrain"

4 ) Ok then, I'll leave it up to you to figure out what your + to endurance when resisting damage from fire attacks is, and you can add "You take no damage from fire terrain effects" to the effect.

5 ) Ok.

6 ) Ok, that seems good.

7 ) Ok, "In order to move through, move within, or exit the effected area, units must roll a successful Agility check"

8 ) Ok, and the pull in works with a contested strength roll. I had a possible idea that you could have the effect change the field to fiery and have you skill boost mana regen in a fiery field, in order to maybe have the Beacon of Flames skill work more like other skills in the bonds of the system.

Also, for everyone, I have a few people who have let me know they are working on sheets, and I am working on some stuff for school, so I'll start testing when I get the sheets in from those people and I'm done with those assignments.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on February 24, 2022, 04:37:59 pm
1) cool. Driving on then, and I'll have no hard feelings when she can't be used for the game post-test because she doesn't fit the setting.

3) It being judgement-based is totally fine and I both understand and don't mind that itll be a little inconsistent. I suggest having A require more than a bonfire though. Stuff like a burning building or wildfire or a magma flow seems more appropriate.

4) is +7 for that reasonable considering her theming?

8 ) I'm pretty sure it would make the field very fiery in any case.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 24, 2022, 05:20:04 pm
I'd say 5 or 6. Normally I'd say less, given how much else the skill allows, but given you used a point for it and the general theme, I think 6 should be fine.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on February 24, 2022, 05:20:48 pm
Largely good, though in need of some slight edits.

War-king's effect should be written as "+5 to your roll under number Agility when rolling for evasion or accuracy in melee combat." and given it's B rank, probably +4 instead of +5.

For Blade of Kings, the effect would be more akin to the NP William Tell has, rather than doing 100 damage a hit, you can pay 50 mana to automatically deal 100 damage to one or more enemies. For instance, Tell's is "60 damage to one enemy." at the cost of 30 mana. Also a more minor thing, Fate NP types are generally written as "Anti-X" where X is something like Army, Unit, Fortress, to describe how big the effect is, or, in more specific ones, Anti-Demon, Male, or Mountain.

Yours would probably be
Noble Phantasms:
Blade of Kings (A) Anti-Unit
Cost: 50
Description: the noble sword of the king of the Tuatha De Danann, this blade cuts through flesh and steel like butter.
Effects: 100 damage to one enemy.

so how would i word the blade of kings thing just augmenting my sword, because thats what i want.  other than that, i will make the changes.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on February 24, 2022, 05:48:05 pm
sheet edited with the requested changes and clarifications.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 24, 2022, 06:01:01 pm
Largely good, though in need of some slight edits.

War-king's effect should be written as "+5 to your roll under number Agility when rolling for evasion or accuracy in melee combat." and given it's B rank, probably +4 instead of +5.

For Blade of Kings, the effect would be more akin to the NP William Tell has, rather than doing 100 damage a hit, you can pay 50 mana to automatically deal 100 damage to one or more enemies. For instance, Tell's is "60 damage to one enemy." at the cost of 30 mana. Also a more minor thing, Fate NP types are generally written as "Anti-X" where X is something like Army, Unit, Fortress, to describe how big the effect is, or, in more specific ones, Anti-Demon, Male, or Mountain.

Yours would probably be
Noble Phantasms:
Blade of Kings (A) Anti-Unit
Cost: 50
Description: the noble sword of the king of the Tuatha De Danann, this blade cuts through flesh and steel like butter.
Effects: 100 damage to one enemy.

so how would i word the blade of kings thing just augmenting my sword, because thats what i want.  other than that, i will make the changes.
If you want the NP to just make your basic attack stronger... I can't allow it to just be +100 to damage, as that would be too powerful, especially as you already have +40. I'm thinking perhaps something along the lines of

"+ to Strength and Agility until the end of combat. When you attack a unit, -3 to their roll under number for Endurance for Damage Resistance. +40 to damage until the end of combat."

Also letting you know, things are all still in flux, so if it turns out stacking + to damage effects is OP, they may get nerfed. Most likely cutting them in half.

sheet edited with the requested changes and clarifications.
Thank you.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on February 24, 2022, 06:43:11 pm
edited
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 24, 2022, 07:10:35 pm
edited
Thank you as well.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on February 25, 2022, 10:53:24 pm
Hmmm, considering taking part in this. If I do though I'll likely be fleshing out one of those Servant ideas submitted to the Fate/School Life contest, as otherwise my interests lie quite solidly in videogames and shows rather than literature, history, or mythology.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on February 25, 2022, 11:07:13 pm
Hmmm, considering taking part in this. If I do though I'll likely be fleshing out one of those Servant ideas submitted to the Fate/School Life contest, as otherwise my interests lie quite solidly in videogames and shows rather than literature, history, or mythology.

You could always do what Fate does and make a video game or show character and pretend they're a literature, historical, or mythological character.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on February 25, 2022, 11:31:44 pm
You could always do what Fate does and make a video game or show character and pretend they're a literature, historical, or mythological character.
Eh, if Smoke is okay with that then we'll see.

Here's some questions though:
Firstly, what if we want a Weapon with a mechanical effect, but don't want it to be our Servants Noble Phantasm? Could we just make it a skill like various Noble Phantasms are treated as in FGO and just say "This is actually a Noble Phantasm, but is treated as a Skill for the purposes of this game" or?

Secondly, am I correct in assuming that we can have an NP that both deals damage and has effects as long as it has a high enough rank to afford the amounts of both given?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 25, 2022, 11:49:00 pm
Yes to both, and for Stirk’s suggestion, don’t be too transparent about it, but if you want to take a historical figure and give them the traits of a video game character you like… I mean, this is Fate. Odysseus wears nanobot armor and controls the Trojan horse, which is actually a transforming mech. Romulus is a Saint Seiya character. I’d suggest more taking the concept than a specific character, but I’m not going to be upset if you take some liberties with the character as long as they are close enough to be recognized as the figure. Though Fate/School Life is a good starting point for anyone who isn’t sure what they want to do. Here (https://typemoon.fandom.com/wiki/Great_War_of_Heroes) is a link.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on February 25, 2022, 11:55:18 pm
Yes to both, and for Stirk’s suggestion, don’t be too transparent about it, but if you want to take a historical figure and give them the traits of a video game character you like.., I mean, this is Fate. Odysseus wears nanobot armor and controls the Trojan horse, which is actually a transforming mech. Romulus is a Saint Seiya character. I’d suggest more taking the concept than a specific character, but I’m not going to be upset if you take done liberties with the character as long as they are close enough to be recognized as the figure. Though Fate/School Life is a good starting point for anyone who isn’t sure what they want to do. Here (https://typemoon.fandom.com/wiki/Great_War_of_Heroes) is a link.
So what you're saying is, making Zagreus as the version from Hades, or something similar for say, The Furies or Sisyphus, is perfectly valid?

Also, I feel like some more concrete definition on what effects Ranks have on Personal Skills is needed.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 26, 2022, 12:03:51 am
Like I said, I’m not 100% on taking the character wholesale, but I’m ok with you adapting the concept, though I’d recommend remembering that the take the Nasuverse has on the Greek gods is different than the one Hades has, along with certain figures, such as Artemis, Achilles, Medusa, Asterios, and others already existing in Fate, using the Zagreus example, and that that may be something to check out to make sure there isn’t too much conflict.

Ranks for personal skills, while looser than ranks for class skills due to the wide variety of them, tend to serve to denote how powerful the skill should be. For instance, say you want a skill that boosts agility in movement and luck in finding things. A Rank A version of that skill could give you a +4 to two different things, while a D rank version would probably gives you +1 to them unless other limits are added. Given how many individual skills are possible, I felt strict guidelines would end up just getting more questions than the “write it out and then we’ll talk” system.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on February 26, 2022, 10:09:22 am
Trying to decide between doing something with the Sarah Winchester concept from School Life, or the Night Witches
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on February 26, 2022, 01:02:45 pm
couple edits made to charsheet.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on February 26, 2022, 06:34:18 pm
Hmm... I'm in an awkward spot where I can't really justify either of my current Servant ideas having particularly high ranks of most of their skills and stats for lore/flavor reasons, and Noble Phantasms don't require points, so they'd have an excess of unspent points.

Actually now that I think about it, their kits are both kind of built around their Noble Phantasms, with skills largely oriented around making them even stronger when using said NPs.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 26, 2022, 07:03:34 pm
Well, feel free to PM what you’re thinking to me and we can discuss how you want to do them.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on February 26, 2022, 08:16:29 pm
So here's a question best answered publicly: can a non-Caster Servant gain spells by giving themselves ranks in Item Construction or a Personal Skill with similar effects?

Edit: Another important question but... what size dice will we be rolling?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on February 26, 2022, 09:18:23 pm
based on this post:
It’s D10 rather than D20, so an A rank has a 9/10 chance to get one success, B has 7/10, etc. Also, the crit system where, for instance, if you’re at A rank and you roll a 2, you can roll again and if it’s less than an 8 it’s a crit. Yes, agility vs enemy agility, contested, then you do a strength check, then your opponent does an endurance check. If both fail to achieve any successes, I think count it as a failure for the person who initiated the action.
I think the system is D10 based.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on February 26, 2022, 09:22:50 pm
Jeeze... considering how easily you can get massive positive modifiers that feels almost excessively small. Granted of course, Servants are pretty insane in capability, but still, I feel like you'd have to have negative modifiers slung around like crazy to achieve a level of balance.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 26, 2022, 09:23:12 pm
So here's a question best answered publicly: can a non-Caster Servant gain spells by giving themselves ranks in Item Construction or a Personal Skill with similar effects?

Edit: Another important question but... what size dice will we be rolling?

Not generally no, since spells are kind of intended to be the main effect of casters, though I may make exceptions if I see a reason to, and, with most things, it’s in a slight state of flux due to the testing.

Jeeze... considering how easily you can get massive positive modifiers that feels almost excessively small. Granted of course, Servants are pretty insane in capability, but still, I feel like you'd have to have negative modifiers slung around like crazy to achieve a level of balance.

Successes are kind of meant to be not terribly hard to get, with crits being the hard part, and I think it should be more balanced in servant v servant combat, but as stated, things are kind of in flux. However, I chose D10 as I was wanted a A Rank strength to succeed more often than not, I based the numbers on the parameter tables from Type Moon, and a D20 would mean A Rank only succeeded less than half the time.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 26, 2022, 11:44:20 pm
Can you guys hold me to a new rule: I will not make any substantial changes to Fate/MT's mechanics until everyone has fought at least once, and I will not add anything substantial, such as new classes, master sheet format, etc. until we've done a round of group combat.

I keep having ideas for cool things, but in my temporary lucidity, I realized if I keep adding things before I even finish testing what I have, this will all be more complicated.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on February 27, 2022, 12:38:30 am
Fair enough. So may I suggest you do a quick baseline test?

pick a four sheets, either from your test premades, or from player submissions, and put them into four different 1v1 fights vs generic enemies in a simple arena and assign people active in the thread to the player sheets. I suggest going with a large forest clearing for your arena so that there can be a bit of setting without terrain getting in the way of things.

opponent 1 should be an easy enemy, someone you think the players will beat easilly.
opponent 2 should be a modest enemy, what you think would be about right for a generic fight vs a random enemy, meaning the player side should win but it shouldn't be a stomp.
opponent 3 should be a hard enemy, something like a basic bossfight for a solo player or a pvp fight, a setting you'd expect it to be a coinflip for who would win.
opponent 4 should be a impossible enemy, something like a bossfight for a group of players, something you expect the player to lose to when solo.

see how it goes?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 27, 2022, 12:46:25 am
Ok, I'll do a basic test, but it will likely be later next week as my classes are all pushing out the last assignments before spring break starts, and also to give a few people I know who have WIP sheets time to complete them, and me time to stat out the enemies.

EDIT: Black Paladin, I just remembered, thanks to binge-watching OSP that Nuada's arm is technically a Noble Phantasm, technically as the Noble Phantasm version is actually Excalibur using Airgetlám's name to back up its existence, which boosts Agility, Endurance, and Strength, so you can draw from that if you want to. Given your NP already adds to Agility and Strength, you may not need to look at it for any other info, but in case you want to here (https://typemoon.fandom.com/wiki/Switch_On_-_Airgetl%C3%A1m) is a link to Excalibur pretending to be Airgetlám.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on February 27, 2022, 01:03:57 am
So I'd imagine probably a Dragon Tooth Warrior for the first, then a Wyvern for the Second, Third would probably be just an enemy Servant but maybe something like a dragon could work to, and Fourth would likely be somewhere along the lines of a Demon Pillar
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 27, 2022, 01:09:56 am
So I'd imagine probably a Dragon Tooth Warrior for the first, then a Wyvern for the Second, Third would probably be just an enemy Servant but maybe something like a dragon could work to, and Fourth would likely be somewhere along the lines of a Demon Pillar
I was thinking something similar, which means I probably already have 1, unless I want to figure out some further mechanics for enemy type Dragon Tooth Warriors. Expect the servant enemy to probably be something like a shadow servant, since I may want to test out a servant I may use as an NPC later without spoiling their name, or I may just grab one of the examples.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on February 27, 2022, 01:31:42 am
Also speaking of WIP sheets I elaborated more on mine. I'm going to bed now, but I'd appreciate having some input to act on and respond to when I wake up.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on February 27, 2022, 11:46:39 am
Right, I realized that the lack of definition of “direct combat” in regards to the decrease presence concealment gives may make assassins seem less viable than I intended. To clarify, direct combat refers to such things as face to face combat such as duels, being forced into a corner, basically any type of combat where your opponent generally knows where you are at all times. Such things as hit and run, strafing, sniping, ambushes, surprise attacks, blitz attacks, basically anything tricky, where your enemy doesn’t expect you, doesn’t know where you are, or doesn’t know you’re an enemy.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on February 28, 2022, 09:27:18 pm
Lacking a flavorful description for the Noble Phantasm, but otherwise this sheet is complete.
Spoiler: Rider (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 01, 2022, 01:24:16 am
Right, a quick message before I go to bed which isn’t really important for this test, but is for people interested in joining Lost Record afterwards. The Fate series is full of creepy, disturbing things that people may have ah issue with, from the more fantastical, like eldritch gods, giant monsters, zombies, etc. to the more realistic, such as child exploration/violence against children, torture, mass killings, cults, diseases, terrorism, and complicated questions, such as the nature of morality, whether you should work to save others at the cost of yourself, whether it’s more important to save the people you love, or the world at large, etc.

Fate/Lost Record will not be shying away from these concepts, and given my tendency to play towards horror to an extent in my action/adventure games, might even see more of it than many Fate properties do. I will be providing a consent sheet to players, to see if there any any specific topics to avoid or downplay because they may bring back traumatic memories or trigger anxiety or PTSD episodes, but in general, I won’t be shying away from things that players may find frightening or uncomfortable, not because I want players to feel those ways, but because I feel those emotions are important to the full experience of the story.

This is not to say I intend the story to go full Fate/Zero or From Software level dark, as to clarify, my stories strongly tend towards the idealistic side of idealism vs cynicism. I feel a story should run the gambit of human emotion, dread, heartbreak, and fear, but also hope, joy, laughter, and moments that make you want to throw your hands in the air and scream “Fuck Yes!”. Without either side of the emotional spectrum, the other runs the risk of becoming somehow both muted and all consuming, with players/readers becoming numb to the emotion the author intends to inflict. That is why I feel darkness and fear are important story tools, but in the end, the genre is still action/adventure, rather than horror.

I am not saying “if you don’t think you can handle this, leave”. For one, even if you don’t think you can handle this, this mechanics test should be largely free of these types of things, as it’s a mechanics test, not a proper story. And further, even if you don’t think you can handle these kinds of things, but you are interested in Fate/Lost Record, I still implore you to check it out, and not allow your fears from keeping you from an experience you may enjoy. This message was purely meant as something for people who are interested to consider.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 01, 2022, 03:18:23 am
As long as you're okay with my character reacting appropriately for the experiences they have, and understand that my character screaming at the world and their situation is not the same as the player screaming at the GM. Then it's all fine.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 01, 2022, 01:46:11 pm
I fully expect a good amount of screaming, cursing, and attempted/successful murder on the parts of the characters in response these things. Otherwise I may be concerned.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 01, 2022, 07:34:45 pm
Everyone's characters are kinda DPS-beatsticky. Do you want to try out a healer/buffer/debuffer for the test too?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 01, 2022, 07:50:27 pm
I, personally, think it should be as-is, b/c i think it will be funny to see all the players die horribly because the boss they just found out they couldnt beat in three turns is now going to town on them faster than their mana can regen. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 01, 2022, 08:01:47 pm
Everyone's characters are kinda DPS-beatsticky. Do you want to try out a healer/buffer/debuffer for the test too?

Yes. While they may not do too well in the solo fights, I believe a buffer will be useful for the game proper, and thus probably the team fights. I'm also generally opposed to seeing all the players die horribly.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 01, 2022, 08:14:07 pm
Everyone's characters are kinda DPS-beatsticky. Do you want to try out a healer/buffer/debuffer for the test too?

Yes. While they may not do too well in the solo fights, I believe a buffer will be useful for the game proper, and thus probably the team fights. I'm also generally opposed to seeing all the players die horribly.
>.> Faye isn't a beatstick.
And Irine I had thought would qualify as a controller-type rather than a beatstick, but okay.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 01, 2022, 08:19:23 pm
I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 01, 2022, 09:25:52 pm
I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.

I'll take up the torch then. This was really just an excuse for:

Spoiler: Archer (click to show/hide)

OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 01, 2022, 09:28:19 pm
OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.
ikr? I think the "Item Creation" class skill probably does have a ton of utility baked in, but it's not very clear what it actually does. I think everyone will have an easier time understanding the system and designing characters once the first test has gone through.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 01, 2022, 09:42:48 pm
I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.

I'll take up the torch then. This was really just an excuse for:

Spoiler: Archer (click to show/hide)

OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.
Interesting. I actually saw a version of Doc Holliday who was a Kariya Psuedo servant, but I suppose Okita works for largely the same reason. Anyway, I do see some things that need edits. Gambler's luck needs to express how much of a damage boost it grants. Marksmanship can be +5 or 6, given it's an A rank and has a limit. A-OK would cost 30, given it's rank, and I think -5 to all rolls for 3 actions is a bit much, especially along side the heal. I think -3 to a specific parameter for 3 actions along with the heal would be better.

OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.
ikr? I think the "Item Creation" class skill probably does have a ton of utility baked in, but it's not very clear what it actually does. I think everyone will have an easier time understanding the system and designing characters once the first test has gone through.

I am admittedly wondering if I should give everyone 1 active skill, but as the rule says, no changed until after testing.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 01, 2022, 09:54:46 pm
Interesting. I actually saw a version of Doc Holliday who was a Kariya Psuedo servant, but I suppose Okita works for largely the same reason. Anyway, I do see some things that need edits. Gambler's luck needs to express how much of a damage boost it grants. Marksmanship can be +5 or 6, given it's an A rank and has a limit. A-OK would cost 30, given it's rank, and I think -5 to all rolls for 3 actions is a bit much, especially along side the heal. I think -3 to a specific parameter for 3 actions along with the heal would be better.

It was a joke based on how FGO Wyat Earp was Altera with a fake mustache. So logically the tuberculosised lawwoman Okita would be Holliday.

At +4 and A Agility I'm already not going to miss ever :V. Ok, I'll make it higher.

I left the damage boost blank since I have no frame of reference for how much it should be. How much should it be?

-3 to a parameter is -6 to rolls, if I pick Agility and that applies to all attack rolls it would be stronger with your suggestion than without. Assuming it doesn't bottom out. But then they'd already only be hitting on a 1 anyway.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 01, 2022, 09:57:06 pm
A. Ok.

B. Like I said, figuring that out, we'll see when it comes to testing.

C. I think +20?

D. -3 to their roll under number, not the parameter itself. My brain jumps to agility or strength and the specific parameter, as they seem like good things for a support to decrease.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 01, 2022, 10:22:35 pm
On the one hand I do have an idea for a support character, on the other I really, really like my current in-dev character and am not sure I'd want to switch him out. And he's uh... kinda the opposite of support. The supportee if you will.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 01, 2022, 10:33:20 pm
Further message for people interested in Lost Record, I plan to only take 1 servant of each class, in order to support variety. Right now it looks like we've got a good mix of classes, but I just wanted to mention this specifically as I don't believe I had before.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 02, 2022, 07:37:51 pm
My second character made and current character of preference, though we'll see how I feel once I've made my Support Character. A character focused HEAVILY into the strategy of 'burn bright, burn fast'.
Spoiler: Berserker (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 02, 2022, 08:06:59 pm
My second character made and current character of preference, though we'll see how I feel once I've made my Support Character. A character focused HEAVILY into the strategy of 'burn bright, burn fast'.
Spoiler: Berserker (click to show/hide)

"No! I must defeat the machines!" he shouted
The radio said "No. John. You are the machines"
And then John was a train

Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: SOLDIER First on March 02, 2022, 08:12:46 pm
damn that was my idea
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 02, 2022, 08:33:14 pm
"No! I must defeat the machines!" he shouted
The radio said "No. John. You are the machines"
And then John was a train
We were just very short on classic Fate brand weirdness around here. The sheets present thus far just felt much too grounded. Thus, John Henry is now a steam powered cyborg.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 02, 2022, 09:31:12 pm
"No! I must defeat the machines!" he shouted
The radio said "No. John. You are the machines"
And then John was a train
We were just very short on classic Fate brand weirdness around here. The sheets present thus far just felt much too grounded. Thus, John Henry is now a steam powered cyborg.
Hello there, are you tired of your historical figures being just like they are in the history book? Well maybe it’s time you should try some Fate Brand Weirdness.

What’s Fate Brand Weirdness, you ask? Well, you know Thomas Edison? What if he was a lion in a superhero costume with the ghosts of the presidents of the United States?

You know Gilgamesh? Well, what if he shot swords out of portals?

You know Saint Martha? Well what if she punched the Tarasque into submission and beat the shot out of everything?

And that’s what Fate Brand Weirdness can do for your Characters. Order some today!
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 02, 2022, 10:30:33 pm
Hello there, are you tired of your historical figures being just like they are in the history book? Well maybe it’s time you should try some Fate Brand Weirdness.

What’s Fate Brand Weirdness, you ask? Well, you know Thomas Edison? What if he was a lion in a superhero costume with the ghosts of the presidents of the United States?

You know Gilgamesh? Well, what if he shot swords out of portals?

You know Saint Martha? Well what if she punched the Tarasque into submission and beat the shot out of everything?

And that’s what Fate Brand Weirdness can do for your Characters. Order some today!
Nah nah, the latter two are just better. You want some real weirdness? Charles Babbage is a Steam Powered Mecha.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 05, 2022, 10:57:24 am
*Sees we’ve fallen off the front page.*
*Checks schedule*

Ok, I think the initial test will start Monday, just to give the people I know are still working on sheets hopefully the time to finish them.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: ctsun on March 05, 2022, 02:09:31 pm
checked in with quil on disc and pop.

Spoiler: Saber (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: SOLDIER First on March 05, 2022, 04:21:30 pm
choo choo

Spoiler: Rider (click to show/hide)

(i swear i was making this before failbird posted john henry)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 05, 2022, 04:50:38 pm
Right, both of you are good on personal skills and NP, but you both seem to have used more than 22 points for parameters and class skills. Ctsun, it looks like your point total adds up to 24, and SOLDIER, yours adds up to 27.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: SOLDIER First on March 05, 2022, 05:36:48 pm
Parameters are Strength A (4) Endurance A (4), Agility C (2), Mana A (4).

Skills are Magic Resist D to C (1), Riding C to A (2), Independent Action A (5). That's 22, right?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 05, 2022, 05:37:53 pm
Parameters are Strength A (4) Endurance A (4), Agility C (2), Mana A (4).

Skills are Magic Resist D to C (1), Riding C to A (2), Independent Action A (5). That's 22, right?

No, E rank still counts as 1 point, not 0
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: SOLDIER First on March 05, 2022, 05:44:53 pm
I see. I would appreciate it if that was made more clear somewhere, because I find it unintuitive to need to spend points from my limited allotment on a parameter rank that I am forced to have.

Independent Action has been reduced from A to C (-2 points), Magic Resist has been reduced from C to D (-1 point), Strength and Endurance have each been reduced from A to B (-2 points total).
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 05, 2022, 05:49:49 pm
I see. I would appreciate it if that was made more clear somewhere, because I find it unintuitive to need to spend points from my limited allotment on a parameter rank that I am forced to have.

Independent Action has been reduced from A to C (-2 points), Magic Resist has been reduced from C to D (-1 point), Strength and Endurance have each been reduced from A to B (-2 points total).

Apologies, I will include in the OP that the E rank counts as a point used.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 07, 2022, 12:34:40 pm
Ok, testing round one. The 4 units I have chosen to be tested here are John Henry, Nuada, Doc Holliday, and Irine. If you were not picked for the first round of testing, there will be other tests. You are all in individual areas, but given the areas are identical, I'll be giving only one description and will branch into individual ones as you guys act.

You make your way out of the trees and into a clearing. The clearing is empty except for a few boulders strewn about, the gentle wind causes the grass around you to sway back and forth, and clouds float lazily through the blue sky. With the cool wind blow through the air, and the warm sun shining overhead, it would be a great place for a picnic... well, except for the three skeletal warriors clicking their way towards you.

The warriors look to be made of gray bone, largely human in shape except for some exceptions. Their ribcages instead resemble horns, curving inwards, three on each side, their spines are covered with spikes, and where their heads should be are only their jaws, full of sharp teeth. Each one is holding a different weapon, each seeming to be made of the same bone material as the warrior. The one closest to you is holding a two-handed sword, the blade half as tall as the warrior itself. Behind it, another carries a pair of short swords, twisted and bent as if the weapons had been worn out over a multitude of conflicts. The one in the rear held a bow, made of individual spikes bones attached by joints.

The archer hung back and notched an arrow as the two swordsmen approached.

(Action)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 07, 2022, 01:10:38 pm
"Yeah, no."
Flame Dance the clearing, filling the area with moving orbs of fire and embracing setting the surroundings aflame while doing my best to keep the skeletons away from me. I'm including my own location within the area to burn on purpose, since I don't need to fear my own fire and want to make it risky to approach me.
Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 07, 2022, 04:21:13 pm
Spoiler (click to show/hide)

Charge the archer
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 07, 2022, 07:51:57 pm
Just to let people know, I'm doing the rolls and working on writing the actions as I get them, but the plan is to only post once I have all of them.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 07, 2022, 09:03:40 pm
I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.

I'll take up the torch then. This was really just an excuse for:

Spoiler: Archer (click to show/hide)

OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.

Holliday spits out some chewing tobacco and up his nickle-plated Colt Lightning.

"Y'all look like you could use some teeth pulling. The Doc is in."

He spins his gun before fanning six bullets towards the duel-wielding skeleton!

"Yeah, no."
Flame Dance the clearing, filling the area with moving orbs of fire and embracing setting the surroundings aflame while doing my best to keep the skeletons away from me. I'm including my own location within the area to burn on purpose, since I don't need to fear my own fire and want to make it risky to approach me.
Spoiler: Irine (click to show/hide)

"Hey watch it with that friendly fire little lady. They say the heat is good for my lungs but this might be a lick too hot."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 07, 2022, 09:17:41 pm
I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.

I'll take up the torch then. This was really just an excuse for:

Spoiler: Archer (click to show/hide)

OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.

Holliday spits out some chewing tobacco and up his nickle-plated Colt Lightning.

"Y'all look like you could use some teeth pulling. The Doc is in."

He spins his gun before fanning six bullets towards the duel-wielding skeleton!

"Yeah, no."
Flame Dance the clearing, filling the area with moving orbs of fire and embracing setting the surroundings aflame while doing my best to keep the skeletons away from me. I'm including my own location within the area to burn on purpose, since I don't need to fear my own fire and want to make it risky to approach me.
Spoiler: Irine (click to show/hide)

"Hey watch it with that friendly fire little lady. They say the heat is good for my lungs but this might be a lick too hot."

You're all currently in individual areas for the first stage of testing, I just did one post as the areas are indentical.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 07, 2022, 09:23:14 pm
I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.

I'll take up the torch then. This was really just an excuse for:

Spoiler: Archer (click to show/hide)

OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.

Holliday spits out some chewing tobacco and up his nickle-plated Colt Lightning.

"Y'all look like you could use some teeth pulling. The Doc is in."

He spins his gun before fanning six bullets towards the duel-wielding skeleton!

"Yeah, no."
Flame Dance the clearing, filling the area with moving orbs of fire and embracing setting the surroundings aflame while doing my best to keep the skeletons away from me. I'm including my own location within the area to burn on purpose, since I don't need to fear my own fire and want to make it risky to approach me.
Spoiler: Irine (click to show/hide)

"Hey watch it with that friendly fire little lady. They say the heat is good for my lungs but this might be a lick too hot."

You're all currently in individual areas for the first stage of testing, I just did one post as the areas are indentical.

For some reason I always have trouble understanding what you're saying >_>

Ignore the second part, it isn't canon! NOT CANON!
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 07, 2022, 09:31:06 pm
-snip-
For some reason I always have trouble understanding what you're saying >_>

Ignore the second part, it isn't canon! NOT CANON!
No cannons? Why not use cannons? Cannons are fine too.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 07, 2022, 09:33:13 pm
-snip-
For some reason I always have trouble understanding what you're saying >_>

Ignore the second part, it isn't canon! NOT CANON!
No cannons? Why not use cannons? Cannons are fine too.

Unfortunately, we're not doing cooperative fights until you all fail against fight the rank 5 enemy. And I'm saving cannons for the navel combat arena.

EDIT: Rolling Stirk's numbers... I'll be honest, if I wasn't using virtual dice, I might seriously entertain the idea they're loaded.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 07, 2022, 11:40:30 pm
Henry's eyes lock in on the Archer in the distance. Dragon Tooth Warrior Archer is marked by Single-Mindedness
"I'm sure the Foreman won't mind if I get a head start."
Throw a rail spike through the Archers spine.

(Before you say he doesn't have rail spikes on his person, he does have at least one. He uses it during his NP after all)
Also: who needs a cannon when you have a Berserkers throwing arm?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 08, 2022, 12:27:02 am
Irine
Magic Check: 8 (Success) 7 (No Crit) vs Archer 8 (Failure), Saber 10 (Failure), Assassin 7 (Failure)
Irine Loses 40 Mana (Now 60)
Archer Check: 2 (Success), 8 (No Crit), Remainder 4 vs 9 (Failure)
Damage Check: 6 (Failure) No damage
Saber Agility Check: 6 (Failure)
Assassin Agility Check: 8 (Failure)
Enemies take 20 damage

With a flick of one of her tails, Irine covers the clearing with a labyrinth of twisting flames, including the area directly around her. The two sword wielding skeletons stop their charge, as their way is suddenly blocked by orbs of fire between them and their quarry. The archer has no such issue, as it let’s an arrow fly through the flames at Irine. It hits her directly… but it seems the archer may have failed to put enough strength behind the shot, as it’s little more than a glancing blow.

The fires from the ground wash over the skeletons and scorch them.


Nuada
Agility Check: 9 (Failure)
Archer Check: 9 (Failure)
Saber Check: 10 (Failure)
Assassin Check: 5 (Success) Remainder 1 vs 3 (Success) and 9 (Failure) Remainder 9

Nuada tries to close the distance between him and the Archer skeleton, but the two sword wielders block his path. The archer tries to take advantage of his failure by taking a shot, but only ends up whistling by his head. The skeleton with the zweihander similarly tries to wound him, and similarly fails, without the Tuath De even needing to try to avoid them.

However, while he was focussed on the larger sword, his mind, honed from years of combat, alerts him to the threat behind him, just in time, as he slips out of the way of an attack by the dual wielder.


Doc Holliday
Luck Check : 1 (Success), 3 (Crit Success), +40 damage
Agility Check: 3 (Success), 3 (Crit Success) Remainder 9 vs 3 (Success), 3 (No Crit)
Damage Check: 3 (Success), 6 (No Crit) Remainder 3 vs 2 (Success), 10 (No Crit) Remainder 2
Assassin takes 70 damage
Assassin is Dead
Archer Check: 8 (Failure)
Saber Check: 2 (Success), 5 (No Crit) Remainder 4, vs 3 (Success), 1 (Crit Success)

Spinning his revolver around his finger a few times for luck, Doc suddenly snaps his gun straight, aiming at the duel wielding skeleton. He lets fly six bullets and Luck must be a Lady for him today, as each bullet finds its way into the skeleton, blasting through its elbows, knees, spine, and finally a shot straight to the jaw finishes it off, as the creature is finished fading into mana before it can even hit the ground.

After the first skeleton disappears, Doc hears the whistle of an arrow as it flies by his head. Looking to wear it came from, he notices the sword wielding skeleton winding up for a swing at him. He leans out of the way as the sword passes harmlessly by him.


John Henry
Agility Check: 7 (Success), 1 (Critical Success) Remainder 6 vs 2 (Success), 9 (No Crit) Remainder 4
Damage Check: 9 (Success), 6 (Critical Success) Remainder 1 vs 5 (Failure)
Archer takes 100 damage
Archer is dead
John takes 10 damage (Now 90)
Saber Check: 9 (Failure)
Assassin Check: 6 (Failure)

John focused in only on the archer, ignoring the other two entirely. He held his railroad spike in his hands and wound up a throw. His whistles blared and his engine thrummed to life as he pushed his body to put more force into the throw, and he chucked it as hard as his body could manage, the force of doing so burning away at part of his flesh. The spike shot through the air, the skeleton’s body barely even slowing it down as it left a nasty hole in it’s ribcage as it flung it’s spine and skull along with it. The skeleton’s body was already dissolving by the time the spike had embedded itself within one of the boulders.

Task succeeded, John somewhat foggily recalled there were another two skeletons around. He turned and squinted at them, just noticing them swinging their weapons as both missed him, the dual-wielder only by a very slim margin.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 08, 2022, 12:47:10 am
"A steel drivers work is never done." Henry said, hefting his great hammer to smash the greatsword Skeleton.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 08, 2022, 01:07:45 am
"This is why that was a bad idea. You really should run away, you aren't winning this."
Maintain the flame dance but don't cast anything further, since I don't think these things are going to be able to do as much damage to me as my spells cost.
((question to GM, shouldn't she have dealt 35 damage instead of 20 because of divinity? it doesn't matter much but seems like it should be asked))

Current Form: Hybrid
Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 08, 2022, 01:10:38 am
"This is why that was a bad idea. You really should run away, you aren't winning this."
Maintain the flame dance but don't cast anything further, since I don't think these things are going to be able to do as much damage to me as my spells cost.
((question to GM, shouldn't she have dealt 35 damage instead of 20 because of divinity? it doesn't matter much but seems like it should be asked))

Current Form: Hybrid
Spoiler: Irine (click to show/hide)

I was thinking that, but I thought that dealing 35 damage guaranteed to all enemies was maybe too much, and made a professional decision that Fire Dance is more akin to a status effect than a direct attack. Your other abilities will get the divinity bonus though.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 08, 2022, 01:22:16 am
((sounds good to me))

Spoiler: long and unimportant (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 08, 2022, 10:32:07 am
((sounds good to me))

Spoiler: long and unimportant (click to show/hide)
same.

Spoiler (click to show/hide)

Noble Phantasm.  murder the dual-bladesman, he seemed like the biggest threat last turn.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 08, 2022, 09:03:13 pm
Holliday uses his free hand to pull out his second famous gun, his Navy revolver. He points the gun at the swordman and pulls the trigger repeatedly!

...A single bullet comes out!

"Ah hell. Mixed up my double and single action again. That ain't good on my poor Lightning."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 08, 2022, 09:17:08 pm
I just want to say, before there are any statements about the whole "rail spike" matter, even if there may not be any: I didn't actually plan for that. I kinda just realized when I was trying to think of a smart action that wouldn't be the same thing Nuada was doing that I technically canonically gave myself a throwable object
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 08, 2022, 09:26:03 pm
I just want to say, before there are any statements about the whole "rail spike" matter, even if there may not be any: I didn't actually plan for that. I kinda just realized when I was trying to think of a smart action that wouldn't be the same thing Nuada was doing that I technically canonically gave myself a throwable object

Nobody was going to say anything lol. Don't worry so much.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 08, 2022, 10:24:26 pm
Irine
Pass Turn
Territory Creation D (Regain 10 Mana) (Now 70)
Archer Check: 1 (Success), 9 (No Crit) vs 9 (Failure)
Damage Check: 4 (Success), 3 (No Crit) vs 2 (Success), 3 (Crit Success)
Irine takes 8 damage (Now 62)
Saber Agility Check: 9 (Failure)
Assassin Agility Check: 9 (Failure)
Enemies take 20 damage
Enemies are dead

Irine simply stands there as her mana is restored by the fire around her. What reason does she have to keep using her mana if these enemies can’t even hurt her? However, as it turns out, that comment isn’t strictly true…

The greatsword wielding skeleton and his dual wielding comrade are once more incapable of moving towards her due to the winding maze of flames, but the archer lets fly another arrow. Just like the last one, it flies directly into her, but unlike its predecessor this one truly manages to wound her, drawing blood. While her natural defense as a servant keeps it from doing much damage, the arrow is certainly a pain. While her body heals up the wound, Irine simply gives the archer an annoyed glare as it burns away into mana, just like the other two skeletons.

((Current plan is to wait until everyone has beat the section before I move everyone on to 1.2))


Nuada
Activate NP: Nuada loses 50 Mana (Now 50)
+ to Strength. + to Agility. +40 damage
Agility Check: 1 (Success), 5 (Crit Success) Remainder 10 vs 2 (Success), 10 (No Crit) Remainder 4
Damage Check: 4 (Success), 7 (Crit Success) Remainder 1 vs 9 (Failure)
Assassin takes 160 Damage
Assassin is dead
Archer Check: 3 (Success), 3 (No Crit) Remainder 3 vs 7 (Success), 7 (Crit Success) Remainder 2
Saber Check: 6 (Failure)

“Switch On - Blade of Kings” Nuada speaks as his silver sword and arm glow with an otherworldly light. He feels new strength pour into his body, and the very world around him seems to slow down. He turns towards the dual wielding skeleton and slashes at it, the light of his sword drawing a silver arc in the air, as he cleanly slices his opponent into pieces.

The archer tries to shoot at him, but the arrow seems to be moving through liquid rather than air, and Nuada dodges it with ease. He notices the remaining swordsman swinging at him, but feels no need to dodge, as he can already tell that the swing will miss.


Doc Holliday
Luck Check: 7 (Success), 9 (No Crit)
Agility Check: 4 (Success), 9 (Crit Success) Remainder 2 vs 1 (Success), 6 (No Crit) Remainder 5
Damage Check: 2 (Success), 1 (Crit Success) Remainder 3 vs 4 (Failure)
Saber takes 60 damage.
Saber is dead
Archer Check: 1 (Success), 2 (Crit Success) Remainder 3 vs 1 (Success), 7 (Crit Success) Remainder 2
Archer Damage Check: 6 (Failure)

Holliday uses his free hand to pull out his second famous gun, his Navy revolver. He points the gun at the swordsman and pulls the trigger repeatedly! A single bullet comes out, slamming the swordsman in the neck, severing its head from its body.

"Ah hell. Mixed up my double and single action again.” Holliday said, looking at the swifty fading skeleton, before focusing on his gun. “That ain't good on my poor Lightning."

The archer once more tried to fire at Doc. This time, his arrow flew close enough to scrape against his clothes, but once more failed to deal any damage to his body.


John Henry
Agility Check: 10 (Failure)
Saber Check: 1 (Success), 4 (Crit Success) Remainder 1 vs 2 (Success), 9 (No Crit)
Damage Check: 9 (Failure)
Assassin Check: 3 (Success), 3 (No Crit) Remainder 3 vs 5 (Success), 8 (No Crit) Remainder 4

John attempts to swing his hammer at the skeleton with the two-handed sword, but, still partially focused on the now dead archer, his swing goes wide. The swordsman has no such trouble, swinging his sword down into John’s arm… but he only manages to hit one of the metal parts of John’s body, and lacks the strength to do any significant damage to it. The dual wielder attempts to follow up on his ally’s attack, but narrowly misses.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 08, 2022, 10:44:22 pm
Doc Holliday suddenly has a coughing fit, dropping both guns in the process!

It is over as quickly as it started, forcing him to draw "his" next gun: a modified 10 gauge double barrel shotgun hidden in his outfit. He rushes the remaining skeleton and looses both barrels into it with a single pull of the trigger (knocking the gun out of his own hands in the process).
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 09, 2022, 12:10:31 am
"Shit, that's how you end up with bent handles right there."
Swing again, crush the greatsword skeleton
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 09, 2022, 12:40:24 pm
I murder the archer and then the swordsman. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 09, 2022, 12:46:59 pm
I murder the archer and then the swordsman. 

You can only do one of those as each attack is a separate action unless you have an ability or skill that allows you to do multiple.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 09, 2022, 12:51:12 pm
I murder the archer and then the swordsman. 

You can only do one of those as each attack is a separate action unless you have an ability or skill that allows you to do multiple.
((he did put them in an order, so maybe you could just resolve the stuff he has time for and skip the leftover?))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 09, 2022, 01:06:11 pm
I murder the archer and then the swordsman. 

You can only do one of those as each attack is a separate action unless you have an ability or skill that allows you to do multiple.
((he did put them in an order, so maybe you could just resolve the stuff he has time for and skip the leftover?))

That was my plan, but I wanted to let them know in case that changed the plan.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 09, 2022, 01:22:16 pm
Noted
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 09, 2022, 03:05:57 pm
Nuada
Nuada gains 10 Mana (Now 60)
Agility Check: 3 (Success), 1 (Crit Success) Remainder 12 vs 3 (Success), 1 (Crit Success) Remainder 2
Damage Check: 6 (Success), 5 (Crit Success) Remainder 1 vs 8 (Failure)
Archer takes 160 damage
Archer is dead
Saber Check: 2 (Success), 4 (No Crit) Remainder 4 vs 8 (Success), 5 (Crit Success) Remainder 3

Nuada charged at the archer, as he felt his body generate more mana, his enhanced speed allowing him to easily dash past the swordsman in the way and get to his target. Just like before, his sword left glowing arcs of light behind it as he diced his enemy apart. The swordsman tried to strike him in response, but Nuada slipped out of the way.


Doc Holliday
Luck Check: 2 (Success), 3 (Crit Success) +40 damage
Agility Check: 5 (Success), 8 (Crit Success) Remainder 2 vs 5 (Success) Remainder 1
Damage Check: 8 (Failure)
Archer Check: 5 (Success) Remainder 1 vs 1 (Success), 8 (Crit Success)

Doc suddenly collapsed in a coughing fit, his tuberculosis acting up, causing him to drop both his guns. While it ends as quick as it started, given the circumstances he decides he doesn’t have the time to pick up his discarded revolvers and instead grabs another gun he’d concealed inside his clothes, a modified 10 gauge double barrel shotgun.

He rushes the archer, currently notching another arrow, with intents to blast the final skeleton to pieces, but when he gets close enough to fire and pulls the trigger, the only thing that comes out of the muzzle is smoke and hot air, as the gun misfires. Fortunately, the cloud of smoke and sound of a gunshot right next to the archer’s face is enough to startle it into accidentally letting go of it’s arrow, which shoots harmlessly into the ground.


John Henry
Agility Check: 1 (Success), 7 (Crit Success) Remainder 1 vs 2 (Success), 1 (Crit Success) Remainder 3
Saber Check: 2 (Success), 4 (No Crit) Remainder 4 vs 7 (Success), 3 (No Crit) Remainder 2
Damage Check: 3 (Success), 2 (Crit Success) Remainder 1 vs 4 (Success), 9 (No Crit)
John Henry takes 30 damage (Now 60)
Assassin Check: 7 (Failure)

John once more hefted up his hammer overhead and slammed it down with the intent to reduce the great-swordsman to powder, but this time, the swordsman shifted out of the way at the last second, dodging the blow. The force of the wide hit knocked John slightly off balance, which was all the swordsman needed to follow up. Once more he swung at John, this time aiming for his stomach, and unlike the other blow, this one hit with enough force to carve a slice out of his body.

While John could already feel his mana working to fill in the cut, the other swordsman attempted to follow up on his comrade’s success. Fortunately for John, the dual wielder’s swing also went wide, and it failed to connect.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 09, 2022, 03:33:08 pm
kill the swordsman, and then strike an awesome pose.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 09, 2022, 07:42:45 pm
Archer curses, taking "his" shotgun by the barrel and turning it into a club. He brings it down hard on the skeleton archer until it stops moving and disintegrates.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 09, 2022, 08:47:16 pm
((So my first observation: having anything less than B rank Agility is helplessly Punishing because you practically don't even get to attack at all if you don't crit your Agility rolls, regardlessof what kind of attack you use))
Smash. The. Greatsword. Skeleton.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 09, 2022, 08:54:51 pm
((So my first observation: having anything less than B rank Agility is helplessly Punishing because you practically don't even get to attack at all if you don't crit your Agility rolls, regardlessof what kind of attack you use))
Smash. The. Greatsword. Skeleton.
I'm going to be honest, you've just been rather unlucky. Your roll under number for Agility against these guys has been 9, 6 from your parameter, +4 from Madness Enhancement, and then -1 from Single Mindness. The enemies have a straight 6 for agility. The first time you rolled a 10, and the second time the enemy rolled a 2 and a 1, which is close to as good as possible. Most of the time, you'd be winning, as the enemies should be failing their attempts to dodge you over half the time.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 09, 2022, 08:55:22 pm
((I think Agi is also both attack and defense, which makes Agi a Super-Stat. I can see it needing to be broken into two separate stats so that Agi-stacking doesn't become what everyone ever has to do: Hit and Evasion, and then toss people something like 3 extra points at character creation to put into the now-split stat.))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 09, 2022, 09:09:25 pm
((Problem is that means breaking the canonical stats. I just think melee attacks should be able to use Agi or Strength instead of just agi. Agi should only be absolutely necessary from a ranged build or an Assassin))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 09, 2022, 10:35:56 pm
Nuada
Gain 10 Mana (Now 70)
Agility Check: 10 (Success), 5 (Crit Success) Remainder 1 vs 1 (Success), 2 (Crit Success) Remainder 3
Saber Check: 4 (Success), 9 (No Crit) Remainder 2 vs 1 (Success), 3 (Crit Success) Remainder 12

As even more mana is regenerated inside him, Nuada, sure of his victory, swings his sword again, this time trying to wipe out the last remaining skeleton. Once more, his sword whips through the air, leaving arcs of silvery light behind it. But overconfidence breeds failure, and desperation can push people past their limits, even if those people are magically animated skeletons brought to life by planting dragon teeth in the ground.

The warrior desperately throws itself backwards, out of the way of Nuada’s sword, falling to the ground, but still alive. It tried to strike back, but it’s shaky strike is easily dodged by the Tuathe de.


Doc Holliday
Luck Check: 6 (Success), 3 (Crit Success) +40 Damage
Agility Check: 5 (Success), 4 (Crit Success) Remainder 6 vs 2 (Success), 4 (No Crit) Remainder 4
Damage Check: 3 (Success), 6 (No Crit) Remainder 3 vs 7 (Failure)
Archer Takes 70 damage
Archer is dead

Archer looks at his gun with an expression of “Are you fucking with me?”, then proceeds to express a similar sentiment out loud, before shifting the gun around in his hands, grabbing onto the still warm barrel and winding up for a hit. He slams the butt of the gun into the skeleton’s head over and over and over again, not stopping even as the skeleton breaks. Not ceasing his blows until the warrior has fully dissolved back into mana.


John Henry
Agility Check: 4 (Success), 6 (No Crit) Remainder 5 vs 4 (Success), 10 (No Crit) Remainder 2
Damage Check: 8 (Success), 1 (Crit Success) Remainder 2 vs 10 (Failure)
Saber takes 100 damage
Saber is dead
John takes 10 damage (Now 50)
Assassin Check: 5 (Success) Remainder 1 vs 5 (Success), 5 (No Crit) Remainder 4

Fresh off two failed hits, John Henry’s berserker side is starting to show. The exertion has burnt off some of the skin over his mechanical body parts, and his eyes seem to be taking on a glow like hot coals. His whistles blare at full volume, and wisps of steam float out of his mouth as he hoists his hammer up over his head again. This time, his efforts are rewarded, as he brings the hammer down right on the head of the skeleton who had wounded him, and reduces it to powder in one blow.

The assassin tried to take revenge for it’s fallen comrade, but John dodged both of its swords, finally connecting with something solid putting his feet back under him, as he readied to finish the job.


Right so, taking criticism into consideration, starting in 1.2 there will be some modifications to the combat system. If your Strength is higher than your Agility, you can use it for your accuracy in melee attacks, however Agility will still be used for ranged attacks. In return, if you roll a crit success for Agility when rolling to hit, you will deal 1.5 times more damage.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 10, 2022, 11:00:20 am
The whistles scream out loudly as steam pumps from Henry's body. He wouldn't burn himself up for this, not here. Take the turn to cool down
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 10, 2022, 11:24:33 am
Murder soldier.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 10, 2022, 04:40:47 pm
Nuada
Gain 10 Mana (Now 80)
Agility Check: 3 (Success), 2 (Crit Success) Remainder 11 vs 10 (Failure)
Damage Check: 5 (Success), 5 (Crit Success) Remainder 2 vs 6 (Failure)
Saber takes 160 damage
Saber is dead

Nuada striked at the prone warrior, a single heavy swing of his sword downwards, light following the edge of the sword as he brought it right down on the top of the skeleton’s head, slicing cleanly through it’s spine, pelvis, and legs. For a moment, the swordsman’s body lay still, but as Nuada watched, it’s body seemed to become less solid, almost translucent, before the two sides collapsed like water into a puddle on the floor.


John Henry
Pass Turn
Gain 40 Mana (Now 90)
Assassin Check: 2 (Success), 3 (Crit Success) Remainder 1 vs 2 (Success), 7 (No Crit) Remainder 7
Assassin Damage Check: 2 (Success), 7 (No Crit) Remainder 4 vs 1 (Success), 6 (Crit Success) Remainder 6
John Henry takes 8 damage (Now 82)

Realizing he was getting dangerously close to overheating, John paused. His whistles blared out as steam blasted out of his engine and mouth. His eyes dimmed back to their normal color, the metal on his body cooled down, and the mana going to power his motion was redirected to healing him up. The cut the swordsman had left on his stomach knit itself up, and his body stabilized.

The last remaining warrior took its chance, attacking John as he stood still. A short sword cut at John, leaving a minor scratch in his arm that swiftly cleaned itself up. John turned to the last remaining warrior…
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 10, 2022, 04:47:46 pm
"One more!" Henry shouted, his hammer whipping through the air to destroy the skeleton.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 10, 2022, 06:23:15 pm
John Henry
Agility Check: 4 (Success), 2 (Crit Success) Remainder 3 vs 10 (Failure)
Damage Check: 6 (Success), 6 (No Crit) Remainder 5 vs 9 (Failure)
Assassin takes 60 damage
Assassin is dead
John Henry takes 10 damage (Now 72)

He brought his hammer down on the warrior’s head, reducing it to a pile of bones… well, an inanimate one.


With test 1.1 done, I want to hear what everyone’s opinions are of the combat system. Do you think there are any other edits I need to make to it, like the matter with Strength and Agility? Do you think the Dragon Tooth Warriors need to be edited, if so, how so? Do you think any specific ability is overpowered or underpowered? Any other information or suggestions you want to share? I’m also setting up a new poll for simple opinions, but feel free to specify in a post.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 10, 2022, 06:36:26 pm
I think that the Archer DTW was much more dangerous than the other two because it seemed to have the same accuracy, defenses, and damage capabilitity without needing to get into range like the others did.
I think the way to-hit and damage numbers are calculated wasn't very clear, but that a lot of things hit really hard in general.
I think that the non-Irine servents seemed to be able to do enough damage to kill other servants in 1-2 blows, leaving me concerned for how Irine will fare against other servants since it seems like 1v1 fights will be very short. I think most of them can kill her before she properly gets rolling.
I think spells and Noble Phantasms cost so much mana that they'll be risky to use, since it's guaranteed self-damage for activation. Again, I'm concerned for Irine in this (and I think any other Caster types will have the same problem) because with how much damage people are putting out, I think if she tried to use her Noble Phantasm vs Nuada for example, he'd take advantage of her spending 50 mana to land a single hit on her while her NP is at E strength, and kill her on the spot that same turn.
I think that one thing we aren't keeping good track of with this combat system is movement and positioning. I don't know if that's actually a bad thing, but I think it should be pointed out.
I think that the DTW as a whole were able to cause some harm but weren't threatening to Servants, and could serve some purpose as backup fodder to other threats. Not sure how strong you think they should be so I can't say offhand if they're strong or weak. But they aren't totally ignorable, despite being trivial to deal with individually.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 10, 2022, 06:42:02 pm
I think that the Archer DTW was much more dangerous than the other two because it seemed to have the same accuracy, defenses, and damage capabilitity without needing to get into range like the others did.
I think the way to-hit and damage numbers are calculated wasn't very clear, but that a lot of things hit really hard in general.
I think that the non-Irine servents seemed to be able to do enough damage to kill other servants in 1-2 blows, leaving me concerned for how Irine will fare against other servants since it seems like 1v1 fights will be very short. I think most of them can kill her before she properly gets rolling.
I think spells and Noble Phantasms cost so much mana that they'll be risky to use, since it's guaranteed self-damage for activation. Again, I'm concerned for Irine in this (and I think any other Caster types will have the same problem) because with how much damage people are putting out, I think if she tried to use her Noble Phantasm vs Nuada for example, he'd take advantage of her spending 50 mana to land a single hit on her while her NP is at E strength, and kill her on the spot that same turn.
I think that one thing we aren't keeping good track of with this combat system is movement and positioning. I don't know if that's actually a bad thing, but I think it should be pointed out.
I think that the DTW as a whole were able to cause some harm but weren't threatening to Servants, and could serve some purpose as backup fodder to other threats. Not sure how strong you think they should be so I can't say offhand if they're strong or weak. But they aren't totally ignorable, despite being trivial to deal with individually.

i agree with those general points.  moreover, i would like to add the fact that i, personally would rather fight 1-2 stronger enemies than 3+ weaker enemies.  i think it gives a greater sense of challenge.  Out of Curiousity, how are you calculating damage?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 10, 2022, 06:43:51 pm
I think that the Archer DTW was much more dangerous than the other two because it seemed to have the same accuracy, defenses, and damage capabilitity without needing to get into range like the others did.
I think the way to-hit and damage numbers are calculated wasn't very clear, but that a lot of things hit really hard in general.
I think that the non-Irine servents seemed to be able to do enough damage to kill other servants in 1-2 blows, leaving me concerned for how Irine will fare against other servants since it seems like 1v1 fights will be very short. I think most of them can kill her before she properly gets rolling.
I think spells and Noble Phantasms cost so much mana that they'll be risky to use, since it's guaranteed self-damage for activation. Again, I'm concerned for Irine in this (and I think any other Caster types will have the same problem) because with how much damage people are putting out, I think if she tried to use her Noble Phantasm vs Nuada for example, he'd take advantage of her spending 50 mana to land a single hit on her while her NP is at E strength, and kill her on the spot that same turn.
I think that one thing we aren't keeping good track of with this combat system is movement and positioning. I don't know if that's actually a bad thing, but I think it should be pointed out.
I think that the DTW as a whole were able to cause some harm but weren't threatening to Servants, and could serve some purpose as backup fodder to other threats. Not sure how strong you think they should be so I can't say offhand if they're strong or weak. But they aren't totally ignorable, despite being trivial to deal with individually.

1. As stated, ranged attacks still are kind of in a limbo of how I want to do them. Right now, most of the characters didn't have much of a range issue, the only issue with Nuada's charge was getting past the other 2. I may still end up editing how they work.
2. See the damage table for how much things are supposed to do.
I'll answer the other parts later as I just realized I need to go somewhere.

I agree with those general points.  moreover, i would like to add the fact that i, personally would rather fight 1-2 stronger enemies than 3+ weaker enemies.  i think it gives a greater sense of challenge.  Out of Curiousity, how are you calculating damage?

Current damage plan for main attacks is that a normal attack does damage depending on your strength parameter if you get a success, which is doubled for a critical success. If your opponent rolls a success for endurance, it’s halved, and a critical success means it’s quartered. Before damage calculations, you roll agility for accuracy vs agility for evasion, and if you evade, then no damage.
A: 50
B: 40
C: 30
D: 20
E: 10

And now rolling a crit for Agility accuracy also gives 1.5X damage. Also thinking a failed damage roll would halve damage rather than just mean 0 damage. As for the enemy fighting, these are variety tests. The Dragon Tooth Warriors were a group of three as they are Rank 1 enemies, which are supposed to be weak enough for 1 player to deal with multiple at once. The Rank 2 enemy test will only be 2
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 10, 2022, 06:51:23 pm
hmmm, the BASE numbers seem fine, it's the crits that can get out of control. then again, those DTW had E defense didn't they?

Could you really quick just go through what Nuada attacking Irine would look like? I don't mean actually rolling dice, just like, what the dice would need to be for different results, especially damage amounts at the end.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 10, 2022, 06:56:48 pm
hmmm, the BASE numbers seem fine, it's the crits that can get out of control. then again, those DTW had E defense didn't they?

Could you really quick just go through what Nuada attacking Irine would look like? I don't mean actually rolling dice, just like, what the dice would need to be for different results, especially damage amounts at the end.

I'll be honest, I think I need to Nerf Nuada a bit, just the + damages. I think I'll try cutting all of them in half and seeing how it goes, as he deals a lot of damage even independent of roll. Probably Doc's too. John's works as it's with a cost.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 10, 2022, 07:00:16 pm
Considering that you're seeing those kinds of damage numbers from so many, it really seems like it's a system problem instead of a character problem. maybe put +damage effects AFTER crit multiplication?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 10, 2022, 07:02:19 pm
Considering that you're seeing those kinds of damage numbers from so many, it really seems like it's a system problem instead of a character problem. maybe put +damage effects AFTER crit multiplication?
That’s the thing, I do. At B rank, Nuada deals 40 damage on a successful hit. At a crit, this is 80. If the opponent fails their endurance roll, this stays 80. Otherwise, it would fall to 40 with one success, and 20 with 2. Even 1 passed endurance roll automatically halves the damage taken. When his NP is activated, he has a total +80 to damage. This, against the enemies who had D rank endurance, he often dealt 80, and then +80 for 160.

John has B rank strength as well, but has the berserker buff to it, so they often critted. With their +20 damage, they dealt 100, but even still, if a Warrior rolled an endurance crit, and John did not crit, which actually did happen in some rolling, with a 2 and a 1, John would have dealt 30 damage and failed to one shot them.

Part of the issue with Nuada and Doc is how their + can more than double their damage output, which I think was probably a bad idea in my design, so I’m going to halve them, and possibly require a malus of some sort. Doc‘a was admittedly my fault, as I thought it being roll dependent meant it being +40 was fine, but given how much a buff that would be, I should have placed it at +20.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 10, 2022, 10:22:04 pm
I'd say that, if Doc's bonus is decreased, the downside should be as well, as right now it literally drops his damage to 0 with a failure. Maybe halve his damage instead. And also to be fair to him, he is very much a Glass Cannon build. If he actually got hit there would have been effectively no reducing the damage.

I think that, with the ability to use Strength to attack instead of only Agility for the slow but powerful Servants, the change to make failed hits still do damage is unnecessary. After all, less hits will be getting failed in the first place now.

Also, I gave a negative opinion on the poll, but only in reference to this current system, I have no doubts my thoughts will improve with the changes already mentioned... so I actually probably should have given the neutral opinion I suppose.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 10, 2022, 11:06:48 pm
Ok, I suppose I can leave the decisions of what to do with Doc's power up to Stirk, but I feel Nuada's bonus definitely needs to be decreased, as adding a flat 80 to the damage is a bit too much. BlackPaladin, do you want to talk to me about figuring out how to decrease it, or do you want me to suggest something and you can then give your opinion on it? One of my thoughts is to let you keep the +20 from Silver Handed Combat, but have it apply an accuracy malus for the same reason it does a damage bonus, his hand is very heavy, given John Henry also has +20, but at a cost.

Also, I'm remodding Divinity. Not totally sure how yet, but it needs to be remodded, since it gives certain servants a significant advantage over others.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 10, 2022, 11:22:30 pm
Divinity is weird tbh. I don't get why it gives a damage bonus. if anything I'd expect it to give defense / defense penetration, not actual damage.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 10, 2022, 11:24:07 pm
I based it off the bonuses given by Divinity in Fate/Grand Order, where it gives a damage boost. I'm probably going to either significantly reduce it's effect or make it do something else. Current thought is maybe it adds to luck.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 10, 2022, 11:24:19 pm
Ok, I suppose I can leave the decisions of what to do with Doc's power up to Stirk, but I feel Nuada's bonus definitely needs to be decreased, as adding a flat 80 to the damage is a bit too much. BlackPaladin, do you want to talk to me about figuring out how to decrease it, or do you want me to suggest something and you can then give your opinion on it? One of my thoughts is to let you keep the +20 from Silver Handed Combat, but have it apply an accuracy malus for the same reason it does a damage bonus, his hand is very heavy, given John Henry also has +20, but at a cost.

Do whatever you want with it I just left the value up to you in the first place :P

I'd say that, if Doc's bonus is decreased, the downside should be as well, as right now it literally drops his damage to 0 with a failure. Maybe halve his damage instead. And also to be fair to him, he is very much a Glass Cannon build. If he actually got hit there would have been effectively no reducing the damage.

I think that, with the ability to use Strength to attack instead of only Agility for the slow but powerful Servants, the change to make failed hits still do damage is unnecessary. After all, less hits will be getting failed in the first place now.

Also, I gave a negative opinion on the poll, but only in reference to this current system, I have no doubts my thoughts will improve with the changes already mentioned... so I actually probably should have given the neutral opinion I suppose.

Someone would have to hit him first. With max agility and A-OK he's more of a dodge tank.

He's also still meant to be support, Gambler's Luck is supposed to boost someone else (or the whole team if he's lucky). If the whole team got +40 we'd probably be able to kill anything in one turn.

Divinity is weird tbh. I don't get why it gives a damage bonus. if anything I'd expect it to give defense / defense penetration, not actual damage.

That is what it does in FGO, so that is probably it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 10, 2022, 11:55:23 pm
I think if I personally have to decrease it, I just want to do less damage. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 11, 2022, 12:00:32 am
I think if I personally have to decrease it, I just want to do less damage.
I'm planning to modify divinity to be a luck boost, and I'll let you edit or replace your Silver Hand skill, and then I think you should be able to keep the +40 on your NP.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 11, 2022, 09:32:33 am
Noted.  May I also point out that the only thing my character is built for is damage?  No team buffs, no AoE, just damage.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 11, 2022, 10:18:14 am
Noted.  May I also point out that the only thing my character is built for is damage?  No team buffs, no AoE, just damage.

Yes, but when it comes to fights with a single powerful enemy, such as a few boss fights I have planned, having the ability to deal shit tons of damage with each attack can swiftly get into overpowered territory. If you're consistently dealing 160, or even just 100 damage with each normal attack, which is how much you do with your current buffs even if the enemy gets a crit for endurance, you'll likely be getting through most things without much issue, which is bad from a balance standpoint, so either I need to decrease your damage output, or make the enemies stronger. Essentially, you'd be able to kill a servant with A rank Mana and Endurance even if they rolled snake eyes for their damage resistance, especially as your NP and accuracy bonus from your skill means almost all your hits land, you're almost guaranteed to get a crit for damage, and it's not even balanced out by being a glass cannon as you're also very hard to hit. I'm also providing you the opportunity to change your loadout if you want to do something else instead.

Part of the goal with testing was to find if any specific build is particularly broken, and right now, it seems that your build is. I also mentioned before that if it turned out +damage effects were OP, there would be changes.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 11, 2022, 05:09:50 pm
When edits are done and questions are answered, let me know so I know to start 1.2. I am aware that is not right now, but I'm really busy getting ready for Spring Break so I don't have time to finish up some of the things I need to. I will do those tonight or, more likely, on the bus trip I need to take tomorrow.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 11, 2022, 07:01:31 pm
Also, wont the changing of the divinity effects bring mu damage output bonus to 60?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 11, 2022, 07:03:25 pm
Also, wont the changing of the divinity effects bring mu damage output bonus to 60?

That’s still a lot, as it means you do more damage on your lowest damaging roll than a player with C rank Strength does on their best. Further, it’s not fair for you to get +20 to damage for no cost when John Henry has +20 but loses 10 mana every attack.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 11, 2022, 07:11:15 pm
Come to think of it, that's another good point. nobody but Irine had AOE. is there something with the system that makes getting AOE hard?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 11, 2022, 07:14:36 pm
Come to think of it, that's another good point. nobody but Irine had AOE. is there something with the system that makes getting AOE hard?

For most servants besides Casters, it’s only on NPs. As stated, working out if I should allow all servants an active ability, which would allow players to pick an AOE of at least multi target attack if they want to.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 11, 2022, 07:24:27 pm
So what if i put the bonus to ten?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 11, 2022, 07:26:54 pm
So what if i put the bonus to ten?

I was going to suggest that. We can do the next test with that and see if it works.

I apologize that things are changing and things that were acceptable are being changed, and I understand that can be frustrating, but that was always part of this set up, as it’s meant as a test to determine what mechanics work and what don’t. I’ve never created a system before so I can’t tell what’s good and not without testing, so things change after testing.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 11, 2022, 08:15:49 pm
It's literally titled Mechanics Test. Anyone that gets upset about your experimenting with and changing up mechanics is wrong. Also, nobody has even hinted that they're doing that. It's all in your head sir. Please stop hallucinating so I don't have to call the nice men in white suits please thank you.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 11, 2022, 08:29:58 pm
Come to think of it, that's another good point. nobody but Irine had AOE. is there something with the system that makes getting AOE hard?
Yeah, simple fact is that it's kinda hard to get AoE through non-NP means if you aren't a Caster. There's only one skill I know of that would allow such a thing, that being Kingproteas "Area Crushing", which lets you target an area for an attack rather than a single entity, and that skill never actually even gets used.

Come to think of it... would possibly be a good idea for Ievdoka, "Area Bombing" maybe, something specific to while she's in a plane.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 11, 2022, 09:25:06 pm
Right, I decided to officially permit 1 active ability for each servant, but I’m not opening those yet as I’m still figuring out how they work, such as if I want them to be similar to spells, if I want them to be more like skills in GO, with no cost but cool down, or what. We may not even have them until after 1.2. Just posting this to let you know I plan to include them and also to post the Dragon Tooth Warrior sheet.

Dragon Tooth Warrior
Rank 1
Agility C
Strength C
Endurance D
Mana D
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 12, 2022, 06:13:20 pm
Just thought Of something.  Instead of reducing my damage bonus, could we remove the - to the enemy’s stats in my noble phantasm?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 12, 2022, 07:24:59 pm
Just thought Of something.  Instead of reducing my damage bonus, could we remove the - to the enemy’s stats in my noble phantasm?
To be honest, that didn’t end up factoring in much in this match, and as stated, even if your opponent rolls the best defense they can, your +damage is applied after that is calculated, which is part of the issue, but if I make it part of damage calculations it would probably be a bigger issue. Essentially, even if your roll only 1 success for damage, and your opponent rolls double success for endurance, you’d still deal 70 damage thanks to your damage buffs, and that’s with divinity being changed. That’s more than a servant who put only 1 point less than you into strength deals if they roll a critical for strength and the opponent fails both endurance rolls.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 12, 2022, 09:30:11 pm
Yeah it's hard to overstate just how big Nuada's damage is. John Henry was not only built entirely for damage, he was built so much for damage that his damage has active detrimental effects on him, and yet Nuada does the same damage with his basic normal attacks that John Henry does with his 80 MANA COST NP.

Let me repeat that: it costs John Henry 80 MANA with his Noble Phantasm to do as much damage as Nuada can do with every single attack, on a character who is entirely and solely built around killing one single target better than anyone ever and then fucking dying.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 12, 2022, 10:34:15 pm
Oh, I know, lets compare Nuada to Rama (the premade Saber)!

now, Rama has the super-high-level divinity bonus, but you're talking about reworking that, so I'm going to strip him of it for this sim.

and since I think Nuada is OP, I'll give Rama the first turn, to see if stacking the deck slightly in Rama's favor changes anything.

Now then, Rama uses his NP on turn 1, to give him maximum firepower. spends 50 mana (dropping to 30), and automatically deals 60 damage to Nuada. Rama's PS blessing of martial arts activates, adding another 15 damage, dealing a total of 75 damage, automatically, on turn 1. (if he had his divinity, that would be an automatic 100 damage, holy crap, um, maybe this premade is broken too? GM!!)

Nuada gets to respond, and starts off with 25 mana, his passive activates, giving him +10, so he has 35 mana, I would have him use his NP, but he doesn't have enough mana to do that. wow, okay, welp, Nuada swings anyway, agi vs agi to hit. b + 4 vs a, so nuada has to roll (equal to or) under a 12 on a 10 sided die to succeed and rama has to roll (equal to or) under a 10 on a 10 sided die to dodge? what? I think they both get automatic successes? is that right? that can't be right. I'm going to pretend it's right. so..... what. I'm going to pretend it hits and just ignore the rest because what.

so Nuada hits, roll for damage, strength b vs endurance b.  lets say Rama and Nuada both get 1 success because fk math atm, I'm hungry. So Nuada does 40 damage base, +20 from his passive, cut in half by rama making 1 end roll. so nuada does 30 damage to Rama, Rama is down to 0 mana. Rama's passive that is identical to Battle Continuation triggers. Rama is now at 10 mana.

Rama's turn. Rama's passive that is identical to Nuada's triggers. Rama now is at 20 mana. Nuada is at 35 mana, and I'm hungry. fk this, fk math, hits, damage = (50+15)/2 = 37.5. Nuada at 0, Battle continuation triggers. Nuada at 10.

Nuada, now at 20, identical turn to last turn. Rama's dead.

Both of those characters are stupid, rocket tag is bad, Nuada > Rama OR Noble Phantasms kill yourself. I think it's the latter and that both are OP, I'm leaving for food. brb.

edit: am eating now, thinking better again. I think that Nuada is perfectly reasonable when compared to the sample character Rama. I think that because mana is health, using spells and Noble Phantasms is problematic due to self-damage.

also, if we play out Nuada vs Irine, i think it goes like this: Irine uses NP, Nuada takes 10 damage, has to make opposed Str rolls, B vs E, Nuada wins easy. Nuada heals 10 damage (now at 100) Uses NP (now at 50), hits, no crit, irine gets 1 end success, Nuada does 50 damage. Irine is at exactly zero and doesn't have battle continuation. I THINK you need at least a little overkill to actually take someone down, so I'll keep Irine alive but it's iffy. Irine's turn, I'll be generous and give her full power passive +25 mana to put her at 25 mana. Nuada takes 20 damage (now at 30), and has to make opposed str rolls B with bonuses vs D, Nuada wins hands down. Nuada's turn, heals 10 (now at 40) and hits Irine again for the same damage as last turn. 25-50 = -25, Irine's dead, if divinity still added damage, Nuada would have killed her on turn 1 because of her own NP doing an automatic 50 damage to herself. Also, over the course of the fight, Nuada did more damage to himself by using his NP than Irine did over the entire thing.

regarding Nuada's NP. lets compare it to a burst damage NP for a second. if he had a straight-up Excalibur NP, it would deal 100 damage for 50 mana AND 1 turn's action.
with Nuada's NP, it does 40 damage / turn for 50 mana and ZERO turn's actions.

I actually don't have any problems with letting him keep it at full power, because he is paying the mana price for that kind of damage, and it takes 3 separate hits for it to outpace a straight-up excalibur. I think you should just make it take his entire turn to activate. time is a very valuable resource. case in point, look at Irine's NP. IF you pretend that it starts at A-rank power, it'd be stupidly OP. Why is it not a problem? because it costs a ton of time to get there. I think you can let BP keep the +40 damage for Nuada that he likes so much, just charge him a time cost for it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 13, 2022, 09:04:13 am
Oh, I know, lets compare Nuada to Rama (the premade Saber)!

now, Rama has the super-high-level divinity bonus, but you're talking about reworking that, so I'm going to strip him of it for this sim.

and since I think Nuada is OP, I'll give Rama the first turn, to see if stacking the deck slightly in Rama's favor changes anything.

Now then, Rama uses his NP on turn 1, to give him maximum firepower. spends 50 mana (dropping to 30), and automatically deals 60 damage to Nuada. Rama's PS blessing of martial arts activates, adding another 15 damage, dealing a total of 75 damage, automatically, on turn 1. (if he had his divinity, that would be an automatic 100 damage, holy crap, um, maybe this premade is broken too? GM!!)

Nuada gets to respond, and starts off with 25 mana, his passive activates, giving him +10, so he has 35 mana, I would have him use his NP, but he doesn't have enough mana to do that. wow, okay, welp, Nuada swings anyway, agi vs agi to hit. b + 4 vs a, so nuada has to roll (equal to or) under a 12 on a 10 sided die to succeed and rama has to roll (equal to or) under a 10 on a 10 sided die to dodge? what? I think they both get automatic successes? is that right? that can't be right. I'm going to pretend it's right. so..... what. I'm going to pretend it hits and just ignore the rest because what.

so Nuada hits, roll for damage, strength b vs endurance b.  lets say Rama and Nuada both get 1 success because fk math atm, I'm hungry. So Nuada does 40 damage base, +20 from his passive, cut in half by rama making 1 end roll. so nuada does 30 damage to Rama, Rama is down to 0 mana. Rama's passive that is identical to Battle Continuation triggers. Rama is now at 10 mana.

Rama's turn. Rama's passive that is identical to Nuada's triggers. Rama now is at 20 mana. Nuada is at 35 mana, and I'm hungry. fk this, fk math, hits, damage = (50+15)/2 = 37.5. Nuada at 0, Battle continuation triggers. Nuada at 10.

Nuada, now at 20, identical turn to last turn. Rama's dead.

Both of those characters are stupid, rocket tag is bad, Nuada > Rama OR Noble Phantasms kill yourself. I think it's the latter and that both are OP, I'm leaving for food. brb.

edit: am eating now, thinking better again. I think that Nuada is perfectly reasonable when compared to the sample character Rama. I think that because mana is health, using spells and Noble Phantasms is problematic due to self-damage.

also, if we play out Nuada vs Irine, i think it goes like this: Irine uses NP, Nuada takes 10 damage, has to make opposed Str rolls, B vs E, Nuada wins easy. Nuada heals 10 damage (now at 100) Uses NP (now at 50), hits, no crit, irine gets 1 end success, Nuada does 50 damage. Irine is at exactly zero and doesn't have battle continuation. I THINK you need at least a little overkill to actually take someone down, so I'll keep Irine alive but it's iffy. Irine's turn, I'll be generous and give her full power passive +25 mana to put her at 25 mana. Nuada takes 20 damage (now at 30), and has to make opposed str rolls B with bonuses vs D, Nuada wins hands down. Nuada's turn, heals 10 (now at 40) and hits Irine again for the same damage as last turn. 25-50 = -25, Irine's dead, if divinity still added damage, Nuada would have killed her on turn 1 because of her own NP doing an automatic 50 damage to herself. Also, over the course of the fight, Nuada did more damage to himself by using his NP than Irine did over the entire thing.

regarding Nuada's NP. lets compare it to a burst damage NP for a second. if he had a straight-up Excalibur NP, it would deal 100 damage for 50 mana AND 1 turn's action.
with Nuada's NP, it does 40 damage / turn for 50 mana and ZERO turn's actions.

I actually don't have any problems with letting him keep it at full power, because he is paying the mana price for that kind of damage, and it takes 3 separate hits for it to outpace a straight-up excalibur. I think you should just make it take his entire turn to activate. time is a very valuable resource. case in point, look at Irine's NP. IF you pretend that it starts at A-rank power, it'd be stupidly OP. Why is it not a problem? because it costs a ton of time to get there. I think you can let BP keep the +40 damage for Nuada that he likes so much, just charge him a time cost for it.
+1 to this.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 13, 2022, 09:24:23 am
Right, just some notes, since the +20 is added after damage is calculated, it would be 40 damage, not 30. Second, I never said I’d remove the +40 on the NP, at least for now, I said the + on his skill was too much as John Henry had the same +20 damage, but it cost 10 mana every attack to use, so +20 with no cost was unfair, but I was ok with reducing it to +10. Also yes, making it cost a turn sounds good.

Any other particular edits or questions needed before 1.2?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 14, 2022, 07:21:58 am
I don’t think so?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 14, 2022, 08:09:36 am
Okay here's a thought: I feel like the problem isn't so much the high damage, as it is the low health. Since mana is both health and spellcasting energy, it makes Servants incredibly fragile. You need to pop your NP right away in order to beat the enemy before they reduce your mana to lower than you need to cast it.

So I propose that Servants specifically(and maybe bosses) get double the amount of Mana from the stat. I feel like it'd be a good way to ensure that Battle Continuation isn't the only way for a fight between Servants to last more than 2 turns.

Also, gonna be honest, I'm realizing from my calculations that John Henry has an awful NP. Assuming maximum damage from his NP at its minimum rank, he just spent 40 mana to deal 80 damage. Period. Meanwhile assuming those exact same conditions he would have done 100 damage for only 10 mana by attacking normally.
Only assuming the enemy rolls critical on damage resistance does his NP at D-Rank(so 40 mana cost) deal more damage than a regular attack, and it's only 10 more.(40 vs 50)

The other two levels meanwhile, do 20 and 60 more damage than a normal attack at best respectively and give the enemy a fairly hefty endurance debuff, but give John Henry an even heftier debuff to match. I feel like paying 80 mana and crippling yourself should be worth more than 160 damage and a -4 to endurance rolls for the enemy.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 14, 2022, 09:49:37 am
Wait, don’t d-rank NPs only cost 20 mana?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 14, 2022, 09:56:28 am
Okay here's a thought: I feel like the problem isn't so much the high damage, as it is the low health. Since mana is both health and spellcasting energy, it makes Servants incredibly fragile. You need to pop your NP right away in order to beat the enemy before they reduce your mana to lower than you need to cast it.

So I propose that Servants specifically(and maybe bosses) get double the amount of Mana from the stat. I feel like it'd be a good way to ensure that Battle Continuation isn't the only way for a fight between Servants to last more than 2 turns.

Also, gonna be honest, I'm realizing from my calculations that John Henry has an awful NP. Assuming maximum damage from his NP at its minimum rank, he just spent 40 mana to deal 80 damage. Period. Meanwhile assuming those exact same conditions he would have done 100 damage for only 10 mana by attacking normally.
Only assuming the enemy rolls critical on damage resistance does his NP at D-Rank(so 40 mana cost) deal more damage than a regular attack, and it's only 10 more.(40 vs 50)

The other two levels meanwhile, do 20 and 60 more damage than a normal attack at best respectively and give the enemy a fairly hefty endurance debuff, but give John Henry an even heftier debuff to match. I feel like paying 80 mana and crippling yourself should be worth more than 160 damage and a -4 to endurance rolls for the enemy.

By now I agree with you, but earlier, when it was still 80+ damage, so most likely 100 if the opponent rolled 2 endurance saves, I’d designed a boss with 300 health so, if only Nuada dealt damage, they’d be out on turn 3, which Nuada could get to due to 2 guts effects, and that’s ignoring other units. As is, with the +10(+50 with NP), I’m ok with doubling servant life, but I may also increase the boss to higher as well.

As for your NP, anyone can make minor edits right now.
Wait, don’t d-rank NPs only cost 20 mana?
Berserkers spend more nana to use an NP
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 14, 2022, 03:27:16 pm
John Henry doesn't actually have the mana cost up. Rather, the 40 is because he pays the Overload tax for every attack since his NP makes more than one attack.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 15, 2022, 07:12:36 am
Ah. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 15, 2022, 05:22:29 pm
So… any further questions or edits?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 15, 2022, 08:17:13 pm
I don’t think so.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 15, 2022, 08:30:26 pm
So… any further questions or edits?
Nope.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 18, 2022, 07:45:22 am
Bump
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 18, 2022, 01:18:16 pm
Right, sorry. Explanation, I’ve been busy with some stuff over spring break. Yesterday I was in the car all day and I’ve been doing work most of this morning. If we don’t have any more issues, the opening of 1.2 should be up tonight. Sorry again.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 18, 2022, 07:51:36 pm
Test 1.2
As you make your way out of the cave and into the valley, you look around. The narrow pass is rocky, with sparse grass and wildflowers dotting the surface, curved slightly by a chilly breeze floating through, and the walls of rock on either side are much the same. Some small boulders and piles of stone, the remnants of rockslides, lay around. Looking up, you see the cloudy blue sky, the sun, slightly covered by the clouds, and, more pressingly, a pair of wyverns flying overhead.

From what you can see of the wyverns, they’re covered in green scales, with brownish ones covering the underside of their stomach, neck, and tail. The webbing of their wings seems to share the color, as well as the spike the whips around at the end of their tail. You get a better look as one of them swoops down for a swipe. There’s a claw at the edge of their wing, and a pair of green horns on their head, sitting above a pair of solid yellow eyes. Overlapping pointed teeth lay in its mouth, more meant for digging into a body and not letting go than for cutting the meat itself. No, that’s what the claws are for. Four on each brown foot, with one sticking off like a Velociraptor’s claw. Fortunately, it only cuts through the rocks above your head, but you can see the second one coming by for another try.

(Action)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 18, 2022, 08:02:50 pm
((which characters do you want in on this test?))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 18, 2022, 08:06:10 pm
((which characters do you want in on this test?))
The plan was to keep the same character for all of the 1. tests, 1.1-1.5, so I could get a better image of the strength of the enemies by using a consistent metric. I’ll pick a new batch starting with 2.1, which I currently think will be the first team combat test.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 18, 2022, 08:23:39 pm
World 1: Irine behaves as she actually would.
Current form: full-fox
Current Mana: 100/100

nope, not playing this game, especially with things big enough to pick up me and carry me off like this.
run back into the cave I came out of so these wyverns lose their flight advantage, then Flame Dance the cave if they chase me inside.

World 2: Noble Phantasm Test, not how she would actually behave
Current form: full-fox
Current Mana: 100/100

Curl up, hiding as much of myself behind my tails as I can, and Firestorm the valley.

((The reason I want to run that second test is because she actually would be very reluctant to use her NP, and the higher damage potential the enemies are the worse of an idea it is to use the thing mid-combat, meaning in later tests she's likely to get herself killed if she tries to use the thing since the enemies then will be high-damage. In the group test (if she's part of it) she still won't want to use it because of friendly fire problems. If you want to avoid the extra work and just handle one, I suggest going with the way she'd actually behave.))

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 18, 2022, 08:37:08 pm
Doc pulls out both his pistols, releasing a flurry of fire from both revolvers right into the wyvern's belly when it dives close.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 19, 2022, 10:20:41 am
John Henry
Damn animals always got in the way of rail work. He heated the spike.
"Go on, git!" Throw the spike into the incoming Wyvern
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 21, 2022, 08:12:59 pm
noble phantasm and stab the closest one

sorry for being offline, had password troubles.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 29, 2022, 09:46:35 am
Ok, I want to make it clear. This is not dead, I've just been very busy with school as we're in the last few weeks and lots of work is coming at once. I didn't want to post until I had the update ready, but given how long it's been, I figured I owed you guys an explanation. I will do my best to get on the update and get back to a schedule when my workload lightens up, but I'm not sure when exactly that will end up being.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 29, 2022, 10:03:55 am
No problem. you have your priorities straight. Take as long as you need.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on May 25, 2022, 03:18:07 pm
Irine 1
Irine runs back into the cave. The wyverns, while not particularly intelligent, still understand that attempting to follow smaller prey into an enclosed space is likely to end poorly for them, so they remain flying around the valley. Unfortunately for Irine, she needs to cross the valley.


Irine 2
Activate NP: Irine Loses 50 Mana (Now 50)
Wyvern 1 Strength Check: 9 (Failure)
Wyvern 2 Strength Check: 3 (Success), 9 (No Crit) Remainder 3 vs 3 (Failure)
Wyvern 2 Agility Check: 3 (Success), 3 (Crit Success) (1.5X) Remainder 6 vs 3 (Success), 9 (No Crit) Remainder 3
Damage Check: 7 (Failure)

Fighting against her instinctual desire to run back into the cave and avoid the giant flying predators, Irine instead decided to go all out and unleash her Noble Phantasm. A spiral of flames begins to form in the center of the valley, spinning slowly, but fast enough to disturb the air currents that the wyverns fly on, causing one to be pulled away.

The remaining wyvern swoops down, ready to attack the fox standing in clear sight, it’s brown talons stretched out and ready to cut, but Irine covers her body in her tails, and the claws end up glancing off instead, as the wyvern flies back up into the air.


Nuada
Activate NP: Nuada loses 50 Mana (Now 50)
+ to Strength. + to Agility. +40 damage
Wyvern 1 Agility Check: 9 (Success), 4 (No Crit) Remainder 3 vs 10 (Success), 3 (No Crit) Remainder 2
Damage Check: 8 (Failure)
Wyvern 2 Agility Check: 9 (Success), 9 (No Crit) Remainder 3 vs 3 (Success), 8 (Crit Success) Remainder 1

“Switch On - Blade of Kings!” Nuada shouts, an otherworldly light glows from his sword and silver arm as the mana in his body began boosting his physical capacities. The wyverns’ wings seemed to beat in slow motion as his perception sped up, but not slow enough.

One wyvern dived at Nuada, and despite his best efforts, he failed to get out of the way in time. Fortunately, the wyvern’s talons scratched harmlessly against his silver arm. The other wyvern dove down, but Nuada dodged the assault.


Doc Holliday
Luck Check: 3 (Success), 9 (No Crit)
Agility Check: 1 (Success), 8 (Crit Success) (1.5X) Remainder 6 vs 5 (Success), 9 (No Crit) Remainder 7
Damage Check: 7 (Failure)
Wyvern 1 Agility Check: 1 (Success), 9 (Crit Success) (1.5X) Remainder 2 vs 3 (Success), 2 (Crit Success) Remainder 5
Wyvern 2 Agility Check: 9 (Success), 10 (No Crit) Remainder 3 vs 6 (Success), 1 (Crit Success) Remainder 3

Doc pulls out both his pistols, releasing a flurry of fire from both revolvers right into the wyvern's belly when it dives close.Unfortunately, the bullets only end up bouncing off the wyvern’s armored stomach.

The two wyverns don’t fair much better, as Doc dodged both of their dives without a scratch.


John Henry
Agility Check: 7 (Success), 8 (No Crit) Remainder 3 vs 8 (Success), 3 (Crit Success) Remainder 1
Wyvern 1 Agility Check: 3 (Success), 7 (Crit Success) (1.5X) Remainder 2 vs 9 (Success) Remainder 1
Damage Check: 1 (Success), 5 (No Crit) Remainder 5 vs 8 (Success), 9 (No Crit) Remainder 6
John Henry takes 23 Damage (Now 63)
Wyvern 2 Agility Check: 4 (Success), 5 (Crit Success) Remainder 3 vs 9 (Success) Remainder 1
Damage Check: 7 (Failure)

John Henry winds up to throw a railroad spike at the wyvern diving down at him, but the wyvern ceases flapping it’s wings for a moment, causing it to drop out of the way of the attack, before resuming it’s flight to dive down at John.

While John tries to get out of the way, he’s simply not fast enough, as the wyvern’s talons tear through his shirt and overalls and leave a decent sized cut in the skin underneath. The second wyvern follows it’s friend’s path, but fortunately for John, it finds its claws attempting to cut through a more durable target, the metal part of his arm, and it ends up flying back up without having given him any new injuries.


Ok, if anyone still cares, this is back. Sorry about how long it took, I've been working on stuff like trying to find a summer job or getting an internship since I finished school, but the real issue was a lack of feeling creative or being in a writing mood. Honestly, that isn't back yet, but I finally decided to just sit down and make myself write the turn since I didn't have anything I needed to do today and it was unfair to make you all wait until I felt up to it. It may take me a bit to get back into the swing of how to run this, but I'm going to do my best to get back to stable updates.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on May 25, 2022, 06:18:41 pm
((I cant' remember who I was or what I was doing.))

"You'll make a fine pair of boots with skin like that."

Doc takes careful aim with the pistol in his right hand, aiming for the unarmored eye of the next wyvern that gets into shooting range. Lets see your eyeball bounce a bullet.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on May 25, 2022, 09:01:54 pm
World 1: Irine behaves as she actually would.
Current form: full-fox
Current Mana: 100/100

Take the time to make the cave into my territory.
((Irine's plan here is to make the cave her territory, then to create flame orbs and bring them with her as she leaves, the territory replenishing her mana as she spends it. she'll then re-engage the wyverns once she's prepared herself. if you want to accelerate this process, she would leave once she has three flame orbs accompanying herself and is back at 100/100 mana.))

World 2: Noble Phantasm Test
Current form: full-fox
Current Mana: 50/100

Continue channeling


Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on May 26, 2022, 09:33:58 am
John Henry
John Henry breathes out, letting himself cool down.
Rest this turn.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on June 30, 2022, 03:52:05 pm
Irine 1
Irine began to use her mana to transform the cave into her territory. The rocks under her paws began to heat up, as if they had been under the sun, rather than stuck inside a cave. The temperature in the cave increased as the heat on the rocks spread, until it changed to only a bit cooler than the area outside.
Territory Created


Irine 2
Wyvern 1 Loses 20 Mana (Now 40)
Wyvern 2 Loses 20 Mana (Now 40)
Wyvern 1 Strength Check: 6 (Failure)
Wyvern 2 Strength Check: 8 (Failure)

Irine continues to focus on channeling her noble phantasm, causing it to grow in power and the spiral of flames in the center of the valley to grow in intensity, with bursts of flames separating from it and burning the two wyverns. The Wyverns try to escape the pull of the flames, but both are unable to, leaving them unable to approach Irine.


Doc Holliday
Luck Check: 8 (Success), 1 (Crit Success) +40 Damage
Agility Check: 7 (Success), 3 (Crit Success) (1.5X) Remainder 5 vs 7 (Success), 7 (No Crit) Remainder 5
Damage Check: 2 (Success), 10 (No Crit) Remainder 4 vs 5 (Success) Remainder 1
Wyvern 1 Loses 63 Mana (Now Dead)
Wyvern 2 Agility Check: 5 (Success), 1 (Crit Success) (1.5X) Remainder 6 vs 3 (Success), 7 (No Crit) Remainder 7
Wyvern 2 Damage Check: 3 (Success), 8 (No Crit) Remainder 3 vs 8 (Failure)
Doc Loses 45 Mana (Now 55)

"You'll make a fine pair of boots with skin like that,” Doc says as he carefully aims his pistol. When the next Wyvern dives in to slash at him, he’s ready, shooting a carefully aimed bullet right through it’s eye and into it’s brain, causing the unfortunate creature to drop out of the air, dead.

The other wyvern, potentially incited by it’s ally’s fate, charged down to slash at Doc. Unfortunately, this time Doc wasn’t able to dodge in time, as the wyvern’s talons rip through his clothes and his skin, leaving a large and bleeding gash along his chest, which his mana went to work healing up.


John Henry
Passes Turn Recovers 40 Mana (Now 100)
Wyvern 1 Agility Check: 7 (Success), 2 (Crit Success) (1.5X) Remainder 3 vs 4 (Success), 2 (Crit Success) Remainder 4
Wyvern 2 Uses Fire Breath
John Henry Loses 20 Mana (Now 80)
Luck Check: 2 (Success)

Feeling himself getting low on mana, John Henry chose to take a moment to cool down, taking a deep breath as steam whistled out of his pipes and his metal body parts cooled down.

The deep breath certainly seemed to help his ability to focus, as when the next wyvern flew down to swipe at him, he managed to narrowly dodge it’s attack. However, the other wyvern had a secret trick up his sleeve, as it opened it’s mouth to blast a cone of fire over John. The flames ate away at his clothes and some of his skin, but thankfully, his metal body served as a poor tinder, and he was easily able to pat out what little fire remained on him once the wyvern was done.


It may take me a bit to get back into the swing of how to run this, but I'm going to do my best to get back to stable updates.

So that turned out to be... well, not really a lie, just something I wasn't good at keeping. Sorry, it seems like if I look away from this for too long, I end up taking weeks to get back to it. First I was waiting on an action, then I went on vacation, but after that I just didn't do anything for a while. I think I'm going to need to set this up for a daily or every other day schedule so I can keep on top of it. Anyway, here's the new post as I work out how to keep myself from procrastinating work on this.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on June 30, 2022, 04:07:53 pm
World 1: Irine behaves as she actually would.
Current form: full-fox
Current Mana: 100/100

Generate a flame orb for later use

World 2: Noble Phantasm Test
Current form: full-fox
Current Mana: 50/100

Continue channeling


Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on June 30, 2022, 05:09:26 pm
stab a wyvern
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on June 30, 2022, 11:24:06 pm
Doc pulls out his shotgun. When the Wyvern dives for its next attack, he'll blast it down its throat.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 03, 2022, 04:36:36 pm
Irine 1
Irine Loses 20 Mana

Irine began channeling her mana into her tail, willing the air to heat up and combust. She flicked her tail and, with a small flash and pop as the heat caused the air to expand, a orb of fire popped into the air. Irine whisked it towards the wall of the cave as she began to make another.

((Do you want to just skip until you have enough fire orbs?))


Irine 2
Wyvern 1 Loses 40 Mana (Now Dead)
Wyvern 2 Loses 40 Mana (Now Dead)

Irine continued to channel her Noble Phantasm, causing the flames to grow to even greater strengths and the flame spiral to draw the wyverns into the center of it. Trapped with the intensifying flames, the unfortunate wyverns were burnt up, leaving the mountain pass clear for Irine.


Nuada
Nuada Gained 10 Mana (Now 60)
Agility Check: 1 (Success), 8 (Crit Success) (1.5X) Remainder 7 vs 6 (Success), 7 (No Crit) Remainder 6
Damage Check: 7 (Success), 8 (No Crit) Remainder 5 vs 2 (Success), 1 (Success) Remainder 3
Wyvern Loses 50 Mana (Now 10)
Wyvern 1 Uses Fire Breath
Nuada Loses 20 Mana (Now 40)
Luck Check: 4 (Success)
Wyvern 2 Agility Check: 3 (Success), 2 (Crit Success) (1.5X) Remainder 7 vs 2 (Success), 7 (Crit Success) Remainder 7 (Coin Toss: Heads)

As the first wyvern swept down for another attack on Nuada, the Tuatha was ready. Once the big lizard was in range, he struck out with his sword, stabbing into its stomach. His sword went in deep, though not quite out the other side. As he pulled his sword out, a good portion of the wyvern’s internals followed it, but the creature was still just barely holding on to life.

With the range still close, the wyvern loosed a blast of fire from it’s throat over Nuada, singeing his skin. The fire didn’t catch on anything, but it still left him feeling worse for wear. The wyvern used this as an opportunity to fly off, while the second one attacked the distracted swordsman. It was only a split second movements that saved Nuada from a dangerously close shave by the wyvern’s claws, though it ended with him landing in a… less than dignified position.


Doc Holliday
Luck Check: 9 (Success) Remainder 1
Agility Check: 1 (Success), 3 (Crit Success) (1.5X) Remainder 11 vs 3 (Success), 10 (No Crit) Remainder 9
Damage Check: 8 (Failure)
Wyvern 2 Sses Fire Breath
Doc Holliday loses 20 Mana (Now 35)
Luck Check: 6 (Success)

Doc pulled out his shotgun and redied it. When the wyvern flew up at him and opened it’s mouth, he unloaded it, trying to blast the flying lizard down it’s throat, but unfortunately for him, the blast was canceled out by something coming up the other way.

The cone of destruction from the shotgun was blown out of the way by a blast of fire roaring out of the wyvern’s mouth. Doc managed to pat out any flames that had been caught on his clothing, but his mustache may need a little more time to return to it’s former glory.


Right, so new rule, if a Player/Allied NPC and an enemy are completely tied for a contested roll, I'll just do a coin toss, heads for players, tails for the enemy. Also, as You can tell, I figured I'd just run turns with whoever posted an action an then when the absent player returns, I'll just go back to their turns. That should work as long as we're running the solo tests.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on July 03, 2022, 04:46:01 pm
Right, so new rule, if a Player/Allied NPC and an enemy are completely tied for a contested roll, I'll just do a coin toss, heads for players, tails for the enemy. Also, as You can tell, I figured I'd just run turns with whoever posted an action an then when the absent player returns, I'll just go back to their turns. That should work as long as we're running the solo tests.
((I like.))

Irine began channeling her mana into her tail, willing the air to heat up and combust. She flicked her tail and, with a small flash and pop as the heat caused the air to expand, a orb of fire popped into the air. Irine whisked it towards the wall of the cave as she began to make another.

((Do you want to just skip until you have enough fire orbs?))
((yes please, 3 orbs and full mana, then she re-engages))
World 1: Irine behaves as she actually would.
Current form: full-fox
Current Mana: 100/100

moving out of the cave, I check my surroundings, seeing if the wyverns from before still want to try to hunt me. If they come after me, I will use my three flame orbs to defend myself, focusing on one of them at a time.


Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on July 04, 2022, 11:31:33 am
Annoyed, Holliday will use the trees to get on the Wyvern's back then fill its wings with lead from his pistols.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on July 04, 2022, 08:44:28 pm
John Henry
"Fat lot of good that did me."

John Henry locked eyes on the nearest Wyvern and hefted his hammer. Smash the next Wyvern to approach.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 06, 2022, 09:51:04 pm
Irine
Wyvern 1 Mana Check: 6 (Failure)
Wyvern 1 Loses 20 Mana (Now 40)
Wyvern 1 Mana Check: 3 (Success), 7 (No Crit)
Wyvern 1 Loses 10 Mana (Now 30)
Wyvern 1 Mana Check: 6 (Failure)
Wyvern 1 Loses 20 Mana (Now 10)
Wyvern 1 Uses Fire Breath
It doesn’t affect Irine
Wyvern 2 Agility Check: 8 (Success), 3 (Crit Success) (1.5X) Remainder 1 vs 4 (Success), 1 (Crit Success) Remainder 1 (Coin Toss: Heads)

Irine emerged from the cave with three flame orbs hanging over her head. Looking around, the wyverns were still there, and they didn’t seem the least bit dissuaded from preying on her, shrieking as they saw her reenter their field of view. One of them dove down to attack her, but she responded by launching her flame orbs at it. The wyvern was caught up in a ball of flames and Irine turned her attention to the other one… but the first wyvern badly burnt as it may be, flew out the other side of the flames.

The first wyvern, emerging from the flames, let loose it’s own blast of fire from it’s mouth, but unlike the Wyverns, Irine could take the heat just as much as she could dish it out. The fire and smoke blowing around Irine did little besides obscure her vision, but that was almost enough. Only Irine’s natural ability to sense the movement of flames lead to her realizing just in time that the second wyvern was diving at her, using the flame attack as a smoke screen. She only barely managed to get out of the way in time.

(Not putting this in now, but in the future I'm wondering if the flame orb spell should be worked as you can make however many you want, but once one is used it is removed, or if they should be kept like this.)


Doc Holliday
Luck Check: 4 (Success), 10 (No Crit)
Agility Check: 7 (Success), 3 (No Crit) Remainder 3
Agility Check: 4 (Success), 4 (Crit Success) (1.5X) Remainder 7 vs 10 (Success), 2 (No Crit) Remainder 2
Damage Check: 7 (Failure)
Wyvern 2 Agility Check: 2 (Success), 3 (Crit Success) (1.5X) Remainder 7 vs 6 (Success), 2 (Crit Success) Remainder 2
Damage Check: 8 (Failure)

At this point, the overgrown, flying lizard was really pissing Doc off. As the remaining wyvern dove down for another attack on Doc, he used the trees nearby to spring himself up and on to the wyvern’s back. From his new position, he tried to fire his gun into the wyvern’s back and wings, but unfortunately it seems that the wyvern’s back is roughly as bulletproof as the rest of it.

The Wyvern wasn’t having a great time attacking Holliday either, as it’s talons couldn’t reach up to it’s back and as much as it tried, it couldn’t crane it’s neck around to be able to bite at him.


John Henry
Strength Check: 1 (Success), 10 (Crit Success) Remainder 1 vs 4 (Success), 10 (No Crit) Remainder 8
Damage Check: 1 (Success), 5 (Crit Success) Remainder 6 vs 4 (Success), 4 (No Crit) Remainder 2
Wyvern 1 Loses 60 Mana (Now Dead)
John Henry Loses 10 Mana (Now 70)
Wyvern 2 Agility Check: 2 (Success), 1 (Crit Success) (1.5X) Remainder 9 vs 3 (Success), 7 (No Crit) Remainder 7
Damage Check: 2 (Success), 1 (Crit Success) Remainder 3 vs 5 (Success), 3 (Crit Success) Remainder 6
John Henry Loses 23 Mana (Now 47)

As the wyvern that tried to claw at John comes back for another swipe, he locks eyes with it. Flight, fire, nothing really separated this thing from any other pest that wouldn’t get out of the way, and he was prepared to treat it that way. As the wyvern came into range, he slammed his hammer into its head, shattering it’s skull in one blow,

The other wyvern didn’t seem to have gotten the memo about getting out of the steel driver’s way, as instead of fleeing, it seemed incited by what happened to its companion. It dove at John, who, after committing himself to the attack on the first wyvern, wasn’t able to get out o the way in time, as the wyvern’s claws left a decent gash in his chest, which his mana got to work healing up.



Sorry, I was really busy with online classes yesterday. Given Stirk's rolls, as evidently wyverns are bullet proof, I'm wondering if it would be a good idea to have a failed damage roll still do something, either half damage or something else. As is, the wyverns do seem to be causing a bit more trouble than expected, at least to some. Also, wasn't expecting to have to do another coin flip so soon after the first one, but I'm glad I put that rule in place.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on July 06, 2022, 11:27:46 pm
((if it's changed that way then it has a mana efficiency problem, because it damages the user just as much as it damages the target. the *smart* way to use it at that point is to use it like a pure damage NP, burn all my mana all at once to delete a target, and if the attack fails, then I die. The big deal here is that Irine was permitted to spend four turns entirely on building herself up (territory creation, orb 1, orb 2, orb 3) Since her entire archetype is based on building momentum, giving her as much time as an entire shorter fight lasts from beginning to end in order to build momentum is going to end up in her favor. This isn't exactly news. I suggest simply not letting her build up like that if you don't want her to trivialize a fight, or alternately to make her fight more / tougher enemies when she is given prep time. she also is very much vulnerable to ambushes, which is why her first action when ambushed was to run away.

to put it another way, the price Irine pays for her power is time, and in this demo fight she was given infinite time, so she didn't have to pay the price her power normally has.

and finally, if you did make the change you're suggesting Irine would simply have taken more time in the territory so she'd have come out with 6 orbs instead of three, and she'd have trivialized the fight again that way.))

Current form: full-fox
Current Mana: 100/100

generate a new flame orb to finish off the wounded Wyvern, and use my three current ones to burn down the other one.
<Back off. I'm not prey.>


Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on July 06, 2022, 11:37:40 pm
Time for the Doc to get to work. He takes a tooth removal tool from his belt and uses it to pull a scale as if it was a molar. With the protective plating gone, he fills the new opening with bullets.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on July 07, 2022, 08:19:46 pm
Stab closest wyvern.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 08, 2022, 04:42:50 pm
Irine
Magic Check: 7 (Success), 1 (Crit Success) (2 Fire Orbs Created)
Irine Loses 20 Mana (Now 80)
Wyvern 1 Mana Check: 8 (Failure)
Wyvern 1 Loses 20 Mana (Now Dead)
Wyvern 2 Mana Check: 1 (Success), 8 (No Crit)
Wyvern 2 Loses 10 Mana (Now 50)
Wyvern 2 Mana Check: 4 (Success), 4 (No Crit)
Wyvern 2 Loses 10 Mana (Now 40)
Wyvern 2 Mana Check: 5 (Success), Remainder 1
Wyvern 2 Loses 10 Mana (Now 30)
Wyvern 2 Mana Check: 8 (Failure)
Wyvern 2 Loses 20 Mana (Now 10)
Wyvern 2 Agility Check: 2 (Success), 2 (Crit Success) (1.5X) Remainder 8 vs 1 (Success), 2 (Crit Success) Remainder 3
Damage Check: 4 (Success), 3 (No Crit) Remainder 2 vs 2 (Success), 3 (Crit Success) Remainder 3
Irine Loses 12 Mana (Now 68)

Irine generated another fire orb, but, due to annoyance at having failed to kill the wyvern, a desire to convince them to leave her alone, or some other reason, when Irine flicked her tail, two fire orbs formed instead of one. She launched one at the first wyvern, finally managing to kill it, but despite launching the other four at the othe wyvern, it survived, though heavily burnt.

The remaining wyvern either ignored Irine’s statement or didn’t understand it, and dove at her, talons outstretched. While Irine wasn’t able to get out of the way in time, the talons mostly hit her tails, leaving the rest of her relatively unscathed.

(Ok, In the future I’ll just make sure not to give Irine infinite prep time.)


Nuada
Nuada gained 10 Mana (Now 50)
Agility Check: 1 (Success), 5 (Crit Success) (1.5X) Remainder 10 vs 7 (Success), 7 (No Crit) Remainder 5
Damage Check: 10 (Success), 2 (No Crit) Remainder 2 vs 9 (Failure)
Wyvern 1 Loses 120 Mana (Now Dead)
Wyvern 2 Agility Check: 4 (Success), 9 (No Crit) Remainder 8 vs 4 (Success), 8 (Crit Success) Remainder 4

The wyvern that Nuada had stabbed the first time hadn’t been able to get as far away as the other one, so Nuada decided to stab it again, this time succeeding at killing it.

The second wyvern attempted to slash at Nuada, but it missed, instead only managing to slash the ground.


Doc Holliday
Luck Check: 5 (Success), 5 (No Crit) Remainder 5
Luck Check: 4 (Success), 3 (Crit Success) (+2 to roll under number for Damage Check. -2 to Wyvern roll under number for resisting damage.)
Agility Check (+5 for point blank): 3 (Success), 9 (Crit Success) (1.5X) Remainder 3 vs 9 (Success), 1 (Crit Success) Remainder 2
Damage Check: 1 (Success), 4 (Crit Success) Remainder 3 vs 8 (Failure)
Wyvern 2 Loses 90 Mana (Now Dead)

Doc, riding on the back of the wyvern, pulled out some forceps from his belt. He got to work, trying to pull out some of the wyvern’s scaled in order to get a clear shot at it’s vitals. It wasn’t easy work, as the wyvern bucked and rolled, trying to force off it’s unwanted rider, but this wasn’t doc’s first rodeo. It took some work, but he was able to pull out enough scales to place the muzzle of his gun onto an unprotected patch.

Putting away the forceps, Doc drew his gun. The wyvern, in pain from the impromptu surgery, still angry at being rode, and potentially sensing what was about to happen, started bucking harder, shaking around and performing complex flying maneuvers in an attempt to force Doc off it. It was almost successful, but before it could knock Holliday off it’s back, a gunshot rang out, blasting through the wyvern’s flesh and killing it.



Right, as we seem to be getting close to ending round 2, I'm starting work on round 3. I'm also planning to finish up active abilities by the time we finish round 2 so that everyone can edit one one their sheet for round three. Looking back, I realized there were some things I had forgotten since coming back, such as rolling to cast a spell, but I don't think they would have changed too much of what happened in the previous turns, and I'll do my best to remember to note them for future rounds. Also, I'm planning to take the advice someone mentioned and double all servants mana, starting nect round.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on July 08, 2022, 05:00:31 pm
Is the actually game like...going to start at some point?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 08, 2022, 05:06:54 pm
Is the actually game like...going to start at some point?

Yes, and I’ve been working on that the whole time too, but every round I find new things that need to be worked out with this system, so it’s important to test this thoroughly before I start the actual game so as to prevent having to patch things every other turn to keep it fun and functioning.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on July 08, 2022, 05:33:21 pm
Current form: full-fox
Current Mana: 68/100

<Goodbye.>
all five of my orbs of flame converge on the final wyvern, the condensed orb progressively shifting from red, to blue, to white as they merge and intensify, and the doomed wyvern within is reduced to ash.


Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on July 09, 2022, 09:43:07 am
when it comes around to attack me again, I impale it
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on July 09, 2022, 09:53:59 pm
John Henry
"No good varmints!"
Bring the hammer down again on the Wyvern's next attack.

(I've realized John Henry's greatest potential advantage in this fight: a lone Wyvern can't outpace his healing unless he utterly flubs his roll to resist the damage. Not that he should need it, provided rolls don't fuck me)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 10, 2022, 08:02:44 pm
Irine
Wyvern 2 Mana Check: 10 (Failure)
Wyvern 2 Loses 20 Mana (Now Dead)

All five of Irine’s orbs of flame converge on the final wyvern, the condensed orb progressively shifting from red, to blue, to white as they merge and intensify, and the doomed wyvern within is reduced to ash. Fortunately, the wyvern was probably dead not long after the flame orbs hit, sparing it from being scorched to ash.


Nuada
Nuada gained 10 Mana (Now 60)
Agility Check: 4 (Success), 5 (Crit Success) (1.5X) Remainder 7 vs 8 (Success), 1 (Crit Success) Remainder 3
Damage Check: 1 (Success), 3 (Crit Success) Remainder 8 vs 6 (Failure)
Wyvern 2 Loses 180 Mana (Now Dead)

As the remaining wyvern once more tried to swoop down at Nuada, he used its own motion to impale it, killing it in one strike.


John Henry
Strength Check: 4 (Success), 9 (No Crit) Remainder 8 vs 2 (Success), 1 (Crit Success) Remainder 9
Wyvern 2 Agility Check: 3 (Success), 7 (Crit Success) (1.5X) Remainder 2 vs 7 (Success), 2 (Crit Success) Remainder 1
Damage Check: 6 (Failure)

“No good varmints!” John Henry shouted as the remaining wyvern came by for another swipe. He swung his hammer down at the creature, but he missed, slamming into the mountain face, and knocking himself back with some of the momentum.

Fortunately for John, the wyvern’s attack is only moderately more successful. While the wyvern manages to connect it’s claws against John’s body, the momentum of his failed hammer strike knocked him over just enough that the claw manages to only barely scrape against his metal chest.



Right, as we only have probably one or two turns left before the end of round 2, I, with the help of Failbird, have figured out at least the prototype version of active skills. Everyone gets one active skill, and they are somewhat similar to spells, being as they are similar to small NPs. Active Skills can have up to 3 abilities/damage boosts, essentially being akin to an NP that caps at C rank, but instead of costing mana to cast, the more abilities they have, the longer cooldown they have. At 1 ability, they have a 2 turn cooldown, 4 at 2, and 6 at 3. Any Active skill that lasts multiple turns can not last longer than it's cooldown. Also, for balance sake, I think AOE attack abilities should do half the damage as a single target of that rank, trading more damage for hurting more enemies. Just like with NPs and skills, please post your active skill so I can check it and talk through it with you. Active skills will be used in round 3 so before we start it, I'd like if everyone, once your active skill is approved, would post an updated character sheet with the updated mana, that being twice as much as it was before, their active skill on it, and any other changed that have been made since the sheets were posted to comply with new game rules.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on July 10, 2022, 09:17:44 pm
Spoiler: Irine - Previous (click to show/hide)

Spoiler: Changelog (click to show/hide)

Spoiler: Irine-new (click to show/hide)

Still pending change: Divinity rework. I remember you wanting to make it do something other than flat damage, but don't recall the exact effect so haven't updaded the sheet.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 10, 2022, 09:41:25 pm
I changed divinity to a luck modifier, A rank is +5, B is +4, and so on. I also don’t think I can accept Cleanse by Fire, given AOE effect removal and territory creation is a bit much for a spell, and more of a noble phantasm. Maybe something more like a single target buff removal or territory effect negation, or an AOE debuff cleanse.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on July 10, 2022, 10:02:03 pm
I changed divinity to a luck modifier, A rank is +5, B is +4, and so on. I also don’t think I can accept Cleanse by Fire, given AOE effect removal and territory creation is a bit much for a spell, and more of a noble phantasm. Maybe something more like a single target buff removal or territory effect negation, or an AOE debuff cleanse.
Divinity updated to the new version, Raised cleanse from D to C, with mana cost to match, and removed territory creation from it. My thought had been that by combining the effects into a single effect, it greatly decreased the utility of each individual effect.

as example case, lets say there's a group engagement, and Doc Holiday got poisoned, and Nuada has applied his self-buffs. If Irine wants to remove the poison from Doc, she has to remove the self-buffs from Nuada at the same time.

Having said that, I'm aware that my changes have not fully addressed your concern, and am open to weakening the spell further. The next step I would go in weakening would be to take out the buff removal effect.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 10, 2022, 10:21:47 pm
I suppose part of the question is what applies as a buff. Is it only something actively applied, such as Nuada’s NP, while passive abilities remain? If Shakespeare created an item with his enchant skill, would this effect destroy it, negate its effect, or do nothing to it? Part of my concern is that I may be giving bonuses to enemies to make them more effective against your large numbers and an AOE buff removal, depending on what it removes, might mean having to choose between making some buffs unremovable, which wouldn’t feel fair, essentially making buff removal useless in a situation you’d most want it, or removing the challenge of some fights.

I like the idea that it’s a trade off where you may negate all ally effects to negate ones on the enemy as well, or remove buffs to remove debuffs, but I’m just trying to figure out how it would work in balance with ideas I’d already had for the true game.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on July 10, 2022, 10:27:19 pm
I'd say that it has reduced effectiveness depending on how *physical* an effect is. So things like magically created items would get bonuses on their rolls to resist being dispelled, and things like curses get minuses on rolls to resist being dispelled.

Oh, and in case it wasn't clear, I've been assuming that the cleanse can be resisted.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 10, 2022, 10:38:28 pm
Yeah, somehow resisting the effect slipped my mind. Also, I’ll need to figure out how exactly to figure out what a curse or magical item’s roll under number would be. Regardless, it’s late where I am, so probably for the best if I get back to you on what to do with the spell tomorrow
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 11, 2022, 04:35:30 pm
I'd say that it has reduced effectiveness depending on how *physical* an effect is. So things like magically created items would get bonuses on their rolls to resist being dispelled, and things like curses get minuses on rolls to resist being dispelled.

Oh, and in case it wasn't clear, I've been assuming that the cleanse can be resisted.

Ok, I think that I can accept it at least for the time being, given this is testing so if it turns out to be busted, then it can be changed later, though I probably need to work out more of how spell resistance work. I think it may make more sense for it to be a contested roll, so that a character with above 10 Mana doesn't always resist a spell and the strength of the caster vs target fits in, though spells like Flame orb or summoning would have separate rolls for use and resistance as it's not created with a specific target.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on July 11, 2022, 04:52:31 pm
I'd say that it has reduced effectiveness depending on how *physical* an effect is. So things like magically created items would get bonuses on their rolls to resist being dispelled, and things like curses get minuses on rolls to resist being dispelled.

Oh, and in case it wasn't clear, I've been assuming that the cleanse can be resisted.

Ok, I think that I can accept it at least for the time being, given this is testing so if it turns out to be busted, then it can be changed later, though I probably need to work out more of how spell resistance work. I think it may make more sense for it to be a contested roll, so that a character with above 10 Mana doesn't always resist a spell and the strength of the caster vs target fits in, though spells like Flame orb or summoning would have separate rolls for use and resistance as it's not created with a specific target.
Seems solid to me, it also gives you a lever to adjust if the variety or power of spells turns out to be a problem.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on July 12, 2022, 12:39:18 am
Alright, now to figure out what John Henry's ability would be. His whole kit is kinda covered pretty nicely already.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 12, 2022, 07:57:50 am
Alright, now to figure out what John Henry's ability would be. His whole kit is kinda covered pretty nicely already.

You could toss healing onto an active ability and get a new passive.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on July 12, 2022, 06:28:18 pm
I could, but frankly it feels like if anything that would make the healing weaker. After all, theoretically John Henry can spam-heal his way through the damage dealt by a weaker opponent.

Although, I suppose that in itself is kind of an exploit best patched.

Hmm... what if the healing is based on the amount of Overload damage he has received since the ability was last used? Essentially he sacrifices a turn to undo the negative effects of Overload.
Will need to think of an alternative passive for him though...
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 12, 2022, 07:17:47 pm
I could, but frankly it feels like if anything that would make the healing weaker. After all, theoretically John Henry can spam-heal his way through the damage dealt by a weaker opponent.

Although, I suppose that in itself is kind of an exploit best patched.

Hmm... what if the healing is based on the amount of Overload damage he has received since the ability was last used? Essentially he sacrifices a turn to undo the negative effects of Overload.
Will need to think of an alternative passive for him though...

I think that sounds good, and if you turn out not to like it, you can change it back later too. I think that might work as a 2 turn cool down skill given you’re going to have to wait for it to be a big effect even if it is charged.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on July 12, 2022, 08:05:43 pm
I can new character Thursday probably, are we just testing passives this time?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on July 12, 2022, 08:33:13 pm
Aight, here's a WIP of my Sheets update. Namely, transferring Steam Vent into the active skill instead
Spoiler: Berserker (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 12, 2022, 09:12:37 pm
John Henry
Strength Check: 7 (Success), 7 (No Crit) Remainder 5 vs 2 (Success), 8 (Crit Success) Remainder 2
Wyvern 2 Agility Check: 10 (Success), 7 (No Crit) Remainder 2 vs 4 (Success), 7 (No Crit) Remainder 6

Once more, John Henry struck at the wyvern with his hammer, but the wyvern managed to duck out of the way of the attack in time. Fortunately, the wyvern’s own attack on the man failed to, with John managing to move out of the way of it’s talons.


I can new character Thursday probably, are we just testing passives this time?

No, next round we're introducing active abilities, see last turn for how those are going to work, and you'll be up against enemies that are roughly of the same rank as you guys. You don't need to make a new character, just to work out your active ability and post an updated sheet, mostly just so I can have all the sheets together to consult back to.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on July 14, 2022, 03:26:24 pm
Spoiler: Archer (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 14, 2022, 04:39:28 pm
Spoiler: Archer (click to show/hide)

Looks good.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 17, 2022, 09:06:17 pm
John Henry
Strength Check: 7 (Success),10 (No Crit) Remainder 5 vs 3 (Success), 10 (No Crit) Remainder 9
Wyvern 2 Agility Check: 8 (Success), 7 (No Crit) Remainder 4 vs 8 (Success), 2 (No Crit) Remainder 2

Once more, John Henry struck at the wyvern with his hammer, but the wyvern managed to duck out of the way of the attack in time. The wyvern tried to attack back at John, but once more failed to land a hit. Realizing that this was going nowhere, the wyvern decided that it was in its best interest to just fly away in search of easier prey, and so it did, leaving the pass open for John Henry to head through.



Yeah, when I started writing this turn I said “if nothing changes again, the wyvern is going to fly away” and so… round 2 is done. Still waiting on all the updated sheets and doing some work of my own to prepare for the next round, but when I get those we can start.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on July 19, 2022, 08:06:37 pm
Spoiler: Berserker (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 24, 2022, 03:24:18 pm
Right, I've been holding off on round 1.3 since I've been waiting on Paladin to post their updated sheet, as well as since I was procrastinating finishing stuff up on my end, and now I'm going to be going on vacation in a few days so I suppose this is on temporary hiatus until August 4th as I won't be able to bring my laptop up with me. This post is to remind Paladin to make their active skill and edited sheet, a reminder to the rest of you that we doubled the mana of normal servants, so A is 200, B is 160, C is 120, etc. for the purposes of making servant fights less rocket tagy. Also, a new poll on if I should change the mana boost from Madness Enhancement to go with the new changes to mana or leave it the same. Also, I decided that sneak attacks should have a bonus to Agility for accuracy, which may or may not be helpful when we get to 1.3. Feel free to ask me any question and I'll start the next round on the 4th or, if I end up being really jet lagged, the 5th.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on July 28, 2022, 12:17:46 am
I've begun to realize a problem with the Rocket Tag problem itself.

The fact that the Rocket Tag aspect is actually kinda canon to Fate and its going to feel really weird if it's removed completely.

So I'm going to propose thusly: give NPs upsides and downsides depending on their Classification.
For example, Anti-Unit? Well it feels really really weird for, as an example, canonical nigh-instant death moves like Gae Bolg to do not even 50% of a Servants health in damage. Adding an extra 50-75% to their damage should make them feel dramatically better without making them "I win" buttons.
And Anti-Fortress? Same damage boost, but also an equivalent cost boost too. Makes being able to do massive damage on a widespread scale more fair.
Anti-Army is fine though
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 28, 2022, 08:48:40 am
I suppose I can write up a thing of different NP types and how they effect it mechanically and then we can test those and see if they should be implemented.

Of course, I’ll be making a list of which ones are approved or not as there are something like 70 NP types and a good portion of those show up once and never again, like anti-wave.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on August 03, 2022, 01:35:03 pm
Spoiler (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 03, 2022, 02:31:25 pm
I’m going to have to veto that active skill, as it has 5 effects, + to strength, + to agility, and 3 +10 to damage, and the max for active skills is 3, and their cool down is 2 turns per effect. You could do + to strength and agility and +10 to damage, but that would have a 6 turn cooldown.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on August 04, 2022, 08:30:32 am
edited
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 04, 2022, 08:53:57 am
quick note: I've been thinking of how the change to increase overall durability is going to affect Irine's kit, and frankly since her whole thing is the longer a fight goes, the better she does, and this is making fights longer across the board, she might need to be nerfed to adjust. Figured I'd get out in front and flag this as a potential problem on the front end, and let you know that if it's needed, it's needed, and I'll try to work with you on how to make it happen. Doesn't necessarily mean the system as a whole needs changing, just that her archetype got buffed by the system change, and so she personally might need a nerf. If I were assigning the nerf myself, I'd be reducing the damage of Flame Orb. just reducing it by 3 damage would actually make a huge difference in how fast Irine's per-turn damage grows, making the growth curve of her attacks less steep and better in line with the now slower-paced combat.
Code: [Select]
20 (20) -> 40 (60) -> 60 (120) -> 80 (200) -> 100 (300)
to
17 (17) -> 34 (51) -> 51 (102)  -> 68 (170) -> 85 (255)
parens is total damage up to that point assuming every attack hit for full damage. as you can see, if you simply cut flame orb's damage by 3, it results in roughly an extra turn before reaching every single significant health breakpoint, with a massive 45 damage difference after a 5 round combat.

I don't know for sure if this is necessary, but I thought I'd throw it out here now while I was thinking on it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 04, 2022, 10:56:28 am
edited
Ok, I’ll just note that the active skill’s rank would be C, given that’s the highest they go, and the cooldown will be 6 given it’s rank C.

~Snip~
Ok, I’ll keep this in mind, but I’m not planning to implement it for now given you’ll soon be going against enemies with higher mana stats and greater chances to resist or even negate your spells, so I’ll want to see how Irine goes against those before I implement nerfing.

I’ll also note that we won’t get a turn today as my flight home was rather a disaster, being delayed and finally being canceled as they were getting people on the plane, leading to a need to schedule a new flight, so I haven’t slept very much, and I’m not even home yet so… yeah, I’ll be starting 1.3 tomorrow or this weekend.

Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 05, 2022, 09:42:27 am
-fixed a math fail-
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 06, 2022, 08:17:02 pm
Test 1.3
You find yourself in the middle of the woods. It’s dark, the canopy of leaves blocking out much of the little light that comes from the crescent moon and stars. There’s almost a suspicious lack of dead leaves and branches on the ground, as if the floor had been recently cleared of material. The wind is still, with little movement among the leaves above you. Looking around you see… nothing out of the ordinary. That is strange.
(Actions)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on August 06, 2022, 09:47:07 pm
John Henry

John nodded to himself. Yes, he understood what was going on here perfectly.

"Grounds been cleared, lots of good lumber, all set up for laying down some fresh tracks."

... perfectly accurate to how a berserker would, that is.

Smash down a tree, y'know, for lumber.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 06, 2022, 09:47:50 pm
Irine
current form: Hybrid
mana: 200/200

I need a place to fall back to, especially while I'm disoriented like this
I make this area into my territory

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on August 08, 2022, 08:04:32 pm
nuada

begin building fort
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 08, 2022, 08:36:45 pm
Irine
Irine began to use her mana to transform the area around her into her territory. Smoke started to form as the wet grass and leaves around her started to burn. Scorch marks started to appear on the bark of trees around her, and the temperature of the air began to grow, losing the crispness of night.

As the air heats up, a figure approaches Irine through the forest. As they make it into the light of Irine’s burgeoning fires, she can see the figure is a pretty young girl, in a white dress, with red bangs that hang over her eyes, and, more peculiarly, a golden horn sticking out of her forehead and golden fixtures sticking out of either side of her head, carrying a mace.

She looks at Irine and says “...fire…bad.”

Nuada
Strength Check: 2 (Success), 4 (Crit Success), Remainder 2
?? Agility Check: 3 (Success), 9 (Crit Success) (1.5x), Remainder 10 vs 7 (Success), 9 (No Crit) Remainder 1.
Damage Check: 9 (Failure)

Nuada began to try to build a fort for himself, starting with getting supplies. Given it seemed like the most plentiful resource around, he decided to cut down a tree for some wood. With the use of his sword, he managed to cleanly slice the tree off the stump with little issue, giving him a tree trunk to begin processing.

However, before he can start doing anything to turn the raw lumber into building material, a dagger flies out from the trees around him. While it hits his silver arm with little issue, as he looks around, he’s not able to see who threw it.


John Henry
Strength Check: 3 (Success), 5 (Crit Success) Remainder 4.

Raising his hammer, John took aim at a tree, smashing it off at the base. As parts of the tree exploded into splinters, most of the tree toppled over with a loud crash, leaving a rough looking stump behind and the floor littered with mulch and splinters.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 08, 2022, 08:45:25 pm
Irine
current form: Hybrid
mana: 200/200

I take a couple steps back from the girl, staying out the reach of that mace, but don't initiate hostilities.
"Sorry, I'll make sure it stays under control. Who are you?"
I take active control of the local flames, and lift them up off of the burning materials, so that they aren't actively spreading while we talk, and my visitor will be able to see that they're under control and won't just burn down the area or anything like that.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on August 08, 2022, 10:17:42 pm
Right this is a thing still.

Its dark. Do you know what you do in the dark? Sleep. The Doc puts his hat over his eyes and sleeps under the comfiest looking tree.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on August 09, 2022, 05:31:57 pm
Nuada leaps into cover behind one of many still-standing trees.  if he is hit again, he pretends to die and waits for his attacker to come closer. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on August 09, 2022, 05:37:22 pm
John Henry
With the tree down, John moves himself to the fallen logs lower end, steadies it with one hand, and begins chopping with the other.

Bare-handed attempt to chop the tree into planks.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 09, 2022, 06:41:27 pm
Nuada leaps into cover behind one of many still-standing trees.  if he is hit again, he pretends to die and waits for his attacker to come closer. 
So… when servants die, they fade into particles and disappear, so it’s a bit hard to fake, especially given they give off a mana signature that goes away on death unless they have presence concealment.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on August 10, 2022, 05:45:19 pm
in that case dispense with the second sentence. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 10, 2022, 10:56:06 pm
Irine
?.?.? Agility Check: 10 (Success), 4 (No Crit), Remainder 3 vs 7 (Failure)
Damage Check: 10 (Success), 9 (No Crit), Remainder 3 vs 10 (Failure)
Irine Loses 70 Mana (Now 130)
?.?.? Loses 15 Mana (Now 210)

“Sorry, I’ll make sure it stay under control” Irine replied, willing the flames to lift off the burning material and float in the air, “who are you?”

Unfortunately, Irine’s words seemed to have no effect on the girl, as sparks began to fly from the bolts on her head and the mace in her hands. As Irine watched, a black haze seemed to form over the girl, until she looked like a silhouette draped in fog, before she charged.

The girl’s hit connected before Irine had even realized she had to dodge, with electricity arcing off the mace and shocking Irine as the blow connected, knocking her back. The girl let out an almost animalistic growl as her pose became wild and aggressive, ready to attack again.


Nuada
Agility Check: 6 (Success), 6 (No Crit), Remainder 2 (+2 to Agility for not being hit)
?? Agility Check: 1 (Success), 1 (Crit Success) (1.5x), Remainder 16 vs 1 (Success), 7 (Crit Success), Remainder 2
Damage Check: 1 (Success), 8 (No Crit), Remainder 7 vs 6 (Failure)
Nuada Loses 60 Mana (Now 140)

Nuada leapt behind one of the other trees, trying for cover from his mysterious attacker. The tree managed to block him from attacks, but only from one angle, nonetheless, it was better than no cover at all.

Unfortunately for him, it didn’t turn out to be enough cover, as another dagger shoots towards him, this time missing his silver arm and finding a mark in his shoulder. He pulled it out and his mana began knitting the wound shut, but he still couldn’t see his attacker.


Doc Holliday
? Agility Check: 1 (Success), 5 (Success) (1.5x), Remainder 10 vs 10 (Failure)
Damage Check: 7 (Success), 1 (No Crit) Remainder 1 vs 7 (Failure)
Doc Loses 60 Mana (Now 140)

Given the comforting darkness and the lack of any obvious objective or threat, Doc decided to take the opportunity to take a bit of a rest. Sure, he didn’t need to as a servant, but it took the edge off. He found a comfy looking tree and lay down against it, placing his hat over his eyes, and settling in for a nap.

Unfortunately, he quickly learned that that was not a great idea, as a bullet slammed into his side. Putting his hat back on his head and holding his side, he looked around, but the shooter didn’t seem to be anywhere close by.


John Henry
Strength Check: 4 (Success), 5 (Crit Success) Remainder 3
Ghost Agility Check: 6 (Success), 3 (No Crit), Remainder 2 vs 4 (Success), 5 (Crit Success), Remainder 1

John began trying to cut the tree trunk he had broken down into planks. Using his trusty railroad spike as a sharp edge, he used the force of his hammer to break apart the log into… roughly orderly planks. They’re a bit warped and splintery in places, but they’re functional. After all, it’s not his first time working with logs, though it was his first time not using a saw for it.

Unfortunately, something came in to interrupt his work. Out of the woods came a creature of some sort. It looked like a human skeleton draped in a semi-transparent blue cloak, except there was nothing but the spine below the ribs, and it’s finger bones were disturbingly long, and sharpening to claws at the ends.

The ghost tried to slash at John Henry, but he moved out of the way in time, though he had to stop working on the log to do so.


I should note, given that this round you are going against enemies of equal power ranking to you guys, some of you might lose. That just means that you're done for this round and we'll start you up again when the next round starts.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on August 11, 2022, 12:09:35 am
"You feeling lucky, punk?"

Doc Holliday jumps to his feat and pulls his gun in a single motion. Then he spins himself round and round and round like a roulette wheel, firing his gun off randomly and trusting in his Gambler's luck to hit the unknown assailant.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on August 11, 2022, 09:43:52 am
John Henry

"Oh no no no, only ghosts on this rail line should be those who gave up their lives for it lookin' on proud once it's done."

He hefted his hammer.

"Now git!"

Attempt to smash the Ghost
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 11, 2022, 07:39:04 pm
Irine
current form: Hybrid
mana: 130/200

I take a couple steps back from the girl, staying out the reach of that mace, but don't initiate hostilities.
"Hey! Back off!"
I return the flames to their place so I resume regenerating my mana, and Flame Dance to keep her away from me while I again open the distance between us.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 12, 2022, 09:18:26 pm
Irine
Irine Gains 25 Mana (Now 155)
Irine Loses 40 Mana (Now 115)
Mana Check: 3 (Success), 2 (Crit Success) Remainder 10 (-3 to Roll Under Number for Agility for moving through, moving in, or escaping effected area. 1.5x damage)
?.?.? Gains 10 Mana (Now 220)
?.?.? Agility Check (Move): 3 (Success) Remainder 7
?.?.? Agility Check (Hit): 6 (Success), 4 (Crit Success) (1.5x), Remainder 3 vs 6 (Failure)
Damage Check: 2 (Success), 10 (Crit Success) (2x), Remainder 1 vs 3 (Success), 6 (No Crit), Remainder 5
Irine Loses 90 Mana (Now 25)
?.?.? Loses 15 Mana (Now 205)

“Hey! Back off!” Irine said, backing away from the girl and her crazy electric mace while her territory provided her with some mana back. While she didn’t want to be hostile, she definitely didn’t want the girl to get any closer, so she willed her flames to blaze in complex patterns on the ground. Her magic seemed to have picked up her fear as it burst into overdrive, the flames forming more intricate patterns faster, and burning brighter. However, Irine could feel some of the mana being siphoned off the fire, and being absorbed by the girl.

On the mystery girl’s part, hostility seemed to be the least of her concerns, as she charged forward at Irine, managing to move fast enough to pass through the flames. She struck out with her mace too fast for Irine to dodge, and with the force of a truck, slamming into Irine’s tails as the electricity arced off them, knocking Irine back into a nearby tree. While her toughened tails caught the brunt of the blow, as her mana got to work reconstructing her body, Irine could tell she wouldn’t be able to recover from another hit like that.


Doc Holliday
Luck Check (Skill): 7 (Success), 8 (No Crit)
Luck Check (Shooting the right way): 10 (Failure)
? Agility Check: 2 (Success), 3 (Crit Success) (1.5x) Remainder 11 vs 2 (Success), 1 (Crit Success), Remainder 7
Damage Check: 10 (Failure)

"You feeling lucky, punk?" Doc shouted at his mysterious attacker. He pulled out his gun and got up in a single motion, spinning like a roulette wheel and trusting his luck that he’d hit his mark. Unfortunately, his luck seemed to have failed him, as while he couldn’t be sure, it didn’t seem that his shot connected with anything but the trees.

His attacker, on the other hand, had better luck, but only barely. Another shot rang out, scraping by Holliday’s face, leaving a thin line of blood, but nothing he wouldn’t heal up within a few minutes.


John Henry
Agility Check: 7 (Success), 4 (No Crit) Remainder 3 vs 1 (Success), 5 (Crit Success) Remainder 2
Ghost Agility Check: 6 (Success), 4 (No Crit) Remainder 2 vs 3 (Success), 2 (Success), Remainder 5

"Oh no no no, only ghosts on this rail line should be those who gave up their lives for it lookin' on proud once it's done." John warned the interloping spirit. No lazy hitchhiking ghost was gonna freeload their way into a home on his rail line, it would be an insult to all the hard working ghosts who’d given their lives to accomplish it. He hefted his hammer over his head. “Now git!" he shouted as he brought the hammer down.

Unfortunately, it seemed that his hammer only pass through the phantom. The ghost responded in kind, attempting to slash on Henry with it’s claws, but it had much the same result. Henry might not be a particularly graceful man, but you weren’t as successful at steel driving as he was if you weren’t fast.


Well... Lenglon, I'd suggest running. Of course, your opponent basically got their best possible roll, so it's not like they're likely to get another hit like that out soon, hopefully, but given where your health is... yeah, running is probably a good idea.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on August 12, 2022, 09:38:45 pm
Maybe firing around literally at random wasn't the best strategy. Oh well. Time to use my other high stat!

The doctor pulls out his second revolver as he runs directly up the comfortable looking three. He kicks off the top, jumping into the air to give him a good view of the forest below. He then shoots at any muzzle flashes that indicate an enemy attack.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on August 13, 2022, 04:39:20 pm
break into a dash, going around through the trees, trying to get into melee with the attacker.  activate active skill and NP. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 13, 2022, 04:56:15 pm
Irine
current form: Hybrid
mana: 25/200

"Help!"
Maintain my Flame Dance to hopefully slow my attacker down, and run away. I can't win this.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 13, 2022, 05:25:05 pm
break into a dash, going around through the trees, trying to get into melee with the attacker.  activate active skill and NP. 
You can’t activate active skill and NP at the same time as both individually take up an action. You also don’t know where the enemy is so that would require a check to run in the right direction.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on August 13, 2022, 11:19:49 pm
John Henry

"A wise guy huh? Well I ain't having in."

Try to swing again
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on August 14, 2022, 08:12:18 pm
find the direction.  then active skill only. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 14, 2022, 09:36:01 pm
Irine
Irine Gains 25 Mana (Now 50)
?.?.? Loses 30 Mana (Now 175)
Agility Check: 3 (Success), 8 (No Crit), Remainder 3
?.?.? Agility Check: 10 (Failure)

Seeing no other good option, Irine decided to run as fast as she could away from the scary girl with the lightning mace, shouting for help as she did so. She kept her flame dance up behind her as she ran, hoping it would buy her some time, as she ran further into the trees.

Her attacker charged forward again, being burnt by the rising flames, but this time, she couldn’t get through the winding patterns on the ground, and was forced to stop her assault. While she growled at Irine again, the demi-fox was at least safe for now.


Doc Holliday
Luck Check: 9 (Success), Remainder 1
Agility Check: 2 (Success), 8 (No Crit), Remainder 8
Agility Check (-3 for currently falling): 5 (Success), 8 (No Crit), Remainder 7 vs 7 (Success), 3 (No Crit), Remainder 3
Damage Check: 1 (Success), 9 (No Crit), Remainder 5 vs 2 (Success), 8 (Crit Success), Remainder 3
? Loses 8 Mana (Now 112)
? Agility Check: 8 (Success), 10 (No Crit), Remainder 8 vs 4 (Success), 9 (No Crit), Remainder 6
Damage Check: 9 (Failure)

Looking for another angle to try to find his attacker, Doc backed away from the tree had been leaning on before, before charging at it at full speed, running up the trunk using the branches as footholds, until he finally kicked off the highest branch and launched himself into the air.

From up in the air, he can see the area around, the leaves rustling the night air, and the moonlight washing everything in a slightly silvery glow. As for the location of his enemy, he’s able to see a red glow and a thin line of smoke coming out of one tree. He shoots at the tree, and while he can’t be certain he really hit anything, the important part is that he knows where to shoot now.

As he returns to the ground, the enemy marksman looses another shot, but just like the one before, it only manages to graze his cheek. He can’t tell if his shot threw off his opponent's aim, or if they just keep missing, but regardless, now he knows where to aim.


Nuada
Nuada Gains 10 Mana (Now 150)
Luck Check: 6 (Success), 1 (Crit Success), Remainder 3 vs 7 (Success), 2 (Success), Remainder 5
Nuada Activates Active Skill (+ to Strength, +10 Damage) Cooldown 4 turns.
?? Agility Check: 9 (Success), 8 (Crit Success) (1.5x), Remainder 1 vs 6 (Success), 9 (No Crit), Remainder 4
Damage Check: 5 (Success), 4 (No Crit) vs 1 (Success), 5 (No Crit), Remainder 5
Nuada Loses 30 Mana (Now 120)

Nuada attempts to sense the presence of his attacker, trying to sense their mana or movement, but it’s almost like something is blocking him. It’s almost like his enemy doesn’t have any presence to sense. Regardless, he focused some of his mana into his sword to sharpen it, for when he finally manages to find the enemy.

His opponent made use of his continued inability to find him, throwing another dagger at Nuada. While this wound wasn’t as deep, they were adding up, and while Nuada’s nature meant he’d be able to keep up with these injuries longer than most, he still couldn’t just sit here being stabbed forever.



John Henry
Agility Check: 6 (Success), 2 (Crit Success) (1.5x), Remainder 2 vs 3 (Success), 9 (No Crit), Remainder 5
Damage Check: 7 (Success), 3 (Crit Success) (2x) vs 3 (Failure)
Ghost Loses 140 Mana (Now Dead)
John Henry Loses 10 Mana (Now 170)

"A wise guy huh?” John asked, heaving up his hammer, “Well I ain't having in." He swung his hammer at the ghost, fast enough that it had no chance to avoid the strike, and strong enough that the phantom was already fading into mana before the strike even stopped, sending dirt flying everywhere from the impact as a decent sized hole was left in the ground. John Henry wasn’t a legend among steel drivers for nothing.

Now then, there was no one else interrupting his work.


Right so, Paladin, I missed that you had just made it + to strength and damage, yes, that would be 4 turns, since it's only two effects. Sorry for missing that. Fail, I'd forgotten about the decision to use strength for melee attacks if it was higher. I kept this as agility for now since you got a crit, but I'll make sure to remember to roll your accuracy with strength in the future.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 14, 2022, 09:40:05 pm
Irine
current form: Hybrid
mana: 50/200

I go silent, and keep running, making as much distance as I can. In the distance I blindly maintain my Flame dance in the area it was ongoing as best I can from afar.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 14, 2022, 10:14:15 pm
Irine
current form: Hybrid
mana: 50/200

I go silent, and keep running, making as much distance as I can. In the distance I blindly maintain my Flame dance in the area it was ongoing as best I can from afar.

Spoiler: Irine (click to show/hide)

Just a warning that if you go too far away, you lose your territory.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on August 14, 2022, 10:27:26 pm
I know what to do and I know where to do it.

"Blaze away! You're a daisy if you have! A-OK!"

Now with his target in his sights Doc activates his Noble Phantasm, blasting away as he rushes towards his enemy. With the penalty to Agility they won't be sneaking 'round here no more.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 14, 2022, 10:52:02 pm
Just a warning that if you go too far away, you lose your territory.
I'm zoned, and can create a new a new territory elsewhere. Irine has zero plans to re-engage or attempt to take out her enemy, her plan here is literally just "fk this, i'm out, goodbye". She isn't coming back until she's healed and preferably with backup. Treat this as a forfeit if you want.

If you want her to break action and instead attempt to win, she still isn't going to stay for the territory, her goal in that case if she HAS to try to win here is to hide as far away as she can, and then use her NP to destroy the entire region.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 15, 2022, 07:18:01 am
Just a warning that if you go too far away, you lose your territory.
I'm zoned, and can create a new a new territory elsewhere. Irine has zero plans to re-engage or attempt to take out her enemy, her plan here is literally just "fk this, i'm out, goodbye". She isn't coming back until she's healed and preferably with backup. Treat this as a forfeit if you want.

If you want her to break action and instead attempt to win, she still isn't going to stay for the territory, her goal in that case if she HAS to try to win here is to hide as far away as she can, and then use her NP to destroy the entire region.
I wasn’t telling you to change the action, just warning you about the potential issue. I’m ok with playing running and regrouping, though given their is no backup, since rounds technically take place inside a small self contained universe with just the combatants and the terrain, do you want me to run it as forfeiting?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 15, 2022, 10:06:54 am
Her coming back to attack would break character. Her attacker seems like a guardian of the area that is simply overzealous, and Irine is the tresspasser here.

If however Irine is trapped then her reaction would be to hide and firestorm the entire region.

In either case, it wouldn't really help your combat system test since it would boil down more to a stealth game or test of hiding ability.

But as for a direct confrontation? Irine has no reasonable chance here. This opponent hits way to hard for her to withstand their attacks long enough to build up. Even if Irine hadn't ceeded the first turn in an attempt to talk things out, I don't see her winning a 1v1 with this.

I am fine with treating this as a forfeit, considering the circumstances.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 15, 2022, 10:12:39 am
Her coming back to attack would break character. Her attacker seems like a guardian of the area that is simply overzealous, and Irine is the tresspasser here.

If however Irine is trapped then her reaction would be to hide and firestorm the entire region.

In either case, it wouldn't really help your combat system test since it would boil down more to a stealth game or test of hiding ability.

But as for a direct confrontation? Irine has no reasonable chance here. This opponent hits way to hard for her to withstand their attacks long enough to build up. Even if Irine hadn't ceeded the first turn in an attempt to talk things out, I don't see her winning a 1v1 with this.

I am fine with treating this as a forfeit, considering the circumstances.

Ok. I’d be willing to it as a hiding test, but if you think that’s less than doable, I’d also be willing to just accept the forfeiture. Sorry for putting you up against an opponent who may not have been the best match for you. If anyone is curious how opponents were picked, I used dice to get 4 random servants from the example sheets and then assigned them as I thought would make the best match ups. I think I’ll revisit this match up in the multiplayer round so Irine can actually have support for it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 15, 2022, 10:21:40 am
I do think a stealth matchup is doable, but I don't think it's what you were trying to test here, and the tactics to be used would be uninteresting. Irine runs until she reaches a barrier of some kind, she then switches to full-fox form to make herself as small as possible, and hides in the best hiding spot she can find, and then uses Firestorm on the entire region for 10 turns. Either the Oni finds her in that time limit, or it doesn't, and Irine isn't going to go peeking (since that could get her found and wouldn't help her anyway) so you aren't even going to have a reason to write if she sees the Oni looking for her. It'd just be a description of Irine hiding until either the place is burnt to a crisp or the Oni finds her and squishes her like a bug.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 15, 2022, 10:40:21 am
I’ll leave it up to you if you want me to run it out just treat it as a forfeit. Either way I’ll revisit the fight in the multi round to see how that goes.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 15, 2022, 10:49:03 am
I think it'd be a waste of effort, lets just move on without going to the trouble.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on August 16, 2022, 12:15:14 am
John Henry

"That's right. Nothings getting in the way if this railroad."

Repeat the logging/carpentry process until either interrupted or after 20 trees. Whichever comes first.

(Where it any other Servant, this would either be mind numbingly boring or done in minutes. Thankfully, John has the exact combination of Mad Enhancement and personal skills to make just fucking stupid amounts of menial labor fully bearable)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on August 16, 2022, 03:50:12 pm
tactical retreat.  attempt to lose my pursuer,
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 16, 2022, 09:59:24 pm
I'm putting off the turn for the night. I saw a movie with my family today and when I got back, at 10, my parents wanted to watch another show, so now it's pretty late. I'm going to run the dice rolls tonight, but I think it's better if I actually write the turn tomorrow morning. Sorry.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 17, 2022, 10:42:40 am
Irine

Irine went silent, continuing to run as fast as she could away from her adversary. She knew she had no hope of beating an opponent one on one when the gap in strength was just too high, so her only choice was to run away and regroup.

Irine Forfeits


Doc Holliday
Luck Check: 7 (Success), 1 (Crit Success) +40 Damage
Doc Loses 20 Mana (Now 120)
? gains -3 for roll under number for Agility for 3 actions.
? Agility Check: 1 (Success), 7 (Crit Success) (1.5x) Remainder 5 vs 3 (Success), 1 (Crit Success), Remainder 6

"Blaze away! You're a daisy if you have! A-OK!" Doc shouted as a frontier illusion covered the forest. While you could still see the trees, they appeared to be semi transparent, and as the phantom of the noon-day sun shined over head, a well traveled sand path blazed the way from Doc to his enemy, a grizzled looking older man in a camouflage cloak holding a crossbow, with the red glow of laser sights.

His enemy in sight, Doc blasted at him with his shotgun, disorienting the man and nearly forcing his gun from his hands. The man fired a shot in return, but Doc’s hit had shaken him up enough that the shot went wild, causing a small burst of dirt as it hit the ground behind Holliday.


Nuada
Nuada Gains 10 Mana (Now 130)
Agility Check: 10 (Failure)
?? Agility Check: 7 (Success), 2 (Crit Success) (1.5x), Remainder 9 vs 6 (Success), 3 (No Crit), Remainder 2
Damage Check: 8 (Failure)

Nuada ran, trying to escape his still unseen enemy, but unfortunately the mess of roots on the ground and branches sticking out of the trees every which way made it hard to get around anywhere fast, leading to him only managing to get a short while away before his shoulder his a branch that was bit more sturdy than he had expected, knocking him off balance.

His enemy seemed to have prepared for his attempt to run, with a dagger flying at him, but they hadn't seemed to have been expecting Nuada’s collision, as while he struggled to regain his balance, the dagger glanced off his armor, falling to the ground behind him.


John Henry
Strength Check: 8 (Success), 3 (Crit Success), Remainder 1
Endurance Check: 1 (Success), 7 (Crit Success), Remainder 6

With the ghost out of the way, John Henry got back to work on the important stuff, logging. With his hammer he started smashing down more and more trees, leaving the forest floor full of wood splinters and slightly exploded looking stumps as he got to work on breaking them into boards. For most other servants, they would either run out of stamina or patience for this kind of work, but John Henry was built for labor, and with twenty trees cut into planks, he still had the energy for more work.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on August 17, 2022, 01:00:15 pm
keep running.  get them in melee range. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on August 18, 2022, 09:55:33 pm
John Henry
Well, no sense standing around waiting when you could be working. Worst things worst he starts going the wrong way and has to bring everything back if the Foreman catches him.

Begin travelling in the least densely wooded direction, laying down properly spaced planks as he goes to set the rails on once they've got the rails available.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on August 18, 2022, 10:03:18 pm
Shoot him.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 18, 2022, 10:35:45 pm
No turn tonight since it’s already late and I’ll be traveling most of tomorrow after getting up early.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 20, 2022, 06:50:09 am
Just letting everyone know, I’m busy with moving in to my dorm so I haven’t had time for turns. I’ll start working on this again when I’m settled in.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on August 29, 2022, 10:59:56 pm
Doc Holliday
Luck Check: 7 (Success), 8 (No Crit)
Agility Check: 4 (Success), 3 (Crit Success) (1.5x) Remainder 8 vs 1 (Success), 2 (Crit Success), Remainder 4
Damage Check: 1 (Success), 4 (Crit Success) (2x), Remainder 1 vs 6 (Success), 3 (Crit Success), Remainder 4
? Loses 23 Mana (Now 89)
? activates Active Skill

Doc shot at the man, a course of action that was much easier now that he could see his enemy, and made even easier by the disorientation his foe faced from the effects of his Noble Phantasm. The bullet shot through the man’s torso, and while the wound started closing soon after, it was still a solid hit.

His opponent surprisingly didn’t try to attack back, rather he closed his eyes and took a deep breath, almost seeming to meditate, before opening his eyes again, focused on Doc.


Nuada (2 Turn Cooldown)
Nuada Gains 10 Mana (Now 140)
Luck Check: 10 (Failure)
Agility Check: 2 (Success), 9 (No Crit)
?? Agility Check: 5 (Success), 3 (Crit Success)
?? Agility Check: 10 (Success), 4 (Crit Success) (1.5x), Remainder 4 vs 3 (Success), 4 (Crit Success), Remainder 1
Damage Check: 1 (Success), 4 (Crit Success) (2x), Remainder 3 vs 8 (Failure)
Nuada Loses 120 Mana (Now 20)

Nuada attempted to charge at his still hidden enemy, but, not knowing which direction to run to do that, he defaulted to blind luck in the hopes that he’d manage to run into them. Charging through the woods, he did not run into his opponent, but at the very least he might have gotten away from them…

Unfortunately, that was not the case. Another dagger shot out from the woods, this one behind Nuada, striking through his back, piercing his armor… and one of his lungs. As the dagger went out the other side, Nuada struggled to breath. While his mana eventually closed the wound, by the time it was done, he was in dire straits.



John Henry
Luck Check: 3 (Success), 5 (No Crit)

John Henry walked towards a part of the woods he had largely cleared of trees and began laying down his freshly made planks just like he’d done in life, preparing the planks of a railroad for driving. Admittedly, he didn’t have any rails yet, but he could manage that after he’d set up the planks.

Ok, I've officially been here for a week and I feel set in enough to get back to the regular schedule. Sorry for taking so long. Anyway, Failbird, if you want me to just skip ahead to the turn you'll have actual combat, I can do that.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on August 29, 2022, 11:06:11 pm
(Yeah just move me ahead. I'm kind of playing a character who won't stop moving until you stop him, against an opponent who seems content to sit back and prepare extensively)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on August 29, 2022, 11:41:45 pm
Lets see how well he can concentrate with a bullet inside him.

...Actually we just did that. Lets see how well he can concentrate with a bunch of bullets inside him.

Doc brings up both pistols and unloads them into the man.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on September 01, 2022, 12:01:46 am
Doc Holliday
Luck Check: 2 (Success), 3 (Crit Success) +40 Damage
Agility Check: 3 (Success), 5 (Crit Success) (1.5x), Remainder 7 vs 2 (Success), 6 (No Crit), Remainder 5
Damage Check: 7 (Failure)
? Agility Check: 2 (Success), 3 (Crit Success) (1.5x), Remainder 8 vs 9 (Success) Remainder 1
Damage Check: 2 (Success), 1 (Crit Success) (2x), Remainder 5 vs 8 (Failure)
Doc Holliday Loses 120 Mana (Now Dead)

Doc pulled out both of his pistols and unloaded them at the enemy, but unfortunately for him, both his guns misfired, smoke blowing out of the barrels. Unfortunately, his opponent didn’t have the same issue, as he loosed on bullet from his crossbow which struck right through Doc’s chest, piercing his spirit origin, causing his form to dissolve into golden light.

Doc Holliday Lost



John Henry
?+? Loses 50 Mana (Now 150)
John Henry Loses 60 Mana (Now 110)
Ghost 1 Agility Check: 7 (Success), 3 (No Crit), Remainder 3 vs 4 (Success), 3 (Crit Success), Remainder 3
Ghost 2 Agility Check: 7 (Success), 10 (No Crit), Remainder 3 vs 6 (Success), 8 (No Crit), Remainder 4
Ghost 3 Agility Check: 1 (Success), 8 (Crit Success) (1.5x), Remainder 1 vs 5 (Success), 7 (No Crit), Remainder 5
Damage Check: 3 (Success), 1 (Crit Success) (2x), Remainder 4 vs 4 (Success), 1 (Crit Success), Remainder 9
John Henry loses 23 Mana (Now 87)

After an extensive period where Doc had gotten a lot of work done, his enemy finally decided to show themselves. Three more ghosts, like the one that had attacked him before, floated out of the woods, their skeletal forms glowing blue in the night, but behind them came a girl, seemingly in her late teens, with long blond hair tied in two pigtails, wearing a black dress, a black legging on one leg, and some kind of black crown. Something like a bird cage was tied to her hip, and in her hand she carried a massive weapon, something like a wheel with two large blades sticking out, which was taller than she was.

The girl spun her weapon in the air as blue lightning seemed to fork off it, growing in magnitude as she spun, before she slammed it into the ground, causing the earth beneath John Henry’s feet to erupt. Pieces of stone slammed into him as blue energy erupted under his feet, knocking him backwards. As he regained his balance, he noticed that the world around him seemed different, with the sky having turned red, like a sunrise, but he only had a few minutes to consider that as spikes of purplish energy erupted from the ground beneath his feet.

When the girl’s attack finally ceased, the ghosts took their turn. The first two swiped at John Henry, but like their earlier companion, neither were able to land their hits, as the steelworker deftly dodged them. The third phantom, however, managed to slip in as Henry was dodging the second one’s swipe, and managed to scratch him. Fortunately, the scratch occurred on one of John Henry’s metal parts, and so didn’t result in very much damage, but the numbers disadvantage was… concerning.


Ok, I did not expect this round to be so hard, and given it's a problem that at least 3/4 players have had, I'm going to go ahead and accept it's my fault. Whether it was the pairings, the use of cover, or what, I seem to have made this too hard. The good news is, I don't have any current plans for you guys fighting 1v1 with other Rank 3 servants in the actual game, you'll tend to have a numbers advantage in return for the enemies tending to be more able to decide on the circumstances of the battle, so matters like this are less likely to occur. When we go to multiplayer battles, we'll revisit these with circumstances more similar to the actual games.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on September 01, 2022, 12:36:55 am
in Doc's case it looks like a crit happened and that was fight-determining because 120 damage in a single turn is kinda wow.
in Irine's case a crit happening also was fight-determining, though I do think she'd have lost her match even without it due to her giving her opponent a free turn, if neither of those had happened then I think the fight would have been a close one.

So I'd look hard at your crit system and try to figure out what % your crit chances actually are, and deciding just how influential you want them to be. something to bear in mind is that crit systems naturally favor NPCs very heavily because a NPCs tend to only ever be in one fight, whereas PCs have to survive a bunch of them. So any given PC is worlds more likely to be hit by a crit than any given NPC. If your crits are fight-determining, let alone if they're instant-kill, then the life expectancy of PCs is going to be very very short. for example, lets say that your campaign has 8 fights, and on average someone will get a crit in every other fight.

in that case, the NPC opponents will each have about a 25% chance of being hit by a crit, 25% chance of dealing out a crit, and 50% chance of crits not getting involved.

but each PC will have an 89.99% chance of being hit by AT LEAST one crit. an 89.99% chance of dealing out AT LEAST one crit, and only 00.39% chance of crits not getting involved.

So I suggest looking hard at your crit system.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on September 01, 2022, 01:21:55 am
Ok, I did not expect this round to be so hard, and given it's a problem that at least 3/4 players have had, I'm going to go ahead and accept it's my fault. Whether it was the pairings, the use of cover, or what, I seem to have made this too hard. The good news is, I don't have any current plans for you guys fighting 1v1 with other Rank 3 servants in the actual game, you'll tend to have a numbers advantage in return for the enemies tending to be more able to decide on the circumstances of the battle, so matters like this are less likely to occur. When we go to multiplayer battles, we'll revisit these with circumstances more similar to the actual games.

Why didn't you expect the round to be hard exactly? You gave us enemies that explicitly had the same point total so you'd expect 2/4 to lose by chance since we're evenly matched. My character was made to test out support skills so he'd be expected to lose 1v1 against a combatant. You then gave the NPCs a free hit and stealth bonus against everyone so you should expect them to win against evenly matched opponents :V.

So I'd look hard at your crit system and try to figure out what % your crit chances actually are, and deciding just how influential you want them to be. something to bear in mind is that crit systems naturally favor NPCs very heavily because a NPCs tend to only ever be in one fight, whereas PCs have to survive a bunch of them. So any given PC is worlds more likely to be hit by a crit than any given NPC. If your crits are fight-determining, let alone if they're instant-kill, then the life expectancy of PCs is going to be very very short. for example, lets say that your campaign has 8 fights, and on average someone will get a crit in every other fight.


Uh, with the way the rules are you're going to crit basically every turn with the stats you focused on. Which can be seen easily since he posts all the rolls. Its a weird dice system so hashing out the odds is annoying so just kinda accept crits are going to be everywhere.

If I where to analyze my fight the takeaway would be
1. As above, I should be expected to lose.
2. Archer countered Archer hard, since Archer was a dodge tank. Doc relied on not getting hit to not die, Tell had A agility +6 with another +3 with a reroll that more than countered Doc's dodge (keeping in mind that in a D10 system +3 is a major increase, and a reroll basically halves your chance for failure).
3. Archer countered Archer hard, since Archer was a dodge tank and a normal tank. The other archer this time. Like Doc Tell can dodge all incoming shots, unlike Doc Tell has B Endurance with a +5 modifier (again +5 is a major modifier on a D10 system). This meant that Hollidays hits didn't do anything, and could never do anything.

The only real comments would be that this really should have been obvious and you should probably realize that every +1 is a meaningful modifier when you're using small dice :V

Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on September 01, 2022, 01:26:57 am
>.> I assigned stats using modeling instead of giving a care about good distribution, since I was working with a pre-established character. and so I barely even looked at what they do.

why is my build crit-focused?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on September 01, 2022, 01:31:40 am
>.> I assigned stats using modeling instead of giving a care about good distribution, since I was working with a pre-established character. and so I barely even looked at what they do.

why is my build crit-focused?

Every build is crit focused.

The system assumes you are getting crits every turn. >_>
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on September 01, 2022, 01:34:37 am
oh, the "you" after you quoted me to directed to Smoke, not me, gotcha. I was confused since it's really hard to say that Irine's build is "focused" on anything other than mana:
Strength: E
Endurance: C
Agility: C
Mana: A
Luck: C
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on September 01, 2022, 01:38:53 am
oh, the "you" after you quoted me to directed to Smoke, not me, gotcha. I was confused since it's really hard to say that Irine's build is "focused" on anything other than mana:
Strength: E
Endurance: C
Agility: C
Mana: A
Luck: C

No, it was directed at you and your criticism :V. Up until the breaking point.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on September 01, 2022, 01:44:16 am
Lenglon is confused and doesn't even know what breaking point Stirk is referring to but has nothing helpful to add.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on September 01, 2022, 10:57:32 am
I actually did expect Doc to win, and I think he might have if it wasn’t for the failed strength roll right at the end, and especially that crit. I do think you’re right about me needing to change how critical rolls work, at least for enemies. A thought is to keep it the same for PCs and change it for enemies to require a particularly low roll or something, such as a total below 4.

Adding the element of surprise was a mistake in this round as, as I stated, enemies in the actual game will tend to be the ones who get to choose the situation of the battle, so I wanted to reflect that, but on the same token, you’ll probably have them outnumbered in those battles, so trying to reflect that in a one on one just made it harder for you guys.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on September 01, 2022, 01:31:05 pm
keep running away
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on September 01, 2022, 01:37:15 pm
I actually did expect Doc to win, and I think he might have if it wasn’t for the failed strength roll right at the end, and especially that crit. I do think you’re right about me needing to change how critical rolls work, at least for enemies. A thought is to keep it the same for PCs and change it for enemies to require a particularly low roll or something, such as a total below 4.

Adding the element of surprise was a mistake in this round as, as I stated, enemies in the actual game will tend to be the ones who get to choose the situation of the battle, so I wanted to reflect that, but on the same token, you’ll probably have them outnumbered in those battles, so trying to reflect that in a one on one just made it harder for you guys.

You say that like the game is actually going to start at some point
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on September 01, 2022, 01:39:27 pm
It will, and the issues we keep finding is a clear indication of why it hasn’t yet.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on September 01, 2022, 01:58:13 pm
You mentioned that enemies are likely to get to determine the situation of combat, which seems odd to me offhand. Generally one party is the aggressor and the other the defender, at least initially, and each of them gets to set the stage in certain ways. the defender generally has control and knowledge of the location of the fight, and can manipulate it to favor themselves if they so choose. the aggressor generally has control of the timing of the fight, and often gets first-move advantage. This last test-fight was an oddity because we had neither control of the location nor the timing. For example in Irine's fight, she didn't know where she was, didn't have a fallback position to run to, didn't know who she was likely to meet, what kind of terrain she was in, and so on. So she didn't have the traditional defender's advantages, having effectively been teleported to her location. however she also didn't have the traditional aggressor's advantages, she didn't know if those she met were hostile, she didn't get to take her time and observe her opponent before they fought, she didn't have a fallback area or battle plan in general, and so on. So environmentally we were in a worst-of-both-worlds kind of situation, one that I don't see happening in a fully-functioning world.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on September 01, 2022, 03:08:40 pm
You are correct, I over simplified it. Think of the situation as similar to how things tend to work in GO, with you guys entering into an enemy controlled area, sometimes having a base if operations, but generally acting as as the attackers, going to the enemy area to attack them, meaning they have terrain advantage. The mistake I made in this situation was treating it as a situation where you entered an enemy’s territory without giving you the advantage an attacker normally has, essentially having you just having stumbled into enemy territory without knowledge, which is a possible thing that could happen in game, but would generally be a battle you are intended to run from, and in this case I didn’t give you the option.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on September 02, 2022, 10:06:38 pm
John Henry
Henry narrows his eyes at the girl and hefts his hammer.

"I don't know what you're aiming for here little miss, but this rail line ain't stopping for nobody!"

Single-mindedness targets enemy Servant, rush her down and bring down the hammer.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on September 02, 2022, 11:30:52 pm
Nuada (1 Turn Cooldown)
Nuada Gains 10 Mana (Now 30)
Agility Check: 4 (Success), 5 (No Crit), Remainder 4
?? Agility Check: 1 (Success), 8 (Crit Success), Remainder 4
?? Agility Check: 6 (Success), 5 (Crit Success), Remainder 7 vs 2 (Success), 8 (No Crit), Remainder 6
Damage Check: 7 (Success), Remainder 1 vs 5 (Success), Remainder 1
Nuada Loses 20 Mana (Now 10)

Nuada continued to try running from his enemy, charging deeper into the woods, but it seems that not only is his opponent faster than him, but they possess a greater understanding of the terrain. By the time he’d gotten away, his opponent had already caught up to him.

Another dagger flew out of the trees, digging into Nuada’s fleshy arm. He tugged it out, and his mana got to work fixing the injury, but his mana was already strained with all his other dagger wounds, major and minor. He wasn’t going to be able to keep going much longer.


John Henry
John Henry Targets ?+?
Strength Check: 10 (Success), 10 (No Crit), Remainder 6 vs 10 (Failure)
Damage Check: 5 (Success), 7 (Crit Success) (2x), Remainder 4 vs 3 (Success), 3 (Crit Success), Remainder 7
?+? Loses 20 Mana (Now 130)
John Henry Loses 10 Mana (Now 77)
Ghost 1 Agility Check: 8 (Success), 1 (Crit Success), Remainder 1 vs 6 (Success), 5 (No Crit), Remainder 3
Damage Check: 2 (Success), 2 (Crit Success) (2x), Remainder 6 vs 10 (Success), 10 (No Crit), Remainder 3
John Henry Loses 30 Mana (Now 47)
Ghost 2 Agility Check: 4 (Success), 9 (No Crit), Remainder 6 vs 8 (Success), Remainder 1
Damage Check: 6 (Success), 1 (Crit Success), Remainder 3 vs 7 (Success), 1 (Crit Success), Remainder 5
John Henry Loses 8 Mana (Now 39)
Ghost 3 Agility Check: 1 (Success), 3 (Crit Success) (1.5x), Remainder 6 vs 6 (Success), 3 (No Crit), Remainder 3
Damage Check: 9 (Success), Remainder 1 vs 1 (Success), 2 (Crit Success)
John Henry Loses 12 Mana (Now 27)
?+? Agility Check: 7 (Failure)

If John Henry knew how to do anything, it was to focus on the task at hand and not let anything distract him. This was no different. He could tell whoever the blond girl was, she was the cause of all of this, so if he took her out, that might take care of the ghosts. He narrowed his eyes at her and raised his hammer.

"I don't know what you're aiming for here little miss, but this rail line ain't stopping for nobody!"

He charged forward, running through the attacking ghosts and the changed battlefield, taking cuts and scrapes from the ghosts, as he brought down his hammer on the girl. Unfortunately for John Henry, it was almost as though the air around him was working against him, forcibly slowing his hammer down to dampen the damage the girl would take from his strike, which ended up slamming into her shoulder, but with much less force than intended.

However, it may not have been a great idea on John Henry’s part to ignore the ghosts, as some of the scratches they had landed on him were rather severe, with one ghost having managed to stick it’s claws into a large area of John Henry;s body that had remained flesh. Even the smaller cuts added up to some significant damage.

It looks like this round might end up all losses, which is once more my fault.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on September 03, 2022, 12:19:12 am
John Henry

Swing again


Honestly, I think a big problem is just that, like I said before we even started, a d10 is way too small. I get that the intent was to make Servants feel powerful, like they rarely ever fail, but the problem is that it feels like... pretty much everything else feels that powerful too. Increase the Roll Under Number for Servant and Rank 4+ unit Parameters instead maybe. As it is it feels like even the most basic mook enemies are still fighting only moderately worse than the Servants are, which ends up making the Servants feel weak instead.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on September 03, 2022, 01:09:57 am
This is why we test. No need to worry over imbalanced encounters when you're testing combat to see what's balanced. Just go "okay, so X is strong / Y is weak" and adjust.

Frankly, I'm surprised and impressed that you're bothering to have so much flavor and environment in combat tests.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on September 03, 2022, 01:31:16 pm
Honestly, I think a big problem is just that, like I said before we even started, a d10 is way too small. I get that the intent was to make Servants feel powerful, like they rarely ever fail, but the problem is that it feels like... pretty much everything else feels that powerful too. Increase the Roll Under Number for Servant and Rank 4+ unit Parameters instead maybe. As it is it feels like even the most basic mook enemies are still fighting only moderately worse than the Servants are, which ends up making the Servants feel weak instead.

I think part of the issue is a desire to balance the difficulty to make the game still challenging enough to be fun, but not enough that it's too hard to play. For instance, I think that the Dragon Tooth Warriors, who are meant to be the basic mook units, were weak enough to not need to be weakened further. They certainly seemed to be at their intended level of "weak enough to kill multiple of without taking too much damage yourself". Eresh's ghost mobs are a bit different, as while they are mook level units, Eresh is kind of designed as a minion controller type character who buffs her allies, such as the ghosts. I also tested out the "need to roll 4 or less to crit" setting for the enemies, but given two ghosts got that, I think I need to decrease it further, maybe only works if they roll 1s or 2s? Were the wyvern units too powerful?

You're suggesting increasing all the roll under numbers for servants and 4+ enemies to maybe what they'd be at +, such as an A being 15 rather than 10? Or maybe just double everything and use a D20 instead? That would double the failure rate of things below A, which might make high stats feel more powerful, and should decrease the chance of crits.

Regardless, while Round 3 looks like it's wrapping up soon, I think I might do a Round 3.5, either rolling for new enemies or keeping these ones, but reshuffling who they fight, and treating you guys as the attacking force, so giving you info on who you're going after and the element of surprise, to make a more accurate version on 1v1 testing for servant combat.

Frankly, I'm surprised and impressed that you're bothering to have so much flavor and environment in combat tests.

One part of it is that I want to make this game a realistic simulation of the eventual game, which will have writing like this so I should give myself the expectation of what writing updates will be like and not cheap out because it's only a test, another is to make it more engaging for players, as just looking at the numbers would get really boring after a while, and the last part is that I legitimately enjoy writing, though I often can't make myself sit down and write for a long time, so doing short little bits for each turn is enjoyable. You can tell what parts I enjoyed doing more due to them generally being longer and more detailed.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on September 03, 2022, 03:52:43 pm
So, an idea has been proposed and discussed for the matter of making servants stronger and mooks weaker. When I was designing enemy ranks, I did it by giving them different amounts of points to spend on stats and passive abilities, but it was suggested that instead, everyone has the same 22 points, but, along with changing the dice from D10 to D20, the effect of ranks is how large the roll under number provided by the points is.

For Non-Servants
1: 2, 4, 6, 8, 10
2: 2, 5, 8, 10, 12
3: 3, 6, 9, 12, 15
4: 4, 8, 12, 16, 20
5: 5, 10, 15, 20, 25

For Servants
1: 2, 5, 8, 10, 12
2: 3, 6, 9, 12, 15
3: 4, 8, 12, 16, 20
4: 5, 10, 15, 20, 25
5: 6, 12, 18, 24, 30

This will make mook level enemies weaker, make crits rarer (I think), and fix an issue I had where at a certain point high ranking enemies just had flat A rank stats and I had no idea what to do with the extra points.

EDIT: If anyone is wondering, I'm not going to require redoing testing against rank 1 and 2 enemies due to this, I'll just try them again in the teams round.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on September 05, 2022, 09:54:03 pm
John Henry
Strength Check: 2 (Success), 8 (Crit Success), Remainder 6 vs 4 (Failure)
Damage Check: 9 (Success), 2 (Crit Success) (2x), Remainder 5 vs 2 (Success), 1 (Crit Success), Remainder 10
?+? Loses 30 Mana (Now 80)
John Henry Loses 10 Mana (Now 17)
Ghost 1 Agility Check: 8 (Success), 4 (No Crit), Remainder 2 vs 7 (Success), 4 (No Crit), Remainder 2 (Coin Flip: Heads)
Ghost 2 Agility Check: 2 (Success), 3 (Crit Success), Remainder 5 vs 10 (Failure)
Damage Check: 8 (Success), 6 (No Crit), Remainder 2 vs 2 (Success), 3 (Crit Success), Remainder 8
John Henry Loses 8 Mana (Now 9)
Ghost 3 Agility Check: 2 (Success), 7 (Crit Success), Remainder 1 vs 4 (Success), 4 (Crit Success), Remainder 1 (Coin Flip: Tails)
Damage Check: 9 (Success), Remainder 1 vs 10 (Success), 9 (No Crit)
John Henry Loses 15 Mana (Now 0)
Battle Continuation D Activates
John Henry’s Mana is now 10
?+? Strength Check: 3 (Success), 1 (Crit Success), Remainder 6 vs 9 (Success), 9 (No Crit), Remainder 5
Damage Check: 1 (Success), 7 (Crit Success), Remainder 2 vs 10 (Success), 1 (Crit Success)
John Henry Loses 23 Mana (Now Dead)

John Henry swung again, ignoring the ghosts ripping at his flesh and steel, ignoring the wind fighting against him, just pushing forward, giving every last inch of himself to his task, steam whistles shrieking, engines blazing, sweat dripping from his brow.

He pushed his hammer through the air at full force, trying with all his might to hit the girl standing before him. Even as the air pushed his strike back, his hammer connected with the crown of the girl’s head. While the force was cut down, he could see that his strike had still managed to draw blood, and the girl’s face turned to a pained grimace.

The attacks he’d sustained from the ghosts should have killed him by now, but John Henry wasn’t one to die with a task still to do. By shear force of will he kept his spirit origin together, readying himself for another strike, but the girl still hadn’t attacked. She swung her giant weapon faster than a girl her size should be able to move something that big, swiping at John Henry’s chest. Weakened already by the onslaught of the ghosts, the attack cut through his chest, striking his already damaged spirit origin, providing the last push it needed to shatter, as John Henry dissolved into sparks of golden light.


I'll start using the d20 and Ranked roll under numbers starting next round, but I'll finish this round up with the current system. I'm working on some stuff for the servants you'll be up against in 1.3.5, so it may not start right away when this round ends.

EDIT: I completely forgot John Henry had Battle Continuation D, so he's not out yet, or at least not due to that attack. It's late here so I don't have time to edit the turn right now, but I'll fix it tomorrow.

EDIT 2: Fixed. Unfortunately he still didn't survive the round.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on September 06, 2022, 05:53:58 pm
surrender
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on September 06, 2022, 05:58:15 pm
I feel a lot better about my extremely rapid defeat having seen everyone else lose as well.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on September 06, 2022, 08:04:30 pm
Yeah, this round was not planned out well on my part. I’ll take the complaints and issues into consideration for 1.3.5. One thing that was noted was that I forgot the passive mana sense servants all have, so everyone but Nuada sound have been able to detect their opponent without seeing them, since only Cursed Arm had presence concealment.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on September 07, 2022, 09:34:34 pm
Nuada

Nuada held his hands up and said “I surrender.”

From the darkness, he could hear the sound of something moving. It seemed vaguely like the darkness in front of him had grown slightly darker. He squinted, trying to make out what he was looking at, when something shot out of the darkness like a jet black spear. It stopped, half an inch from his forehead, as a voice spoke to him from the darkness.

“Leave,” said a man’s voice, with a middle eastern accent, “And do not return.”

And Nuada did just that.


So ends round 3. As stated, I'll need some time to work on the new servants for 3.5, not to mention homework assignments I have to do, so you'll have to hold on for a bit before we do the retry. I'll try my best to get everything ironed out this weekend and start this back up on Monday.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 01, 2022, 08:14:57 pm
Round 1.3.5
You stand outside the woods. The night is dark, but from outside the canopy you can still see the moon and stars, though that’s likely to change when you enter. Looking in, you can see that the ground has been cleared of dry leaves and other debris, which would have helped you hide your entrance, if not for your mana signature. The wind is still, and the leaves above are the same.

You’re here to deal with the servant who made their base in the woods in front of you. They can probably sense you coming by now, but you probably have a bit more time if you want to prepare more before you press on.
(Actions)

So... I'm back, finally, with the promised round 1.3.5. I'm very sorry for how long it took me to get back on this and I understand if some people are tired of this. Good news is, assuming we don't have another redo like we did last time, I have the opponent worked out for the next round, so there shouldn't be a similar delay. As for the actual match-ups for this round, as decided by dice rolls, we have:

Asclepius vs Irine

Asterios vs Doc Holliday

Frankenstein vs Nuada

Hassan vs John Henry

You should be able to find the info on the enemy servants on their sheets.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 01, 2022, 08:27:49 pm
Um, not to be mean, but Irine's opponent doesn't seem to have any way to attack. Are you sure you don't want to re-roll her opponent to someone that is effective in a non-group engagement?
EDIT: well, um, here's her actions, but this feels like a bit of an unfair fight in her favor. we're both siege-types, but Irine has attack tools and her opponent doesn't.

Irine
current form: Human
mana: 200/200

Shifting to my hybrid form, I generate my own Territory here, adjacent to my opponent's Territory, knowing that a siege of Caster vs Caster is about to begin, and they are likely doing much the same.
I win the toe-to-toe fight here, but I don't think I can prevent his escape if he decides to run. It's really too bad that we have to fight at all.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on October 01, 2022, 08:44:03 pm
trigger active ability.  attack.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 01, 2022, 09:00:55 pm
trigger active ability.  attack.
A. You can’t trigger ability and attack on the and turn.
B. You’re still a decent distance from the enemy and you only do melee, so it would take a bit to get close enough to attack.

Snip
I’m going with what the dice say. Let’s see how it goes
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 01, 2022, 09:05:34 pm
Doc leans up against a tree and coughs. A bunch. Blood drips out his mouth.

I don't have any preparation things so this will have to do~
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 01, 2022, 09:12:56 pm
Doc leans up against a tree and coughs. A bunch. Blood drips out his mouth.

I don't have any preparation things so this will have to do~
You can just head right in if you want. Prep is optional.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 01, 2022, 09:17:27 pm
If coughing is optional, then why is he doing it?

Move in already. If the rules haven't changed that much he's just going to...kinda flatten me.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 01, 2022, 09:22:04 pm
I just looked up Asterios (Doc's opponent) and that is one monster of a charsheet. All the A ranks.

Stirk, I agree that you can't win if you fight fair... do you have to fight fair?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 01, 2022, 09:33:13 pm
I just looked up Asterios (Doc's opponent) and that is one monster of a charsheet. All the A ranks.

Stirk, I agree that you can't win if you fight fair... do you have to fight fair?

Kinda. His whole thing is staying in a labyrinth so it isn't like I can just stay outside and set traps, he's just as fast as me so I can't hit and run, and the whole point of this is to test the mechanics so going off-mechanics would kinda be a waste of space.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 01, 2022, 09:36:22 pm
Yeah, your dice roll was not great, but I’m not opposed to you going off mechanics and trying to get creative.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 01, 2022, 09:51:43 pm
Smoke, would it be a problem to let Irine and Doc's fight be a 2v2? Here's irine's 1v1 fight as an automated combat:
Both casters create territory.
Irine uses NP. Asclepius (now A) brings out the snake.
Irine NP T2, snake sheds skin to reach Irine, A has a 50/50 of even getting to act, probably heals self, lets say to full.
Irine Np T3, snake constricts irine for 20dmg and prevents physical actions. Irine is regening 25/turn, attacks non-physically, and ignores this.
Irine NP T4, A behins actually taking lasting dmg, still can't hurt Irine, and is stunlocked.
Irine NP T5+, see above.

The simple problem is A can't hurt her. So skip this match and lets 2v2 it so it'll be interesting.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 01, 2022, 10:03:48 pm
Yeah, your dice roll was not great, but I’m not opposed to you going off mechanics and trying to get creative.

Not a whole lot of options there either, unless he's hiding a Master somewhere.

Smoke, would it be a problem to let Irine and Doc's fight be a 2v2? Here's irine's 1v1 fight as an automated combat:
Both casters create territory.
Irine uses NP. Asclepius (now A) brings out the snake.
Irine NP T2, snake sheds skin to reach Irine, A has a 50/50 of even getting to act, probably heals self, lets say to full.
Irine Np T3, snake constricts irine for 20dmg and prevents physical actions. Irine is regening 25/turn, attacks non-physically, and ignores this.
Irine NP T4, A behins actually taking lasting dmg, still can't hurt Irine, and is stunlocked.
Irine NP T5+, see above.

The simple problem is A can't hurt her. So skip this match and lets 2v2 it so it'll be interesting.

You know he can still Default Attack right?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 01, 2022, 10:10:30 pm
his strength is D, Irin'e NP requires opposed Str checks to avoid stunlock. He might maaaaaaayyybe have a chance if he charges out of his territory and directly at her immediately. and crits. repeatedly. That's about it. It's a complete mismatch because his entire build is based on healing teammates and it's a 1v1. He'll be an absolute monster in a 2v2, but this 1v1 is a waste of time.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 02, 2022, 08:40:38 am
If you both want we could try a 2v2. It does seem like Irine’s NP is a bit broken in 1v1.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 02, 2022, 09:13:00 am
I wouldn't say that Irine's NP is busted so much as having no good attack tools in a 1v1 is unwise. If A had the ability to do good dmg in return then they could have a match. But I'm down for a 2v2 if Stirk is. Lets the people with support tools use them properly, both friend and foe.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 02, 2022, 10:36:57 am
If you both want we could try a 2v2. It does seem like Irine’s NP is a bit broken in 1v1.

I don't care. I'm still in the opinion that this test is taking way too long and the actual game should have started :V

Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 02, 2022, 11:21:57 am
Quote from: Stirk
I'm still in the opinion that this test is taking way too long and the actual game should have started :V
same but I figure Smoke is getting into a writing rhythm and that there's no point pushing.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 02, 2022, 11:33:55 am
I openly admit the delays are entirely my fault, and if it weren't for them we'd probably be on the game already, but at the same time, since testing keeps turning up new things that either need to be fixed, or that changing helps the experience, I don't feel that I can rush past testing to make up for the delays, given I don't want to discover another issue while the game is already in progress.

EDIT: Actually, doing a 2v2 test now would probably speed testing up some as it would give me data to work out how group combat works.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 03, 2022, 10:45:35 am
So… Lenglon and Stirk, do you want to modify your actions for being in a 2v2?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 03, 2022, 10:47:13 am
I don't - step 1 for me is to use my range advantage. Instead of me coming to them, I plan on making them come to me.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 03, 2022, 10:58:23 am
So… Lenglon and Stirk, do you want to modify your actions for being in a 2v2?


Give Indra the stink eye for clearly not caring about me coughing up blood. Otherwise continue.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 03, 2022, 11:21:32 am
((Wrong character , but Irine actually would react heavily to that.))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 03, 2022, 12:02:56 pm
I don't - step 1 for me is to use my range advantage. Instead of me coming to them, I plan on making them come to me.
Just making sure you know, you are in the attacker position. If both groups sit around and do nothing indefinitely, that’s to the advantage of your opponent, so they have no reason to attack.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on October 03, 2022, 12:08:46 pm
Single-Mindedness targetting Hassan, throw the rail spike.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 03, 2022, 12:14:43 pm
Doc leans up against a tree and coughs. A bunch. Blood drips out his mouth.

I don't have any preparation things so this will have to do~
"What?! Doc, what happened?"
I run over to my companion and grab him, first making sure he isn't about to fall and then transitioning into a hug, rubbing against him and making this as easy as possible as I expand my soul-self to encompass him, attempting to clean out whatever corruption is making him sick. using Cleanse by Fire

Irine
current form: Human
mana: 200/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 03, 2022, 04:03:47 pm
Single-Mindedness targetting Hassan, throw the rail spike.
Like I said to Paladin, you’re currently not close enough to immediately engage in combat, especially you, given Hassan’s presence concealment.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 03, 2022, 04:44:15 pm
Doc leans up against a tree and coughs. A bunch. Blood drips out his mouth.

I don't have any preparation things so this will have to do~
"What?! Doc, what happened?"
I run over to my companion and grab him, first making sure he isn't about to fall and then transitioning into a hug, rubbing against him and making this as easy as possible as I expand my soul-self to encompass him, attempting to clean out whatever corruption is making him sick. using Cleanse by Fire

Irine
current form: Human
mana: 200/200

Spoiler: Irine (click to show/hide)

"This is funny....Get off me woman, I ain't no baby. Nothin' you can cure neither. Goes down way past my bones into my Spirit Origin. All it means is we can't camp out here and pray they get bored before we do. If we don't go in now you'll be camping here yourself."

He pushes the girl away and starts walking toward the enemy.

"Quicker we end this fight the better."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 03, 2022, 10:55:50 pm
"Hey! There's no need to rush this. Couldn't you let me build up some flames to work with first?"
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 03, 2022, 11:34:16 pm
"Hey! There's no need to rush this. Couldn't you let me build up some flames to work with first?"

"Know I'm the doctor here, but smoke ain't going to help my lungs much."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 04, 2022, 12:12:23 am
Irine and Doc
Doc Luck Check: 10 (Success), 16 (No Crit), Remainder 10 (Irine gains +40 Damage)
Irine Creates Territory
Doc Agility Check: 13 (Success), 18 (No Crit), Remainder 7

Doc leaned against a tree and coughed, blood dribling out of his mouth as specks of red sprayed his inner elbow. It wasn’t a great time for his consumption to be acting up, but was any time a good time really?

However, his partner didn’t seem to know about his… medical history, as she ran over to him.

"What?!” Irine questioned, grabbing Doc to make sure he didn’t fall over, before she turned the grip into a firmer hug, “Doc, what happened?"

Irine began trying to expand her soul-self in an attempt to burn away whatever was causing Doc’s illness, but the man pushed her away.

"This is funny....Get off me woman, I ain't no baby.” he said, brushing himself off, “Nothin' you can cure neither. Goes down way past my bones into my Spirit Origin. All it means is we can't camp out here and pray they get bored before we do. If we don't go in now you'll be camping here yourself."

He started walking into the woods, rubbing the blood on his lips away with the back of his hand.

"Quicker we end this fight the better."

"Hey! There's no need to rush this.” Irine shouted after him, “Couldn't you let me build up some flames to work with first?"

Even as she said it, a few small fires began to form from the ground as her territory started heating the air, taking away the crisp chill of the night.

"Know I'm the doctor here, but smoke ain't going to help my lungs much." Doc replied as he kept walking. Still, he only moved at a walking pace, not wanting to exert himself too much before the fight began.

Irine could catch up to him before he got too far, and they could still hear each other.


Nuada
Activate Skill: Cool Down 6 Turns
Agility Check: 5 (Success), 2 (Crit Success), Remainder 9

Nuada focused some of his mana into his blade as he ran into the woods, charging right towards the mana signature of his enemy. He deftly ran through the trees, cutting away at branches that got in his way, until he arrived at a clearing where the center of the mana signature was.

In the middle of the clearing sat a pretty young girl, wearing a white dress resembling a wedding gown, and what appeared to be metal heels, with her red bangs hanging over her eyes. The only thing odd with her was the long golden horn in the middle of her forehead, like a mechanical unicorn, and the two golden objects sticking out of the sides of her head, which seemed to connect to a golden necklace around her neck.

She stared at Nuada in surprise, as if she wasn’t expecting him to be here. A large metal mace lay next to her, but in her hands seemed to be… wild flowers.


John Henry
Agility Check: 5 (Success), 10 (Crit Success), Remainder 1
Luck Check: 1 (Success), 3 (Crit Success), Remainder 12 vs 8 (Success), 16 (No Crit), Remainder 12
Agility Check (Attack): 15 (Success), 6 (No Crit), Remainder 5 vs 16 (Success), 19 (No Crit), Remainder 9
Hassan Agility Check: 6 (Success), 18 (No Crit), Remainder 14 vs 2 (Success), 17 (Crit Success), Remainder 1

John Henry charged into the woods in his single minded pursuit of his enemy. His lazer focus on his job let him zero in on the slimmest fragment of a mana signature that he could only barely feel. For anyone else, such a signature would have been lost in the sea of mana passively floating around in the atmosphere, but anyone else wasn't John Henry. He blocked out everything else, rushing through the forest like a steam train, as if he didn’t even realize it was there, until he could see something before him, a shadow that seemed just a bit more solid than the rest of the darkness.

Without wasting a moment, he threw his railroad spike forward at the shadow, but his enemy was fast, leaping out of the way of the projectile in a flash, as the spike lodged itself into a tree, partially splitting the trunk.

“Ah, I am surprised by your ability to sense my presence,” the shadow stated, turning to face John, revealing a bone white skull mask under his hood, the only thing resembling color in his shadowy form, “I suppose it would be best for me to attempt to rectify this failing.”

He attempted to dash off into the woods, leaping from branch to branch like a monkey, but John Henry would not lose sight of the objective. He charged after the shadow, ignoring the tree branches that smacked against him, until he stood directly under the tree that his opponent was standing in.


Decided to let those who wanted to run right in roll for agility, and those who get a crit success would reach the enemy. Further, since John Henry was still able to attack this turn, and had managed to detect Hassan, I let him do so, while I gave Nuada a reprieve, since he couldn't attack this turn I made Fran not attack either. For Irine and Doc, once the action really starts I'll probably do an initiative system for the order of moves, I'll reroll each turn, with ties broken by who has the greater roll under for agility.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 04, 2022, 02:04:27 am
My body dissolves into flame and then reforms again in my Hybrid form as I switch forms and prepare to fight.
"Doc I have range from out here, but I don't want to hit you too. could you please hold back instead of entering their controlled area just yet? Please?"
If he insists then I'm going to have to go in with him. it makes sense, but it also means I'm going to have to hold back to avoid burning him too.
If Doc's willing to hold out here then I can use my NP on the forest before us as a whole, burning them out and making them come to us so they won't have territory advantages. But if he's going in then I'll switch to using Flame Dance to the sides while I follow him in, the goal isn't to hit anything with it, it's to have it already going so I can maintain and reposition it in following turns using Soul of Fire, and also to regain some of the mana spent generating the effect as the forest catches flame.

Irine
current form: Human
mana: 200/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on October 04, 2022, 08:50:18 am
engage noble phantasm.  murder her. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 04, 2022, 09:55:26 am
engage noble phantasm.  murder her. 
You can’t activate your NP and attack on the same turn.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 04, 2022, 10:34:23 am
My body dissolves into flame and then reforms again in my Hybrid form as I switch forms and prepare to fight.
"Doc I have range from out here, but I don't want to hit you too. could you please hold back instead of entering their controlled area just yet? Please?"
If he insists then I'm going to have to go in with him. it makes sense, but it also means I'm going to have to hold back to avoid burning him too.
If Doc's willing to hold out here then I can use my NP on the forest before us as a whole, burning them out and making them come to us so they won't have territory advantages. But if he's going in then I'll switch to using Flame Dance to the sides while I follow him in, the goal isn't to hit anything with it, it's to have it already going so I can maintain and reposition it in following turns using Soul of Fire, and also to regain some of the mana spent generating the effect as the forest catches flame.

Irine
current form: Human
mana: 200/200

Spoiler: Irine (click to show/hide)

"I've dealt enough cards to know when someone's bluffing. Ain't no way you can hit 'em from here"

Continue onward!
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 04, 2022, 10:38:12 am
"I'm not bluffing."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 04, 2022, 11:08:19 am
"I'm not bluffing."

“Then why didn’t ya hit em already? That’s what everyone who’s bluffing says”
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 04, 2022, 12:33:35 pm
I glare at the person calling me a liar and simply get started, letting the results speak for themselves. If he wants to walk into it at this point it's no longer my problem. He was warned and decided to call me a liar to my face instead of listen.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on October 04, 2022, 02:57:24 pm
then activate NP
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on October 04, 2022, 08:01:55 pm
Stop, hammertime. Smash down the tree, leave him nowhere to hide

(sorry for dropping the in-character speak, as I said I'm really just kinda growing tired of this particular character. He's a bit too one-dimensional)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 05, 2022, 10:55:18 pm
Irine and Doc
Doc Luck Check: 15 (Success), 3 (Crit Success) +40 Damage for all.
Irine Loses 50 Mana (Now 150): NP activates
Asterios Strength Check: 6 (Success), 10 (Crit Success), Remainder 26 vs 3 (Success), Remainder 1
Asclepius Strength Check: 18 (Failure)
Glycon Strength Check: 5 (Success), 13 (No Crit), Remainder 11 vs 18 (Failure)
Doc Agility Check: 1 (Success), 11 (Crit Success), Remainder 8
Doc Agility Check (Attack): 17 (Success), 16 (No Crit), Remainder 8 vs 6 (Success), 4 (Crit Success), Remainder 17
Asterios Agility Check: 17 (Success), 19 (No Crit), Remainder 10 vs 7 (Success), 6 (Crit Success), Remainder 7

"Doc I have range from out here, but I don't want to hit you too.” Irine said as her body dissolved into flames and reshaped, as she gained tails and fox ears, and her canines extended, “could you please hold back instead of entering their controlled area just yet? Please?"

"I've dealt enough cards to know when someone's bluffing.” Doc replied as he kept walking, “Ain't no way you can hit 'em from here.”

"I'm not bluffing."

“Then why didn’t ya hit em already?” Doc called back, but he didn’t stop his pace, “That’s what everyone who’s bluffing says”

Irine just glare at the part of the woods Doc’s voice was coming from, as he’d walked too far away for her to actually see him, as she started up her Noble Phantasm. If he was so smart, he could see how he liked getting singed.

As for Doc, he kept walking into the woods, walking towards the mana signatures. He didn’t need to wait very long, as one of the signatures was approaching him just as much as he was approaching it.

The first thing he saw of the approaching servant was the giant metal axes in each of their hands, just the parts he could see already looked like they were longer than he was tall, and just the blade looked like it was about as tall as his upper body. The next thing he saw were the massive arms holding the axes, as thick as tree trunks and covered in scars and iron bands that looked like shackles. The servant’s legs weren’t any thinner, and similarly covered in scars and iron bands, one having a ball and chain which rattled as they walked, but didn’t seem to slow them down much. From the chest down, they were coated in iron plates, looking like something between armor, and some kind of device meant to keep them contained.

As the servant neared, they crouched down, so Doc could see their face. They looked like a young man, with wild, bushy white hair, and a gold hoop earring in one ear, but he’d never met a man with orange eyes like blazing embers, sitting in a black sea. Nor had anyone he’d met before had massive red horns sticking out of their head, which scraped the tree line even as the man crouched down.

In short, in front of Doc was a massive wall of muscle, wielding giant metal axes bigger than most horses, covered in armor, and certainly looking like he’d seen a scrape or two in his day.

Maybe he was friendly?

“Cousin said keep people out.” the young man said, flashing Doc a grin that his years of experience said was certainly not “friendly”.

Fortunately, Doc hadn’t lived long enough to die of tuberculosis because of his excellent dentistry, as he had his guns out of their holsters and firing away the moment the monster before him had stopped talking.

Unfortunately, the man straightened up as soon as he heard the sound of Doc’s pistols fire, causing the bullets that had been aimed at his chest to instead hit the metal plate sitting over his stomach and ricocheted off, hitting the trees around them.

The man responded by slamming his axes down at Doc, but Holliday was faster, as the ax buried itself into the ground he had previously occupied, while he jumped back.

As Doc landed, a small spiral of flame took shape between him and his opponent.


Nuada
Nuada Loses 50 Mana (Now 150): NP Activates (+ to Strength and Agility, +20 damage)
Frankenstein Agility Roll: 20 (Success), Remainder 1 vs 14 (Success), 8 (Crit Success), Remainder 6

Nuada pushed his mana into his sword and silver arm, causing both to glow in the pale moonlight, as green runes seemed to etch themselves into the surface. The world around him seemed to slow to a crawl, as he saw the girl’s face turn slightly worried, and she moved to pick up the weapon beside her.

The girl picked up her weapon and swung it at Nuada, but he’d been getting ready to dodge before she even picked it up. He slipped out of the way of the club, and even managed to avoid the sparks of electricity that streaked off it.


John Henry
Strength Check: 4 (Success), 1 (Crit Success), Remainder 15
Endurance Check: 17 (Success), 4 (Crit Success), Remainder 3
Hassan Agility Check: 4 (Success), 4 (Crit Success), Remainder 12 vs 11 (Success), 5 (No Crit), Remainder 5

John Henry started smashing away at the tree that his opponent stood on, hoping to take away his hiding place, but the shadow jumped to a new tree. John broke down that tree once he’d finished the first, but the shadow jumped again, and unfortunately, the forest was dense with trees. For each one cut down, there were still three or four in range for the shadow to jump to, and he could jump faster than John Henry could cut the trees down.

While Jon could keep working forever, he didn’t have the same mobility as his opponent, and while Jon had managed to get himself a tidy pile of lumber by the end of his attempt, he’d lost track of his enemy, and with barely any mana signature to track, he’d have to work to get that trace back.


(sorry for dropping the in-character speak, as I said I'm really just kinda growing tired of this particular character. He's a bit too one-dimensional)
Understandable. Yeah, a berserker who can't speak, or only speaks about one thing can get kind of boring after a while, especially without anyone to bounce off of, which is why GO changed up how they did Berserkers after a bit. I'd offer to let you switch out, but not only are we in the middle of a round, but I think it would be a good idea to keep the same character for a whole test to get a good picture of how the enemies are actually scaling. However, when the group combat tests start, I'll let people switch out to new characters or let people step out and let new players take part in the test.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 05, 2022, 11:01:48 pm
He hasn't cried out or run out of there yet, but to be fair it hasn't gotten strong yet.
I continue channeling my NP, building the impending firestorm that will eventually engulf the entire forest.

Irine
current form: Human
mana: 150/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 06, 2022, 12:53:31 pm
Bullfighting? Never been the cowpunching type but I've seen it done enough to know what to do.

Doc keeps the fire between himself and the bullman, taking pot shots while leaping over it whenever the bull starts to get close.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 07, 2022, 10:41:04 pm
Irine and Doc
Initiative
Irine 10
Doc 2 (Agility 20)
Asclepius 15
Glycon 2 (Agility 16)
Asterios 12

Doc Luck Check: 2 (Success), 15 (Crit Success) +40 Damage for all.
Irine Gains 25 Mana (Now 175)
Asclepius Loses 60 Mana (Now 140)
Asterios Loses 60 Mana (Now 175)
Doc Loses 60 Mana (Now 140)
Glycon Loses 60 Mana (Now 40)
Asterios Strength Check: 11 (Success), 19 (Crit Success), Remainder 12 vs 6 (Success), 19 (No Crit), Remainder 2
Asclepius Strength Check: 14 (Failure)
Glycon Strength Check: 16 (Failure)
Doc Strength Check: 7 (Success), 4 (Crit Success), Remainder 1 vs 19 (Failure)
Asterios Loses 75 Mana (Now 100): Activate NP (- to all other units Strength, Agility, and Endurance Rolls. Gain + to Agility for Movement)

Noting that Doc hadn’t started screaming like a little girl already, Irine wondered if perhaps she’d misjudged the man, but then again, he hadn’t seen what her fire could really  do yet either. She continued to pump her mana into the spell, as her territory provided her with additional mana, waiting until the towering inferno would soon consume the forest.

As for Doc, he’d decided that if his opponent had the horns of a bull, perhaps some of the techniques he’d seen used against bulls would work just fine, as he got ready to start with hit and run tactics, when the fire suddenly increased in intensity, burning at him and his opponent. While his mana went to work patching him up, he felt a pull, like gravity, pulling him towards the center of the forest.

While he was able to fight off the pull, bracing his feet into the ground, he saw that his opponent, who seems to have been subject to the same pull, was similarly resistant. He once more prepared to jump out of the way of a swing, but the bull man’s focus seemed to be somewhere else, as he looked towards the forest.

“Cousin won’t like this.” he said, as he closed his eyes.

Suddenly, Doc felt a sensation in his stomach like he’d just been thrown off a horse, as if his whole body had been thrown into the air and out of his control. The edges of his vision blurred and turned… purplish, as despite his feet never leaving the ground, he felt for certain that he was dropping.

When things finally felt… close enough to normal again, Doc realized he was no longer in the open air forest. Rather, he was sitting on his hands and knees inside some kind of massive stone structure. He stood up, but was immediately hit with a massive wave of vertigo, as the world seemed to spin around him. He squinted, looking around. There were three different doorways around him, one forward, one back, and one to the right. Well, whatever the case, it seemed that the Bull Man was gone, so at least he wasn’t about to be cut in half in his weakened state.

On Irine’s end, she wasn’t sure what happened, but from her position outside of the forest, she could feel Doc and the other mana signatures… shift. It wasn’t that they moved, they were in the same places as before but… if she tried to focus on them, while they were there, they weren’t there. It was almost like they’d entered into an entirely new region, both inside the forest and not. She wasn’t even sure if her fire would affect… wherever they were.


So, this is how I'm doing intitiative. As for the actual round, give how Chaos Labyrnthos works, I thought it may be able to protect Asterios and the others from Irine's effect, as Irine target's a region, and the Labyrinth is technically a separate region, though she managed to get a good amount of hurt on all of them first, including Doc. As for Asterios not being where Doc ended up, I figured he could probably decide where he ends up when he sets up his NP, and I didn't want to have Doc have to keep going 1v1 with him with the Labyrinth effects going on too, at least for now.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 07, 2022, 10:56:41 pm
This is bad, but there seems to only be one play to make here.
Keep channeling
gameplan is to keep building the firestorm. I can go in there myself once it has built up momentum and is semi-self-sustaining to try to get Doc out, but first priority has to be to convert the forest from their territory into mine.

Irine
current form: Human
mana: 175/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 07, 2022, 11:01:21 pm
Doc coughs up blood. Again. As he had warned earlier smoke isn't particularly good for his lungs, nor is getting dragged into alternate planes of realities apparently.

Being a clever fella Doc realized he was probably in the Minotaur's labyrinth. Which isn't a good place to be, if you're not the Minotaur. He's got the homefield advantage here...and worse yet, now that we're separated they're able to double team whoever they want. If I don't get out of here we'll both end up dying.

Looking between the three doors and his bloodied hands, he marks the right one with a bloodied handprint. For the first time in his life this disease might actually help. This way he knows where he's gone, at least. It would help a bit more if he started at the entrance like the story, but this at least gives him a conceptual thread. He walks through the right door with his hand on the right wall, marking it every so often (specifically whenever he coughs up blood).
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 10, 2022, 12:32:48 am
Irine and Doc

Initiative
Irine 14
Doc 18
Asclepius 20
Glycon 10
Asterios 2

Doc Luck Check: 2 (Success), 20 (No Crit) +40 Damage for Irine
Irine Gains 25 Mana (Now 200)
Doc Agility Roll: 17 (Failure)

Irine could tell that the situation had just taken a turn for the worse for her and Doc. If the enemies weren’t in the forest anymore, than she didn’t have any way to attack them, and if Doc was trapped in some weird alternate world with them, he didn’t have any way to get out. Still, she didn’t have many good options, so she just kept powering up her flames, so that when she went to rescue Doc, they had cover.

If he survived that long.

As for Doc himself, he was learned enough to realize that if you were fighting a giant, bull horned man, and then you found yourself stuck in a giant stone maze underground, then you were probably in the minotaur’s labyrinth, and he was also smart enough to know how fucked that meant he probably was.

With nothing better to do than explore, Doc walked into the right door, marking the right wall with his blood as he went, so he’d at least know the way he’d been, if not where he was or where he was going. The walk was tense, the only sound he heard being his own footsteps and coughs, but thankfully uneventful. After a twisting walk through the hallway, he found his way to another crossroads, two doors before him, leading to the left and right, and the way back the way he came behind him.


This one's a bit less eventful, since Irine is away from the action and Doc can only wander around for now. The agility rolls for Doc are just for how quickly he moves around, so a failure just means a slow walking pace, not that he can't move.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 10, 2022, 01:48:18 am
Please get out of there Doc.
Stop channeling and head in to look for Doc.

Irine
current form: Hybrid
mana: 200/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 10, 2022, 10:33:49 am
Doc decides to gamble his way through. He takes a bullet and spins it on the ground, going to whatever door it is closer to pointing to.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 10, 2022, 10:50:35 am
Doc decides to gamble his way through. He takes a bullet and spins it on the ground, going to whatever door it is closer to pointing to.
Given this would fall to a luck check, and I want to accurately make it so a better roll is actually the outcome you would want, what is Doc’s goal in this case?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 10, 2022, 10:51:49 am
Doc decides to gamble his way through. He takes a bullet and spins it on the ground, going to whatever door it is closer to pointing to.
Given this would fall to a luck check, and I want to accurately make it so a better roll is actually the outcome you would want, what is Doc’s goal in this case?

Escaping the labyrinth
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 10, 2022, 12:05:25 pm
Doc decides to gamble his way through. He takes a bullet and spins it on the ground, going to whatever door it is closer to pointing to.
Given this would fall to a luck check, and I want to accurately make it so a better roll is actually the outcome you would want, what is Doc’s goal in this case?

Escaping the labyrinth

Got it. I assumed as such, but wanted to be sure.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on October 11, 2022, 02:44:02 pm
murder the girl. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 11, 2022, 11:40:01 pm
Irine and Doc

Initiative
Irine 17
Doc 10
Asclepius 4
Glycon 18
Asterios 14

Doc Luck Check: 6 (Success), 20 (No Crit) +40 Damage for Irine
Irine Agility Check: 14 (Failure)
Doc Luck Check (Way Out): 15 (Success), 16 (No Crit), Remainder 5

Now that her fire was decently self-sustaining enough to not constantly have to channel Mana to, Irine got to work at looking out for her partner. After all, if Doc was stuck in some extra dimensional space with both their opponents… calling her a liar or not, she had a responsibility to keep him from getting killed.

Unfortunately, as she ran into the woods, she also ran into something of a road block, which was kind of her own fault. Some of the trees, their bases burnt and weakened by the fire, had collapsed under their own weight, falling over as to make the path Irine had intended to take impossible.

Meanwhile, Doc was having slightly better luck… maybe. Honestly, he wasn’t sure if the result was lucky or not. He’d taken a bullet out of one of his guns and placed it on the floor, spinning it like a roulette wheel, and the result had been that it pointed between the left door and the door that he’d come from, slightly closer to the latter.


Nuada
Nuada Gains 10 Mana (Now 160)
Nuada Agility Roll: 6 (Success), 8 (Crit Success) (1.5x), Remainder 14 vs 9 (Success), 3 (Crit Success), Remainder 9
Damage Check: 2 (Success), 13 (Crit Success) (2x), Remainder 16 vs 19 (Success), 1 (Crit Success), Remainder 5
Frankenstein Loses 60 Mana (Now 165)
Frankenstein Loses 70 Mana (Now 95): NP Activates (-4 To Roll Under Number for Agility, Endurance, and Luck for 3 Actions. -5 for Opponents’ Roll Under Number for Agility)
Frankenstein Gains 10 Mana (Now 105)
Nuada Loses 110 Mana (Now 50)
Wail of the Falsely Living Activates: -4 for Opponents’ Roll Under Number for Agility

Nuada swung at the girl, his blade sinking into her side before her mace met it. While it cut into her, her mace stopped it from going in too deep, and by the time she’d managed to force the sword out, her body was already starting to heal the injury.

Now, it was the girl’s turn to respond.

Her body began to glow, as greenish yellow light surrounded it. The ball at the end of her mace split into 8 sections, opening and beginning to spin, as a coppery taste developed in Nuada’s mouth. The energy grew, radiating off her, as it began to take shape around them, arcs of lightning spreading off from the base like the branches of a dead tree. The energy coursed through Nuada, the silver of his arm and armor conducting it right into his flesh, causing his nerves to fire off and his limbs to shake. The electricity in the air made the girl’s bangs stand out of the way of her eyes, so he could see the rage in her green irises.

Lightning radiated from the center, blasting apart the trees around them, the force of impact causing leaves and wild flowers to fly through the air, burning up as they were struck by the lightning. The girl’s screams filled the air, a ghastly wail that reminded Nuada of the banshees of his homeland. The mace spun faster and faster, until finally, a ball of super dense energy glowed over the girl, and then exploded, causing a roar of sound that blocked out anything else, and a blast of pure light that blinded Nuada, as electricity coursed through him.

When he could see again, the screaming was still there, along with a ringing in his ears. His whole body felt like it had just been cooked a bit, and it didn’t move like he wanted it to anymore. The girl looked worse for wear too, freshly burnt and slightly raw, like the electricity had burnt off her outside layer. Regardless, she looked better than he felt.


Failbird has officially asked to be temporarily removed from the game, as they just can't get the inspiration to write for Jon Henry and a lot of new games they like came out, but they will be returning when the group tests start with a new character.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 12, 2022, 12:10:28 am
Comon...
Keep the fires raging via Soul of Fire while I continue attempting to reach Doc.

Irine
current form: Hybrid
mana: 200/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 12, 2022, 06:10:06 pm
Return back (marking the new right wall) and spin the bullet again.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on October 12, 2022, 06:41:29 pm
kill her! also, how many turns left on my cooldown?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 12, 2022, 08:32:49 pm
Keep the fires raging via Soul of Fire while I continue attempting to reach Doc.

Wait, you're able to keep your NP from going down when not channeling due to Soul of Fire? That seems a bit powerful. I'm willing to give you the ability to delay it dropping, but not pause. Or, if you want to go with pause, maybe some demerit to rolls to represent splitting some of your focus to maintaining it.

how many turns left on my cooldown?
4 turns remain. I'm only counting the ones you had actions in.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 12, 2022, 09:19:06 pm
No, I can't keep the NP going. I'm refering to the environmental flames. I figure the NP fading before it does anything significant is a foregone conclusion, but having the exit from the labyrinth be directly into a forest fire still favors me a ton.

Quote from: the NP's description
Effects: requires continuous channeling to maintain.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 12, 2022, 09:23:06 pm
No, I can't keep the NP going. I'm refering to the environmental flames. I figure the NP fading before it does anything significant is a foregone conclusion, but having the exit from the labyrinth be directly into a forest fire still favors me a ton.

Quote from: the NP's description
Effects: requires continuous channeling to maintain.

Ah, apologies. I knew the NP faded, but when you said to keep the fire going I thought you meant the NP fire. Sorry for misunderstanding.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 14, 2022, 03:14:01 pm
Right, sorry. I was out with friends last night and tried to get the turn written before then, but only managed to get the rolls through and the turn half written. I’ve been trying to finish it today, but it’s been a busy day and I haven’t had time to really sit down and work on it. I have a busy night tonight so I can’t promise I’ll get it done tonight, but I’m going to try. If I don’t succeed, it should be up tomorrow. Sorry.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 15, 2022, 10:11:09 am
Irine and Doc

Initiative
Irine 2
Doc 20
Asclepius 16
Glycon 10
Asterios 7

Doc Luck Check: 1 (Success), 1 (Crit Success) +40 Damage for Teammates
Doc Luck Check (Way Out): 18 (Success), 12 (No Crit), Remainder 2
Doc Agility Check: 9 (Success), Remainder 1
Irine Agility Check: 5 (Success), 9 (Failure), Remainder 7

Irine managed to make her way over the roadblock, as thankfully the fire didn’t affect her, but she would need another way to get back once she’d found Doc. As she walked into the forest, she didn’t see any signs of life, most likely an effect of the forest fire. As she drew closer to where she generally felt Doc and the other signatures were supposed to be, she still couldn’t see them, and they still felt far away.

Meanwhile, Doc moved back the way he came, moving about as fast as he could while still dealing with the effects of falling into the labyrinth. He marked the new right wall as he went, drawing on it in blood whenever he coughed, as his previous markings stood on the other side. Once he returned to the junction he started in, he placed the bullet he’d picked up on the ground and spun again. It pointed to the door that had been in front of him when he began, and was now on his right. Continuing to mark the walls as he went, he followed down that way, until he found himself at another junction, this one with 3 new halls pointing off it.


Nuada
Nuada Gains 10 Mana (Now 60)
Nuada Agility Roll: 16 (Success), 16 (No Crit), Remainder 3 vs 11 (Success), 6 (No Crit), Remainder 6
Frankenstein Loses 70 Mana (Now 35): NP Activates (-4 To Roll Under Number for Agility, Endurance, and Luck for 3 Actions. -5 for Opponents’ Roll Under Number for Agility)
Frankenstein Gains 10 Mana (Now 45)
Nuada Loses 110 Mana (Now 0)
Nuada Gains 10 Mana (Now 10)

Once more, Nuada swiped at the girl, but his limbs didn’t want to move like he wanted them to. His arm jerks, rather than moving in the arc he wants, and his legs spasm, messing up his footing. Not to mention the terrible wailing that assaulted his ears, throwing off his focus and giving him more of a problem regaining his stance. All together, the effects messed him up enough that the girl was able to avoid his slash, despite her own injuries.

Meanwhile, the girl’s body began to glow again, and Nuada knew what was coming. More lightning struck him, causing his nerves even more stress, and his flesh burnt from the heat. More and more trees burst, firing burning leaves, ash, and splinters into the air. The giant sphere of energy hit him square, and combined with his already weakened state, it shot him off his feet, slamming his back into a nearby tree.

He could feel his spirit origin cracking from all the damage it had taken, his body lacking enough mana to reinforce it. His body started to fade into golden dust, floating away in the elecified air. But… no. NO! He was not going to die! He was Nuada Airgetlám, first king of the Tuatha Dé Danann, god of war! He was not going to be killed by a little girl and her lightning stick!

The last bits of his mana pushed around his spirit origin, not healing it, but stopping it from breaking any further, as he tried to pick himself up off the ground.

The girl looked shaky, her body burnt and raw, her legs shaking under her from exertion. She was panting, but her green eyes were blazing with determination.


Here we go, actual turn is out. Sorry for the delay, I really haven't gotten much of a chance to sit down since Thursday.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 16, 2022, 10:35:51 am
Continue playing spin the bullet
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on October 16, 2022, 05:36:29 pm
defend myself.  try to avoid hits. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 16, 2022, 08:45:33 pm
I'll put that out later
Continue

Irine
current form: Hybrid
mana: 200/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 18, 2022, 01:36:37 am
Irine and Doc

Initiative
Irine 20
Doc 11
Asclepius 9
Glycon 16
Asterios 8

Doc Luck Check: 11 (Success), 17 (No Crit) +40 Damage for Irine
Irine Agility Check: 13 (Failure)
Irine Luck Check: 3 (Success), 12 (No Crit), Remainder 12
Doc Luck Check (Way Out): 10 (Success), 16 (No Crit), Remainder 10
Doc Agility Check: 12 (Failure)

Irine continued to search for Doc, however, as she continued walking, she soon found herself no longer doing so, as she tripped and fell over. Picking herself up, she noticed that only a bit away from her face was a crevice, largely covered up by the fallen trees, that seemed to open up into a stone chamber of some sort, though she couldn’t see how far it went.

Doc spun his bullet again, as it pointed towards the left path and he wandered that way, his earlier burst of speed combined with the Labyrinths effects causing him to return to a slower pace, as he continued to mark the wall behind him. If anything, traversing the labyrinth was a lot more boring than he had anticipated, but then again, he wasn’t exactly upset he wasn’t fighting The Minotaur in his home territory. As he passed further, he found his way to another fork in the road, as two paths lead right and left.

Left Out
Right Asclepius


Nuada
Nuada Gains 10 Mana (Now 20)
Nuada Attempts to Avoid Hits (+3 to Agility for avoiding attacks)
Frankenstein Active Skill: Cooldown 6 turns
Nuada Loses 30 Mana (Now Dead)

With his vitality expended and his spirit core barely hanging on, Nuada decided it was in his best interest to go on the defensive. He could tell the girl didn’t have the energy left for another burst of her noble phantasm, and even with his own weakness as a result of the repeated lightning strikes he had taken, he was certain that if he focused, he could dodge an attack from her mace.

Unfortunately for him, while the girl was done with her noble phantasm, she had one last trick up her sleeve. Electricity charged up in the head of her mace, and she swung it upwards. While Nuada was able to dodge the blow, the strike of lightning fired into the sky, causing a roar of thunder as the sky lit up. Multiple weaker lightning bolts, too many for Nuada to dodge, fired back down at the earth.

While he could avoid some, his silver sword and arm attracted the strikes like a lightning rod, and one was all that he needed. A blast of electricity tore up his arm, shooting into his core, and breaking open the thin layer of mana keeping it whole, causing it to crumble away. As his body faded into golden powder, the girl collapsed to the ground, shaken and weak, but still alive.


Stirk and Lenglon, sorry your section has been a bit boring as of late, I have your enemies regrouping at the moment just like you are, and you'll at least likely meet back up soon. I'm also writing this late at night, so if it isn't as well written as other turns, that's why.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 18, 2022, 02:44:22 am
what's this?
where's doc? Can I feel his mana anywhere? Is he in the crevice? Is he out here in the forest with me? And where's the enemy?

Irine
current form: Hybrid
mana: 200/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on October 18, 2022, 08:45:10 am
DANG IT.  i think my char got nerfed a little too much. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 18, 2022, 01:20:39 pm
You had my opponent from first run at this tier. She's nuts.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 18, 2022, 01:46:42 pm
Spin my bullet right round right round
then go down go down down the uh, path it points to
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 18, 2022, 02:09:43 pm
DANG IT.  i think my char got nerfed a little too much.
I don't think that's the case. We already discussed the reason for the damage debuffing, and when his NP is active, Nuada gains +30 damage, ignoring his active skill, and a high Strength and Agility stat that boosts his damage further by increasing the odds of crits. Fran, who also gets +30 damage, has it at the downside of taking an additional 15 damage per attack. The reason for Nuada losing the fight wasn't decreased damage output, as seen, in the attack he landed he pulled off a double crit and dealt 60 damage against an opponent's critical defense roll, which is as much as a character with C rank strength does if they get a critical attack roll and their opponent has no defense.

Nuada's loss came from how NPs and Active Abilities work, and how Fran is built specifically. Fran is built to be high risk, high reward, especially with her NP, as not only does it cost an additional 30 mana to activate it due to Mad Enhancement and Overload (though there's a 10 Mana refund due to Galvanism I'm still counting the cost at 50/60/70 as she can't activate it at anything less than that even if the refund from Galvanism would bring her back up above 0 afterward), and the risk increases even more if she increases it above the lowest rank, since it applies debuffs to her as well as the opponent. Further complementing that is the Wail of the Falsely Living passive, which decreases Agility for opponents if she'd below half health. Nuada is very focused on Agility, and Fran's kit is good at reducing Agility. Still, if you had been able to hit her after her NP went off, you'd probably have been able to kill her, as the +30 to damage meant you only needed to manage 15 flat damage and Nuada's Strength is pretty high, and Fran's endurance decreases from her NP. In fact, if it wasn't for the fact that active skills are piercing damage, in order to make them worth using, Nuada probably could have won the match.

And lastly... Berserkers are just kind of built to murder everything in sight, making them pretty strong for 1v1 combat tests. The fact that random dice rolls selected 2 berserkers for this was... perhaps I should have swapped one out, but Berserkers do need testing too. As is, I think they have been weakened a bit with how the boosts of Mad Enhancement have stayed the same despite roll under numbers and mana being increased. Their primary weakness is against magic attacks, debuffs, and things outside of combat. Still, if it wasn't for Fran's ability to decrease Agility, Nuada could have managed to deal enough damage to kill her before she got him to 0 the first time.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on October 19, 2022, 05:33:37 pm
huh.  can i do another test?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 19, 2022, 06:12:55 pm
huh.  can i do another test?
Eh, sure. I think the other test will probably go for a bit longer, but I’ll need to start it later as I need time to roll for the opponent and, if it’s one of the servants I haven’t already updated, I’ll need to edit the sheet.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 19, 2022, 10:04:57 pm
Irine and Doc

Initiative
Irine 6
Doc 8
Asclepius 2
Glycon 20
Asterios 11

Doc Luck Check: 12 (Success), 4 (Crit Success) +40 Damage for Allies
Asterios Agility Check: 20 (Success), 2 (Crit Success), Remainder 15
Doc Luck Check: 3 (Success), 11 (Crit Success), Remainder 6
Doc Agility Check: 20 (Failure)
Irine Luck Check: 2 (Success), 3 (Crit Success), Remainder 10

Irine tried to sense Doc’s location, trying to see if he was in the crevice, or still out in the forest. As she focused, she could tell that not only was Doc in the crevice, but he was getting closer. However, she could also sense the two enemies. One she couldn’t feel their location, only that they were inside the crevice but the other… was approaching at speed.

Doc, meanwhile, was also well aware of the approaching enemy, in part due to being able to sense the mana signature get closer, and in part due to feeling the ground beneath his feet shake. He spun the bullet again, and headed down the left path. As he approached the next split, he could feel a mana signature coming from one of the doorways… one that felt familiar.

Rolled for Nuada's opponent. First I got Hassan, which I rerolled since I figured it was better to avoid a redo of that fight, then Asclepius, which I rerolled since he's in an active fight, and finally got a servant Nuada hadn't fought before, but they're one of the ones I haven't updated, so I still need to edit them. I think I can pull off starting the fight with the next update, but given I have midterms to work on, it might be pushed back to the one after.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 19, 2022, 10:51:54 pm
YES! alright lets get to work
while nurturing the surrounding forest fire, I also generate a Flame Dance immediately overhead, with the intent of bringing it down to cover Doc's retreat towards me once he's out of the crevice, and follow it up with additional attacks as possible.
caves have weird airflow, I'll need to figure out the general shape of the interior if I want to make a proper flame vortex in there. But first priority is to deal with his pursuer.

if Doc comes out of the crevice this turn:
"Doc! Here! Breathe through my fur to filter out the ash and help protect against being burned, okay?"
I flick my tails his way as he approaches, attempting to let him use me to protect him from the environment.

Irine
current form: Hybrid
mana: 200/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 19, 2022, 11:14:22 pm
Time to speed things up a bit. Doc skips the bullet spinning and just goes with his gut, still trusting his luck in an expedited fashion. Run to the exit as quick as possible. If he catches up to use I'll be getting out one way or the other anyway.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 20, 2022, 02:20:27 pm
I was looking back at Nuada's sheet and I realized I messed up, as he has both the battle continuation class skill and a battle continuation-like effect from his personal passive skills, meaning he actually would have survived Fran's attack again. So, while I'll still work on the other opponent if they are still wanted, starting next update I'll be putting the Nuada vs Fran fight back up where it left off.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on October 20, 2022, 07:47:02 pm
sweet!
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 21, 2022, 11:42:39 pm
Irine and Doc

Initiative
Irine 2 (Agility 12)
Doc 2 (Agility 20)
Asclepius 3
Glycon 5
Asterios 11

Doc Luck Check: 1 (Success), 10 (Crit Success) +40 Damage for Allies
Asterios Agility Check: 13 (Success), 15 (Crit Success), Remainder 9
Doc Luck Check: 9 (Success), 1 (Crit Success), Remainder 10
Doc Agility Check: 17 (Failure)
Irine Loses 40 Mana (Now 160)
Irine Magic Check: 14 (Success), 10 (Crit Success), Remainder 1 (+10 Damage. -3 Agility for all enemies.)

Irine can sense both Doc and the other mana signature fast approaching as she begins to weave a Flame Dance overhead, with her added pressure from the oncoming enemy seeming to add to her spell, making the fires slightly hotter and the patterns more complex.

Doc could feel the Labyrinth shake as the minotaur drew closer. WIth no time to waste with the bullet, he ran ahead, trusting his luck as he ran toward the doorway that the familiar mana signature emanated from. As he approached, he could smell smoke coming in through the hall, and the air heating up, which was partially encouraging, as it meant that he was approaching a way out, but also a reminder that he was running out into a raging forest fire.

Finally, Doc’s run came to a stop as he hit a wall. There were no doorways this time, but looking upwards, there was a crack in the ceiling, with a hole big enough for a person to fit through. Standing over him, looking in through the crack, surrounded by flames that were turning the small chamber into a sweltering oven, was Irine.


Nuada
Nuada Gains 10 Mana (Now 20)
Nuada Luck Check: 9 (Success), 8 (No Crit), Remainder 7 (+3 to Agility for avoiding attacks)
Frankenstein Agility Check: 19 (Failure)

Barely surviving two swipes with an electrifying death, Nuada continued to focus on dodging away from his opponents attacks, and it seemed that his enemy was all out of fancy tricks. The girl swung her mace at him, but her own weakened state from the attacks she had used rendered the attack slow and easy to dodge. However, Nuada could tell that the girl was beginning to recover, while his path to recovery likely wouldn’t begin until he could sit down after the fight.

Irine and Doc are reunited and Nuada and Fran are back to fighting.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 21, 2022, 11:59:00 pm
how far below me is Doc? does it look like he'll be able to climb up?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 22, 2022, 09:07:00 am
how far below me is Doc? does it look like he'll be able to climb up?
Yes, Doc is able to climb up on his own.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 22, 2022, 12:07:41 pm
"Hi Doc! Up here!"
I continue to maintain the flames (and flame dance) around me and generate a flame orb to go with them, in preparation for whatever is chasing Doc, but also actively direct the heat away from Doc and try to keep him comfortable.
"You okay?"

Irine
current form: Hybrid
mana: 160/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 22, 2022, 01:23:44 pm
At A rank agility I could probably climb the Empire State building.

Doc Jumps through the crack!
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 22, 2022, 04:39:15 pm
As Doc climbs up here, I step back to give him room to come out, but stay close and actively part the heat away from him.
"If the ash or smoke starts getting to you, tell me. My fur filters that stuff out really well."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 23, 2022, 10:50:28 pm
Irine and Doc

Initiative
Irine 12
Doc 9
Asclepius 11
Glycon (1) 6
Glycon (2) 2
Asterios 13

Doc Luck Check: 10 (Success), 20 (No Crit) +40 Damage for Irine
Irine Gains 25 Mana (Now 185)
Asterios Agility Check: 3 (Success), 6 (Crit Success), Remainder 28
Irine Loses 20 Mana (Now 165)
Irine Magic Check: 19 (Success), 18 (No Crit), Remainder 6
Asterios Magic Check: 3 (Success), 20 (No Crit), Remainder 10
Asterios Loses 50 Mana (Now 205)
Doc Agility Check: 18 (Success), 20 (No Crit), Remainder 2

“Hi Doc!” Irine called out upon seeing her partner “Up here!”

Doc, meanwhile, is a bit too busy to respond, as the shaking that proved that the Minotaur was approaching grew worse and worse. He began trying to shake off the nasua he had felt ever since he had stepped into the labyrinth, and getting into a position to jump, when the shaking grew to the point that Doc had to rely on the walls to keep him steady.

Maybe it was Irine shifting the heat away, or maybe it was the chill down his spine when he realized what the magnitude of the shaking meant, but Doc was certain that the chill was already running down his spine before he saw those ember-like eyes staring intently at him from the shadows of the doorway.

The Minotaur roared at him and charged, axes out, and Doc braced for an ax to cut through him, but then again, he had a partner to cover him now, and that’s what Irine did. A fireball slammed into the minotaur, the explosion knocking him of his path, and giving Doc enough time to scramble out of the labyrinth, the nausea he had been affected by disappearing as he made his way out of the crevice.

“You okay?” Irine asked, moving out of the way to let Doc get out, but staying close enough to keep the heat off him, "If the ash or smoke starts getting to you, tell me. My fur filters that stuff out really well."

Meanwhile, from the crevice, the minotaur roared.

Yeah... running is still a good idea.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 24, 2022, 12:48:01 am
Everyone's always so big.
"Well he's rather large."
Barely even using my eyes anymore, my focus is primarilly upon my soul-self. I'm keeping Doc safe from the heat, maintaining the forest fire, shifting my Flame Dance to surround the enemy with it, striking once again with my flame orb, and additionally generating yet another Flame orb to strike the Minotaur with. As a result I'm mostly letting my physical body do whatever, just staying close to Doc as he moves.
"Any idea where the other one is?"

Irine
current form: Hybrid
mana: 165/200

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 25, 2022, 09:14:17 pm
So, while I'd normally go ahead with the people who have given actions, since Irine and Doc are in a group, I don't think I can do that here. It's getting kind of late here, but if Stirk or Paladin posts in the hour, I can write up a turn.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 25, 2022, 09:16:43 pm
"No I'm half dead and fighting for my life. But enough about the usual, now a half-cow is trying to kill me and doing a grand job of it."

Use Irine as a shield

Shoot Bezerker!
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 25, 2022, 11:20:07 pm
Irine and Doc

Initiative
Irine 18
Doc 9
Asclepius 19
Glycon (1) 2
Glycon (2) 10
Asterios 12

Doc Luck Check: 18 (Success), 16 (No Crit) +40 Damage for Irine
Irine Gains 25 Mana (Now 190)
Asterios Gains 20 Mana (Now 225)
Irine Loses 20 Mana (Now 170)
Irine Magic Check: 11 (Success), 3 (Crit Success), Remainder 11
Asterios Magic Check: 19 (Failure)
Asterios Loses 60 Mana (Now 165)
Asterios Magic Check: 13 (Failure)
Asterios Loses 60 Mana (Now 105)
Asterios Magic Check: 14 (Failure)
Asterios Loses 60 Mana (Now 45)
Asterios Agility Check: 16 (Success), 18 (No Crit), Remainder 18

"No I'm half dead and fighting for my life.” Doc finally replied to Irine’s question, “But enough about the usual, now a half-cow is trying to kill me and doing a grand job of it."

"Well he's rather large." Irine replied, observing the massive minotaur trying to pull himself out of the small crevice entrance than Doc had used. She lowered her flame dance into the open cavern, and summoned another flame orb to attack, as her first flame orb shot at him. While she wasn’t focused on her physical form, her enhanced focus on her magic lead to the creation of split flame orbs, both of which struck the attacker.

The minotaur let out a sound partway between a roar and a young man’s scream of pain as the flame orbs burned him. His arm, which had been forcing its way out of the earth, shot back in as he turned tail and fled, tripping up slightly at the flame patterns beneath his feet, but successfully running out of Irine’s sight. As he moved farther in, Irine could no longer tell how far away his mana signature was from them, just like she couldn’t really tell the location of the other servant, only that he was moving away.

"Any idea where the other one is?"

Unfortunately, Doc didn’t get a chance to shoot at the berserker before he escape.


Like I said, the enemy of the Berserker class is magic attacks.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 26, 2022, 12:02:08 am
that's an insane amount of damage. I did not expect anything like that. The way that doc's luck flat damage bonus combos with irine's multiattacks is insanely good synergy.

EDIT: Is there a way for me to transfer mana to Doc?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 27, 2022, 12:22:56 pm
"He ain't an assassin right? Lets get him before the big guy comes back. Don't fancy going back in that maze anytime soon."

Search for Caster's presence. If that doesn't work out visibly search for Caster's presence by doing another sky jump.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 27, 2022, 04:36:21 pm
that's an insane amount of damage. I did not expect anything like that. The way that doc's luck flat damage bonus combos with irine's multiattacks is insanely good synergy.

EDIT: Is there a way for me to transfer mana to Doc?

Yes, but let’s just say the methods range from awkward to… let’s just avoid them. Also, letting you know there won’t be a turn tonight as I’m working on a paper and probably going out with friends after, so I don’t have the time. I’ll try to write it up tomorrow.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on October 27, 2022, 08:12:44 pm
kill girl
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 28, 2022, 10:15:18 am
"Yeah but I haven't really managed to nail down where he is. It's hard to find his mana for some reason."
focus on maintaining my flames for now. and see if I can feel the mana of the enemy Caster.

Irine
current form: Hybrid
mana: 170/200
active flames: 1 flame dance, 3 flame orbs, forest fire, protecting Doc from heat.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 28, 2022, 11:45:22 pm
Assignments have been shifted around, and I admittedly forgot that I was meant to do the turn today, and with how busy tomorrow is likely to be turn is more likely to be Sunday. I apologize, I have a lot on my plate with classes, midterms, and papers right now.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 29, 2022, 12:02:07 am
Assignments have been shifted around, and I admittedly forgot that I was meant to do the turn today, and with how busy tomorrow is likely to be turn is more likely to be Sunday. I apologize, I have a lot on my plate with classes, midterms, and papers right now.
all of that takes priority over this, no worries.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on October 30, 2022, 11:40:46 pm
Initiative
Irine 17 (Agility 12)
Doc 17 (Agility 20)
Asclepius 3
Glycon (1) 8 (Agility 12) (Coin Flip: Head)
Glycon (2) 8 (Agility 12)
Asterios 18

Doc Luck Check: 9 (Success), 18 (No Crit) +40 Damage for Irine
Irine Gains 25 Mana (Now 195)
Doc Luck Check: 16 (Success), 1 (Crit Success), Remainder 3
Irine Luck Check: 20 (Failure)

"He ain't an assassin right?” Doc replied, “Lets get him before the big guy comes back. Don't fancy going back in that maze anytime soon."

"Yeah but I haven't really managed to nail down where he is. It's hard to find his mana for some reason."

Doc closed his eyes and worked to sense the mana signatures around him. He did his best to ignore Irine, whose signature essentially floated all around him, and the minotaur, whose mana he could foggily feel growing stronger and moving farther away, though not much more. He tried to look for an unfamiliar signature, and he was able to find it. The other mana signature was… ok, why couldn’t he nail it down? The mana signature was hazy, like he’d had one too many drinks. It was a distance away… but in what direction?

He closed his eyes and gritted his teeth. He had to focus. The signature was pretty strong, so it shouldn't be this hard to detect it. He rubbed his temples and did his best to clear his mind, taking deep breaths in and out… until finally, he had something. He still couldn’t tell which direction the mana signature was, but he did have one thing he knew… though he wasn’t exactly happy knowing it.

The signature was somewhere in the maze below them.

Irine, meanwhile, wasn’t able to detect much.


Nuada
Nuada Gains 10 Mana (Now 30)
Nuada Agility Check: 18 (Failure)
Frankenstein Agility Check: 6 (Success), 11 (No Crit), Remainder 11 vs 5 (Success), 5 (Crit Success), Remainder 4

Nuada tried to swing at the girl, but again his limbs wouldn’t do what he wanted, his sword swinging over her head as his hand jerked at the last moment. The girl swung back in response, her body seeming to have healed more from her self inflicted injuries, but she still wasn’t fast enough, as Nuada managed to move out of the way of her strike. For the moment at least, he was able to avoid her, if not hit her.

Nuada's active ability is able to be activated again next turn, but Fran recovers from all her debuffs next turn too. Should I include the cooldowns and how long buffs and debuffs last here?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 31, 2022, 12:56:45 pm
"Any luck?"

Irine
current form: Hybrid
mana: 195/200
active flames: 1 flame dance, 3 flame orbs, forest fire, protecting Doc from heat.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 31, 2022, 01:31:36 pm
"Dripping with it."

He points back toward the entrance.

"He's hiding in the labyrinth. Probably why ya couldn't find him."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 31, 2022, 01:49:56 pm
"You don't want to go back in there, right? Could you tell me as much as possible about the inside shape? I need to understand the airflow down there."
I look around for a place safe for Doc to stay without me protecting him from the heat. My current battleplan is to attempt to use my NP on the labyrinth inisde the crevice to force the two inside out of it, though I'm not sure if it will work in the unknown and irregularly shaped non-flammable constrained space.
((Irine is intentionally not releasing her current active flames in case berserker comes back, though she knows she will have to release them in order to perform her NP, since that requires her full concentration to use.))

Irine
current form: Hybrid
mana: 195/200
active flames: 1 flame dance, 3 flame orbs, forest fire, protecting Doc from heat.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on October 31, 2022, 04:40:50 pm
"Shape? Purposefully confusing and possibly beyond human understanding. Size? Its a reality marble or somethin so the size is arbitrary. Good luck with whatever you got up your sleeve. If you're holding out on an anti-world phantasm you really should have brought it up earlier."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on October 31, 2022, 05:10:29 pm
"A world's more than I can handle right now, but it can't be all that big. You got out and it's still there and connected and stuff, right?"
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on November 01, 2022, 07:53:26 am
include them

activare ability and kill girl
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 01, 2022, 08:31:19 am
include them

activare ability and kill girl
Can’t activate active ability and attack in the same turn.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 02, 2022, 12:25:58 am
Initiative
Irine 17
Doc 3
Asclepius 13 (Agility 16)
Glycon (1) 9
Glycon (2) 13 (Agility 12)
Asterios 5

Doc Luck Check: 15 (Success), 9 (No Crit) +40 Damage for Irine
Irine Gains 25 Mana (Now 200)
Asterios Gains 20 Mana (Now 85)
Irine Luck Check: (-2 for being in the midst of a raging wildfire) 19 (Failure)
Asterios Agility Check: 17 (Success), 14 (Crit Success), Remainder 6

"Any luck?" Irine asked, her own attempts to detect the enemy having ended in failure.

"Dripping with it." Doc groaned, pointing back towards the entrance he had just escaped out of, "He's hiding in the labyrinth. Probably why ya couldn't find him."

"You don't want to go back in there, right?” Irine asked, a plan forming in her head. She started to look for somewhere safe to stow Doc, where the fires wouldn’t do him too much harm. “Could you tell me as much as possible about the inside shape? I need to understand the airflow down there."

"Shape? Purposefully confusing and possibly beyond human understanding. Size? Its a reality marble or somethin so the size is arbitrary.” Doc replied, “Good luck with whatever you got up your sleeve. If you're holding out on an anti-world phantasm you really should have brought it up earlier."

"A world's more than I can handle right now, but it can't be all that big. You got out and it's still there and connected and stuff, right?" Irine replied.

Unfortunately, her attempt to find somewhere to put Doc didn’t work out, as a raging wildfire wasn’t exactly a good place to sit down your wounded ally, especially one with a noted aversion to smoke. Most of the trees were already smoking, or would be in short order, and what had once been clearings had a few too many burning logs to be considered safe.


Nuada
Nuada Gains 10 Mana (Now 40)
Nuada Active Ability: +to strength until he lands an attack, and +10 damage until he lands an attack.
Frankenstein Agility Check: 4 (Success), 18 (No Crit), Remainder 17 vs 13 (Success) Remainder 1
Damage Check: 10 (Success), 12 (No Crit), Remainder 11 vs 20 (Failure)
Frankenstein Loses 15 Mana (Now 30)
Nuada Loses 70 Mana (Now Dead)

Instead of attacking again, Nuada took the time to reinforce his sword, placing some of his mana into it to sharpen the edge, granting him the ability to do more if he did hit, in the hopes of being able to end the fight in one hit… but he never got a chance.

The girl, recovered from her self-inflicted injuries, took Nuada’s moment of focus as her chance. She swung her mace at his chest, and with Nuada’s focus being on his blade, he didn’t have the time to dodge. The mace slammed into his chest, knocking him backwards, into a nearby lightning struck tree, and breaking through the layer of mana that reinforced his cracking spirit origin.

This last strike finally finished it off. As the cracks spread throughout, his spirit origin crumbled away inside his chest, just as his body dissolved into golden mist. With no more second chances to save him, Nuada finally faded away, leaving the girl alone in her burnt-up clearing.

In the future I'll be including things like skill cooldowns, buff/debuff timers, and other information I think is important here in a section above the notes. As for now, Nuada died again, let me know if you want to do that extra fight. Also, since the schedule got messed up due to my assignments so the update is on Thursday again, I'll do my best to get it done during the day.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 02, 2022, 12:37:11 am
“Wait if they’re both in there you didn’t fight nobody. Why is everything on fire?”
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 02, 2022, 01:42:46 am
“Wait if they’re both in there you didn’t fight nobody. Why is everything on fire?”
"The attack I wanted to do before entering the forest landed. Problem is I can't do it again while still protecting you from the heat, meaning I don't think I can hit the labyrinth from out here without you getting burned."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 02, 2022, 04:38:27 pm
“Wait if they’re both in there you didn’t fight nobody. Why is everything on fire?”
"The attack I wanted to do before entering the forest landed. Problem is I can't do it again while still protecting you from the heat, meaning I don't think I can hit the labyrinth from out here without you getting burned."

"If ya REALLY think you can just smoke them out of the labyrinth I can leave the forest and let you have at it. Don't sound like all that solid plan to me. You might just have a pyromania problem."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on November 02, 2022, 05:39:04 pm
do other battle
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 02, 2022, 05:51:55 pm
"Nah, we're better off going in I think. Their smart move is to hang out near the entrance and wait for you to do exactly that, then rush me 2v1 while we're split."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 02, 2022, 06:09:29 pm
do other battle
Ok, that might not be next update, as I need to work on the sheet.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 02, 2022, 06:25:53 pm
"Nah, we're better off going in I think. Their smart move is to hang out near the entrance and wait for you to do exactly that, then rush me 2v1 while we're split."

Doc shakes his head at his comrade's tactical sense, then immediately goes into a coughing fit from all the smoke.

"Hows about we...go in at the same time. You ain't claustrophobic is ya?"
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 02, 2022, 06:51:14 pm
"Nope! Especially since you can fit in there. You're way bigger than me after all!"
I sweep my flames into the crevice, including what I comfortably can from the flames of the forest fire itself, and then climb down after them to begin the search of the labyrinth. I plan on following Doc's lead on where to go inside to search the labyrinth itself.

Irine
current form: Hybrid
mana: 200/200
active flames: 1 flame dance, 3 flame orbs, forest fire, protecting Doc from heat.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 02, 2022, 06:55:18 pm
Doc follows the pyromaniac back into the labyrinth, wondering why she's still setting everything on fire.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 02, 2022, 06:59:55 pm
((does Doc ask Irine that question?))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 02, 2022, 07:19:38 pm
((does Doc ask Irine that question?))

He has come to terms with the fact Irine just wants to watch the world burn.

So no.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 02, 2022, 07:21:58 pm
((Well, he is wrong, but okay.))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 03, 2022, 04:51:56 pm
Initiative
Irine 17
Doc 2
Asclepius 10
Glycon (1) 13
Glycon (2) 4
Asterios 1

Doc Luck Check: 11 (Success), 16 (No Crit) +40 Damage for Irine
Asterios Gains 20 Mana (Now 105)
Irine Agility Check: 20 (Failure)
Irine Endurance Check: 1 (Success), 20 (No Crit), Remainder 7
Doc Agility Check: 1 (Success), 8 (Crit Success), Remainder 1
Doc Luck Check: 6 (Success), 12 (Crit Success), Remainder 2 (Doc does not suffer - to Agility)
Asterios Agility Check: 12 (Success), 5 (Crit Success), Remainder 20

“Wait,” Doc questioned, looking around, “if they’re both in there you didn’t fight nobody. Why is everything on fire?”

"The attack I wanted to do before entering the forest landed.” Irine replied, “Problem is I can't do it again while still protecting you from the heat, meaning I don't think I can hit the labyrinth from out here without you getting burned."

"If ya REALLY think you can just smoke them out of the labyrinth I can leave the forest and let you have at it.” Doc replied, though his tone was skeptical, “Don't sound like all that solid plan to me. You might just have a pyromania problem."

"Nah, we're better off going in I think. Their smart move is to hang out near the entrance and wait for you to do exactly that, then rush me 2v1 while we're split."

Doc shook his head. It really just seemed like Irine’s tactical sense wasn’t much more than lightning the problem on fire and hoping it worked. As if to prove his point, the smoke of the surrounding forest fire sent him into another coughing fit.

"Hows about we..” he stopped to cough.”go in at the same time. You ain't claustrophobic is ya?"

"Nope! Especially since you can fit in there.” Irine replied, as she began walking to the crevice, “You're way bigger than me after all!"”

As she approached the crevice, Irine waved her hand, as if gesturing Doc to follow her. Rather, her three fireballs flew down in front of her, along with a portion of the forest fire that burnt on a few of the trees nearby, much more might be dangerous in such a small space, as even if she could keep Doc safe from the heat, loss of oxygen would be another matter.

Now it was Irine’s turn to climb down. She placed her hands on the lip of the entrance and slipped her feet in. However, as her body passed into the entrance, she was suddenly overcome with a massive wave of nausea. Her lack of preparation only exaggerating the effects, Irine lost her grip on the lip of the cavern and dropped down. Thankfully, she landed on her tails, which were strong enough to be undamaged by the impact, but it still hurt.

Doc, meanwhile, already knew what to expect from the labyrinth. He started his descent much the same as Irine, but when the nausea hit, he was able to hold on. Once he’d been hanging for long enough to adapt back to the feeling of the labyrinth, he let himself drop, landing in a successful three point landing.

In fact, Doc felt as though the nausea wasn’t affecting him as harshly as it had before. Whether it was some effect, or he’d merely grown used to it during his earlier travels, he was relatively certain he could manage moving around well enough.

Just to clarify, I'm not saying Irine is a pyromaniac, just writing it as that's how Doc seems to perceive her. As for Nuada's battle, that will probably start next turn.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 05, 2022, 09:52:48 am
I’m just poking this in case the fact that I posted the turn in the late afternoon means you guys didn’t notice it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 05, 2022, 10:00:28 am
((thank you, because i did somehow miss that.))
((By the way, Irine typically doesn't make any physical motions to manipulate her flames. For her flame manipulation is essentially another limb, and just like you don't usually move your left arm when you're trying to move your right arm, she doesn't make physical motions for flame manipulations.))

"I see why you don't like this place."
I plan on following Doc's lead on where to go to search the labyrinth itself.

Irine
current form: Hybrid
mana: 200/200
active flames: 1 flame dance, 3 flame orbs, forest fire, protecting Doc from heat.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 05, 2022, 12:06:46 pm
Doc checks the floor for bloodstains. Other people's this time, if the Bull got hit he'll probably bleed like anyone else. If we can't track his mana we'll just follow the mundane trail.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 06, 2022, 12:22:11 am
I did all the rolls and started writing the turn, with intent to finish it when I was out with friends tonight, only to later realize that wasn’t going to work out. I’m very busy tomorrow, but I think I can manage to get the turn out, but probably not with Nuada’s opponent, as I’m still working out that active skill.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 07, 2022, 12:40:59 am
Initiative
Irine 12
Doc 2
Asclepius 7
Glycon (1) 8 (Coin Flip Head)
Glycon (2) 8
Asterios 20

Doc Luck Check: 11 (Success), 4 (Crit Success) +40 Damage for Allies
Asterios Gains 20 Mana (Now 125)
Asterios Agility Check: 10 (Success), 9 (Crit Success), Remainder 18
Glycon 1 Used Cure Wounds
Asterios Gains 20 Mana (Now 145)
Glycon 2 Used Cure Wounds
Asterios Gains 20 Mana (Now 165)
Asclepius uses his active skill: Glycon 3 created
Doc Luck Check: 11 (Success), 20 (No Crit), Remainder 9

"I see why you don't like this place." Irine said, getting up and rubbing her tails. She leaned against a wall as the nausea made it a bit difficult to stand up. Looking around, the entrance chamber was a large room made of dark stone bricks laid atop each other, with her fires the only light source outside of the massive crack in the ceiling. There was only one door out of the room, leading into a similar looking stone hallway that she could only see the start of, as the rest was swallowed in darkness.

Meanwhile, Doc began looking for the minotaur’s blood, hoping to have a clue to follow rather than having to rely on his luck like he did last time. Thankfully, while Irine’s flames had probably cauterized a decent portion of the wounds on impact, Doc was still able to see a bloodstain on the ground in front of them, and another one farther down the hall. He didn’t know how much farther the blood trail would go, but it was at least a start.

Did this kind of quick so I could get it out today. I'll try to have Nuada's fight start next update too.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 07, 2022, 12:41:29 pm
Doc points. "He went that way. Are you going to try and set the entire thing on fire or should we follow the trail this time?"
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 07, 2022, 01:20:48 pm
"Don't be silly, I don't know enough about the layout to do that, and there's nothing to burn so I can't be wasteful."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 07, 2022, 01:27:55 pm
"So you knew the layout of the forest did ya?"

Doc follows the trail, thankful that the pyro's mania seems to have been sated for the time being.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 07, 2022, 01:38:39 pm
"Open-air, so kinda, yeah, I did. In here it's a confined stone space. Airflow isn't normal in places like this. Once I've seen a bit more I might be able to do something, but right now I have to work with what I've got. Sorry. I don't want to get close to these guys either."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 09, 2022, 12:19:43 am
Initiative
Irine 19 (Agility 12) (Coin Flip Heads)
Doc 19 (Agility 20)
Asclepius 4
Glycon (1) 19 (Agility 12)
Glycon (2) 14
Glycon (3) 3
Asterios 19 (Agility 27)

Doc Luck Check: 10 (Success), 9 (Crit Success) +40 Damage for Allies
Asterios Gains 20 Mana (Now 185)
Doc Agility Check: 2 (Success), 16 (Crit Success), Remainder 2
Doc Luck Check: 12 (Success), 14 (No Crit), Remainder 8
Irine Agility Check: 12 (Failure)

"He went that way.” Doc said, pointing through the doorway where he could see the blood, “Are you going to try and set the entire thing on fire or should we follow the trail this time?"

"Don't be silly,’ Irine waved him off, “I don't know enough about the layout to do that, and there's nothing to burn so I can't be wasteful."

"So you knew the layout of the forest did ya?" Doc replied, starting to walk through the doorway. Actually being able to walk in here without stumbling was nice, as much as he would rather not be in here again. At least he didn’t have to worry about his “partner” lighting the place up with him inside this time.

"Open-air, so kinda, yeah, I did. In here it's a confined stone space. Airflow isn't normal in places like this.” Irine replied, following him, “Once I've seen a bit more I might be able to do something, but right now I have to work with what I've got. Sorry. I don't want to get close to these guys either."

As Irine followed, but found herself having to stop every once in a while, either due to stumbling, or the feeling that if she didn’t, she might have to throw up. This place sucked. Not only was she in the home base of her enemy, but she felt weak and sick just walking around. Every time she paused, Doc kept moving, until she stood in a chamber as he walked through one of the hallways leading out of it. Thankfully, her flame orbs marked out which hallway it was.

Eventually Doc paused to look for more bloodstains, and noticed Irine lagging behind, as her flame orbs lit up the tunnel behind him. As she caught up, he was able to find a bit more blood in one of the tunnels leading off in the same way he had come from when he was in here last time.


Nuada
You stand outside the woods. The night is dark, but from outside the canopy you can still see the moon and stars, though that’s likely to change when you enter. Looking in, you can see that the ground has been cleared of dry leaves and other debris, which would have helped you hide your entrance, if not for your mana signature. The wind is still, and the leaves above are the same.

You’re here to deal with the servant who made their base in the woods in front of you. They can probably sense you coming by now, but you probably have a bit more time if you want to prepare more before you press on.
(Actions)

Doc: 140
Irine: 200
Nuada: 200

New Fight is Nuada vs Rama. Decided to put Mana up in this section to make it easier to track.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 09, 2022, 12:52:10 am
"I... This place is draining me too much, I can't keep up. I... Could you carry me please?"
I shift forms, my body turning into flame before shrinking down and becoming my full-fox form
<I don't want to slow us down.>
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 09, 2022, 07:59:13 pm
"Uh, is this a flag? Am I stuck going down your route now?"

Doc does his best to pick up the fox before following the red-bricked road.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 09, 2022, 08:07:03 pm
<Flag?>
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 09, 2022, 08:11:04 pm
<Flag?>

"Throne's really stingy with how it hands out modern knowledge aint it?"
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 09, 2022, 08:42:59 pm
((If we aren't in a modern setting then wouldn't be given modern knowledge I think. And Irine's personal knowledge of modern stuff is... spotty. She's got really good physics / chemistry / biology knowledge, but zero pop culture info.))
<I don't get it.>
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on November 09, 2022, 08:53:06 pm
cast active skill
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 09, 2022, 08:56:41 pm
((I don't think the mechanics tests are canon lol))

"You know now that I think about it you remind me of a woman I used to know."

Doc changed the subject entirely, using the fox to illuminate his path to get a better view of the blood.

"Mostly 'cus you both like setting things on fire. Not that I can complain when she did it to save my bacon. Didn't click until I saw your big old fox nose."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 10, 2022, 11:10:45 pm
Yeah, I didn’t do the turn earlier today since I didn’t think I was going out with friends tonight, but since I am, the turn will just be tomorrow.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 10, 2022, 11:11:48 pm
no problem!
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 12, 2022, 01:33:14 am
Initiative
Irine 11
Doc 20 (Agility 20)
Asclepius 6
Glycon (1) 13
Glycon (2) 20 (Agility 12)
Glycon (3) 1
Asterios 5

Doc Luck Check: 6 (Success), 4 (Crit Success) +40 Damage for Allies
Irine Uses Active Ability
Doc Agility Check: 2 (Success), 16 (Crit Success), Remainder 2
Doc Luck Check: 20 (Failure)
Glycon 3 Uses Shed Skin

"I... This place is draining me too much, I can't keep up.” Irine commented, leaning on the wall next to Doc, “I... Could you carry me please?"

Before he could answer, she shifted her body into flames, before reforming on the floor in her fox form.

“I don't want to slow us down.” she continued, sending the thoughts to him telepathically.

"Uh, is this a flag?” Doc said, picking Irine up, “Am I stuck going down your route now?"

“Flag?”

"Throne's really stingy with how it hands out modern knowledge aint it?" Doc questioned.

“I don't get it.” Irine answered, and Doc could basically hear her shaking her head in confusion.

"You know now that I think about it you remind me of a woman I used to know." Doc said, dropping the subject, he wasn’t going to even try to explain dating sims to his partner. He used Irine’s flames to lead the way as he continued following the trail of blood "Mostly 'cus you both like setting things on fire. Not that I can complain when she did it to save my bacon. Didn't click until I saw your big old fox nose."

As the two finished up their exchange, they reached a stone juncture that Doc had seen before, with his blood still painted on the edge of the doorway. Unfortunately, his blood was the only blood he saw. It seemed that his luck had run out, as the minotaur’s wounds had healed up by the time he had arrived at this section. He’d have to find a different way to track him.


Nuada
Nuada Uses Active Ability

In preparation for the fight, Nuada decided to enhance his sword now, so as to avoid having to do so in the middle of a fight. Closing his eyes, he focused his mana into his blade, the increased mana granting it a sharper edge and a little bit of extra kick, just in case he needed it.

Doc: 140
Irine: 200 Active Skill 1 turn
Nuada: 200 Active Skill 4 turns

I wouldn't normally count Irine's active skill being used, since it does nothing and I don't want you to lose a turn for it, but since you didn't have any other action this turn I figured there was no harm. I'm also currently looking into some ideas for an actual HP system besides Mana, potentially based on the Endurance stat. Servants will still be able to use their mana as an extended health pool, but this will be present so you aren't eating up HP to use spells and NPs, as well as for non servant enemies or masters.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 12, 2022, 02:53:29 am
I'm also currently looking into some ideas for an actual HP system besides Mana, potentially based on the Endurance stat. Servants will still be able to use their mana as an extended health pool, but this will be present so you aren't eating up HP to use spells and NPs, as well as for non servant enemies or masters.
((I like!))
<I think we're close enough>
I extend myself outwards and Cleanse the area.


Irine
current form: multi-tailed-fox
mana: 200/200
active flames: 1 flame dance, 3 flame orbs, forest fire flames.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 12, 2022, 01:09:40 pm
"Think you could use that big nose to sniff out - oh everything is on fire again *cough*"
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 12, 2022, 01:17:30 pm
((Um, there wouldn't be much to see when Irine uses Cleanse by Fire. That tech is all about her manipulating her soul-self, not physical flames. So no, everything is not on fire again.))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 13, 2022, 11:10:50 pm
Initiative
Irine 12
Doc 5
Asclepius 16
Glycon (1) 3
Glycon (2) 18 (Heads)
Glycon (3) 18
Asterios 1

Doc Luck Check: 13 (Success), 8 (No Crit) +40 Damage for Irine
Irine Mana Check: 20 (Success), 1 (Crit Success), Remainder 4
Doc and Irine debuffs removed

“I think we're close enough” Irine thought at Doc, who was rather distracted by trying to find another way to track the minotaur.

"Think you could use that big nose to sniff out-” Doc began to say, looking up from his search for a trail, but he was interrupted as Irine’s soul self expanded out from her body in something like a wave of ethereal heat, filling up the room.

As Irine’s soul expanded past them, both Doc and Irine felt the nausea and weakness they had felt since entering the labyrinth fade away, as the heat purged them of the effect of the Labyrinth. However, they were still no closer to finding out where the minotaur had gone.

Doc: 140
Irine: 200 Active Skill 0 turn
Nuada: 200 Active Skill 4 turns

So the HP idea is a "Physical Integrity" bar, which I'm currently thinking of perhaps having a flat number depending on rank rather than a specific stat. I think that it will have effects to your physical parameters, agility, endurance, and strength based on what percentage of it you are at, with your Endurance rank affecting how much you are affected by having it at certain proportions. For instance, and these numbers are not official, someone with E rank endurance at 50% PI might have -3 to all physical parameters, while someone with A rank might have no effect until they drop to 10%. Servants will have the ability to use mana was an extended health pool, and non-servant enemies can potentially have a skill like that. You can probably also get passive skills that give you greater integrity or make integrity percentages hurt less. This is still just a rather basic idea so far, but I wanted to know what you think?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 14, 2022, 03:59:33 am
((I like the physical integrity idea because it means that non-servants don't HAVE to have a large chunk of mana to be a threat when they don't have a good reason to have significant amounts of mana.))
<I can try I guess but I wouldn't count on finding anything>
Make this area into my territory while I see if I can smell where Berserker went.

Irine
current form: multi-tailed-fox
mana: 200/200
active flames: 1 flame dance, 3 flame orbs, forest fire flames.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on November 14, 2022, 09:09:27 am
((i think it's great.  ))

find target.  kill target.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 14, 2022, 05:24:28 pm
"...If you could do that why did ya make me carry you?"
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 14, 2022, 06:15:44 pm
((Because I was a doof and didn't think of it.))
<Wasn't sure it would work and didn't want to fall behind.>
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 16, 2022, 01:19:13 am
Initiative
Irine 15
Doc 6 (Agility 20)
Asclepius 2
Glycon (1) 6 (Agility 12)
Glycon (2) 7
Glycon (3) 17 (Agility 12)
Asterios 17 (Agility 27)

Doc Luck Check: 10 (Success), 13 (No Crit) +40 Damage for Irine
Irine Luck Check: 5 (Success), 3 (Crit Success), Remainder 7

“I can try I guess but I wouldn't count on finding anything” Irine replied, as she began sniffing around to try to locate the minotaur, as well as attempting to establish the area around her as her territory.

Meanwhile, Doc was feeling the effects of Irine’s soul expansion, stretching his now more comfortable legs.

"...If you could do that why did ya make me carry you?"

“Wasn't sure it would work and didn't want to fall behind.” Irine replied.

Her attempt to create a territory unfortunately failed. While this may not be magically the enemy’s territory, it is very much still enemy territory, and not a safe location to set up any kind of territory. However, her attempt to sniff out the enemy was more successful.

The scent of burning flesh and hair was not a pleasant one, but it was strong, and it was one Irine had a decent amount of experience with. As far as she knew, only one person down here had been lit on fire recently, so as long as she followed the scent, it should lead them where they wanted to go.


Nuada
Nuada Agility Check: 9 (Success), 11 (No Crit), Remainder 7
Rama uses his Active Ability: +3 to Agility for 3 turns.

Nuada began walking into the woods towards the enemy mana signature. He stepped over and around the roots, occasionally using his sword to clear out any branches that got in his way, but he wasn’t making very effective progress. He was still a decent distance from where he felt the mana signature.

Doc: 140
Irine: 200
Nuada: 200 Active Skill 3 turns

Currently looking at something 100-150 for the base PI for rank 3, but I think it will need testing. Also, thinking that I will be moving Battle Continuation to PI rather than Mana, and setting it so that battle continuation's special effect over other continuations like Rama and Nuada's passive skills is that, depending on the rank, you can ignore the demerits of being low on PI for a certain duration, which increases as it goes higher, E being one turn, A being until the battle ends.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on November 16, 2022, 01:38:08 pm
keep going.  kill target
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 17, 2022, 07:20:22 pm
Just poking this before I’m busy for a few hours to give Leglon and Stirk a chance to post if they forgot.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 17, 2022, 07:32:38 pm
busy week, haven't made the time yet.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 17, 2022, 08:05:05 pm
I kinda need her to tell me where they are for me to do anything
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 17, 2022, 10:04:44 pm
<Smell something burned, this way.>
Lead us towards our target.


Irine
current form: multi-tailed-fox
mana: 200/200
active flames: 1 flame dance, 3 flame orbs, forest fire flames.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 18, 2022, 12:23:51 am
Might have to skip the turn tonight as due an unfortunate situation I had to cook dinner at 11 at night so I wasn't able to get to some work I wanted to do, so I still have to do it, and if I do it, and then write the turn, I think I'll end up going to bed much later than I want to. I'll try to do the turn tomorrow instead.

EDIT: It is “tomorrow” and I thought I’d have more time today. The turn will have to be Saturday.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 19, 2022, 11:42:05 am
Follow the fox's nose!
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 20, 2022, 01:12:01 am
Initiative
Irine 1 (Agility 12) (Coin Flip Heads)
Doc 2
Asclepius 17
Glycon (1) 16
Glycon (2) 13
Glycon (3) 1 (Agility 12)
Asterios 6

Doc Luck Check: 2 (Success), 17 (Crit Success) +40 Damage for Allies
Doc Agility Check: 6 (Success), 8 (Crit Success), Remainder 14

“Smell something burned,” Irine said, pointing her nose in the direction of one of the doorways, “this way.”

Doc walked on, using Irine like a furry, monster seeking, dowsing rod, following down whatever path her nose pointed to, pausing every once in a while so she could recalibrate and confirm which path had the strongest scent. However, at a certain point, Doc didn’t need Irine’s nose anymore.

The room glowing with blue light was kind of obvious.

Doc momentarily considered if they should have made a better plan for what to do to prepare themselves for when they eventually reached the enemy stronghold, and wondered if the same effect of the labyrinth that made it hard for them to detect quite where their enemies were might give them a bit more time undetected… then he remembered the fact that they were currently being followed with a small portion of a forest fire, and were probably rather as obvious as the blue lights.

In fact, something slithered out of the entrance of the room closest to them. It was… an interesting creature, looking like some kind of mechanical snake, made with interlocking plates of white metal and gold, with greenish blue light emanating from it’s joints, except parts of it seemed almost too natural to be purely machine. The golden crests on its head feel loosely, almost like blond hair, and it’s mechanical face seemed too intelligent and human, despite still seeming certainly serpentine.

The creature looked at Doc and Irine, its eyes glowing with the same blue light that emanated from the rest of it’s body, and it spoke, it’s voice carrying the barest hint of a hiss in otherwise perfectly human speech.

“Do you have an appointment?”



Nuada
Nuada Agility Check: 17 (Failure)
Rama Agility Check: 12 (Success), 8 (No Crit), Remainder 8
Rama Agility Check (Attack): 11 (Success), 16 (Crit Success) (1.5x), Remainder 1 vs 7 (Success), 5 (Crit Success), Remainder 4
Nuada Agility Check: 10 (Success), 20 (No Crit), Remainder 6 vs 14 (Success), 5 (Crit Success), Remainder 4

Nuada continued forwards, trudging his way to the location of his opponent, but unfortunately for him, in focusing on the mana signature in front of him and cutting through the branches in his way, he failed to watch his feet, as one of his feet catched on an upturned root, causing him to trip and fall over.

However, it seemed that the enemy wasn’t going to just wait for Nuada to show up, as he could feel the mana signature approach. A small burst of lightning out of the corner of his eye confirmed their presence, and gave him a split second’s warning as an arrow sailed towards him, one he only narrowly managed to dodge by rolling out of the way.

Getting up, Nuada attempted to charge at the opponent and attack back, but his enemy was too fact for him, running and dodging away from the charge, not letting Nuada get close enough to begin melee combat.

Doc: 140
Irine: 200
Nuada: 200 Active Skill 2 turns

Ok, now all the units are in the same areas, so turns are likely to get a bit more interesting again. I will also be posting dialogue if Irine and Doc want to talk to the glycon.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 21, 2022, 10:52:57 pm
"Yep. Holliday. Party of two. Here for some well-done steak."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on November 22, 2022, 09:31:25 pm
noble phantasm.  murder him.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 23, 2022, 01:22:14 am
Irine and Doc

"Yep. Holliday. Party of two.” Doc replied, “Here for some well-done steak."

The snake blinked at him… or rather, the glow in its eyes shut off momentarily before coming back on, as if it had to reboot to register what Doc had said.

“Sir, this is a doctor’s office,” it said, its tone sounding akin to a long suffering receptionist, “The doctor is very busy today. If you do not have an appointment, I am going to have to ask you to leave.”


Nuada
Nuada Activates NP: Loses 50 Mana (Now 150) (+ to Agility and Strength, +20 to damage, -3 to enemy roll under number for Endurance for Damage Resistance)
Rama Activates NP: Loses 50 Mana (Now 110) (+ to Strength and Agility until the end of combat.)
Nuada Loses 60 Mana (Now 90)

Nuada responded to the attack as he always did, activating his noble phantasm. His arm and sword glowed with silvery light as he channeled mana into them, and the world around him slowed to a crawl. He prepared to close the distance between him and his opponent… but he wasn’t the only one with a noble phantasm ready to be unleashed.

The air flashed with orange light and lightning, as Nuada heard a noise like a helicopter had just turned on and was getting up to speed. The lighting grew in intensity and blue bolts joined in, striking the trees around him as the sound came up to it’s full speed, and something burst through the tree line, slicing through everything in front of it, until it slammed right into Nuada.

He blocked some of the force with his arm, but whatever it was scratched his arm and left a massive gash across his torso and forehead before he could force it off, flinging it back where it had come from, where it was caught by a handsome young man with long orange hair and red eyes, dressed in a sleeveless top and black pants, with his golden gloves gripping the bow that had now slowed out of it’s spin. Despite his young age, he looked at Nuada with a warrior’s expression.

Doc: 140
Irine: 200
Nuada: 90 Active Skill 1 turns
Rama: 110 Active Skill 4 turns

I'm on vacation with my family, so while I'm going to try to keep the schedule up, if I can't, that is why. Anyway, possible thoughts for PI scores by rank.
Rank 1: 50
Rank 2: 100
Rank 3: 150
Rank 4: 300
Rank 5: 450
Though I'm still working out percentages for things, I'm thinking maybe 75%, 66%, 50%, 33%, 25%, and 10%, though I don't know what effects will apply at each one.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 23, 2022, 03:19:11 pm
“Course I knew that. I’m a doctor too. He’s so busy he called for some outside help. Lucky I happen to be in town”
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on November 23, 2022, 08:05:30 pm
kill him. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 25, 2022, 12:01:52 am
No turn tonight, since I feel really tired and I'm going to try getting up early tomorrow to do stuff with my family. I worked out most of the rolls, but there is some uncertainty on how to proceed with some stuff on both fronts, some mechanics issues, some plot. Working out how crits relate to the PI system. I'm going to try to work out the issues tomorrow when I feel more awake and have a greater ability to properly figure things out.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 25, 2022, 07:28:59 pm
Irine and Doc

Irine 13 (Agility 12) (Coin Flip Heads)
Doc 10
Asclepius 7
Glycon (1) 12
Glycon (2) 6
Glycon (3) 20
Asterios 9

Doc Luck Check: 14 (Success), 13 (No Crit) +40 Damage for Irine
Doc Luck Check (Bluff): 6 (Success), 15 (No Crit), Remainder 14 vs 20 (Failure)

“Course I knew that. I’m a doctor too.” Doc replied, “He’s so busy he called for some outside help. Lucky I happen to be in town”

The snake looked at Doc, as if attempting to judge if he was telling the truth or not. The good news was, Doc had some of his dentistry equipment on hand, and the serpent seemed to notice it. It’s lights blinked again, as if it was processing, before its head nodded.

“Very well, I wasn’t told of any help coming, but the doctor is very busy today, and I’m rather new.”  The snake replied, “Wait right here a moment and I’ll let the doctor know you’ve arrived. For your own safety, wait until I get back, the security can be a bit… rash about removing supposed trespassers from the premises.

With that, the snake turned sound and headed in.


Nuada
Nuada Gains 10 Mana (Now 100)
Rama Gains 10 Mana (Now 120)
Nuada Agility Check (Close to Melee): 18 (Success), 6 (No Crit), Remainder 6 vs 12 (Success), 10 (Crit Success), Remainder 8
Rama Agility Check: 13 (Success), 7 (Crit Success) (1.5x), Remainder 15 vs 17 (Success), 7 (No Crit), Remainder 7
Damage Check: 12 (Success), 16 (Crit Success) (2x), Remainder 2 vs 19 (Failure)
Nuada Loses 155 Mana (Now 0)
Nuada gains 10 Mana (Now 10)

Once more, Nuada attempted to get into range of his adversary, charging through the newly formed clearing, but despite the effect of his noble phantasm, his opponent seems to be able to move faster than him, dashing into the trees before Nuada can catch up.

As Nuada charges into the trees, once more cutting through the branches in his way, another arrow flies out, and this time, without the warning he had had from the burst of lightning last time, he didn’t have the time to dodge the arrow, as it sailed through his armor and struck through his spirit core.

Nuada’s body began to dissolve into golden dust, but once more, the mana in his body formed a shield around his spirit core, stopping the fragmented core from truly shattering, even as the arrow stayed in. However, it did mean Nuada was on risky ground.

Doc: 140
Irine: 200
Nuada: 10 Active Skill 0 turns
Rama: 120 Active Skill 3 turns

A decision I reached through talking to some other GMs, including the person who co-created the system. Crits will stay the same for the time being, especially as they became rarer since the switch to the D20, while I'll add the PI system which should make all PCs bulkier. After some testing with PI in place, if crits are still such an issue, I'm going to decrease the multipliers so that they don't take you from full to none in one hit. This is in the interest of avoiding changing too much at once and hoping to actually find what the problem is, if it is how much crits do, or the fact that characters are a bit too squishy and that MP and HP are the same bar. Regardless, I'm working out the PI notes so I can add them in starting in 1.4.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on November 25, 2022, 07:38:37 pm
kill the guy.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 25, 2022, 11:10:52 pm
Doc nudges his partner.

"This is the part where you set them all on fire"

He whispers to the fox.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 26, 2022, 12:12:40 am
<Okay. You seemed to want to talk it out.>
My flames rush forward and engulf the blue-lit chamber before us.

Irine
current form: multi-tailed-fox
mana: 200/200
active flames: 1 flame dance, 3 flame orbs, forest fire flames.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 27, 2022, 11:06:52 pm
Irine and Doc

Irine 15 (Agility 12)
Doc 15 (Agility 20)
Asclepius 20
Glycon (1) 6
Glycon (2) 1
Glycon (3) 19
Asterios 9

Doc Luck Check: 5 (Success), 20 (No Crit) +40 Damage for Irine
Irine moves the fire
Asclepius Endurance Check: 4 (Success), 12 (No Crit), Remainder 9
Asclepius Loses 10 Mana (Now 190)
Glycon 1 Endurance Check: 13 (Success), 1 (Crit Success), Remainder 1
Glycon 2 Endurance Check: 1 (Success), 17 (No Crit), Remainder 11
Glycon 2 Loses 10 Mana (Now 90)
Glycon 3 Endurance Check: 15 (Failure)
Glycon 3 Loses 20 Mana (Now 80)
Asterios Endurance Check: 7 (Success), 12 (Crit Success), Remainder 23
Asterios Agility Check: 8 (Success)
Asterios Agility Check: 8 (Success), 15 (Crit Success) (1.5x), Remainder 4 vs 10 (Success), 1 (Crit Success), Remainder 9
Glcyon 1 Agility Check: 10 (Success)
Glycon 1 Uses Constrict on Doc
Doc Loses 20 Mana (Now 120)
Glycon 2 Agility Check: 9 (Success)
Glycon 2 Agility Check: 2 (Success), 11 (No Crit), Remainder 10 vs 8 (Success), 2 (Crit Success), Remainder 2

After the snake had reentered the glowing chamber, Doc nudged his companion.

"This is the part where you set them all on fire" he whispered to the fox in his arms.

“Okay.” Irine replied telepathically, “You seemed to want to talk it out.”

With that settled, Irine released all the fires that she had been carrying behind her into the chamber in front of them. The flame dance laid over the floor, as the patterns began reforming, while the rest created a fiery explosion, blasting fire over everyone inside. Irine and Doc could hear a few pained hisses and screams from inside, but also the sound of movement.

They could hear massive footprints pound as the ground shook, and as they watched, a massive figure appeared in their vision. The minotaur, backlit by the blue light of the chamber and the blazing light of the fire, let out a monstrous roar, before charging at them, flanked by a pair of the same serpent that had greeted them.

The minotaur was the first to reach them, running over the flame dance like it was nothing, his massive ax coming down right where Doc had just been standing, and if Doc hadn’t been able to jump out of the way in time, he surely would have been cut in half. Unfortunately, he had dropped Irine in the process.

However, that wasn’t of too much concern now, as one of the snakes had arrived, and begun coiling around him, the pressure crushing him, and restraining his movements, a combo he did not need in the process of avoiding the giant monster that was trying to murder him.

Irine meanwhile was a bit better off. After she had been dropped, the other snake trained on her and lunged, but Irine had been able to scamper out of the way, leaving the snake only striking the ground where she had been.


Nuada
Nuada Gains 10 Mana (Now 20)
Rama Gains 10 Mana (Now 130)
Nuada Agility Check (Close to Melee): 6 (Success), 11 (Crit Success), Remainder 7 vs 10 (Success), 18 (Crit Success), Remainder 2
Nuada Agility Check: 6 (Success), 2 (Crit Success) (1.5x), Remainder 20 vs 18 (Success), 19 (No Crit), Remainder 12
Damage Check: 5 (Success), 14 (Crit Success) (2x), Remainder 13 vs 10 (Success), 6 (No Crit), Remainder 3
Rama Loses 100 Mana (Now 30)
Rama Agility Check: 10 (Success), 1 (Crit Success) (1.5x), Remainder 24 vs 13 (Success), 14 (Crit Success), Remainder 1
Damage Check: 13 (Success), 20 (No Crit), Remainder 17 vs 4 (Success), 18 (No Crit), Remainder 8
Nuada Loses 43 Mana (Now 0)
Nuada gains 10 Mana (Now 10)

Spurred on by his injury, Nuada charged towards the place the arrow had come from, not even bothering to cut through the trees, simply ignoring the branches as they snapped as he ran through them, until he caught up to the orange-haired boy. He swung his sword across his enemy’s torso, digging deep and drawing blood, with the blade only being stopped after passing a decent distance through the massive golden scale on his opponent’s waist.

However, even with the massive injury, his opponent was still able to fight. With a flash of lightning, the bow in his hands shifted into a sword, it’s blade made of orange metal, which he used to stab Nuada, cutting the layer of mana covering his spirit core, and pushing him off. Once more Nuada had to force his mana together to keep his core from shattering, but he didn’t think he had the strength to do it again.

Doc: 120
Irine: 200
Asclepius: 190
Glycon 1: 120
Glycon 2: 90
Glycon 3: 80
Asterios: 235
Nuada: 10
Rama: 30 Active Skill 2 turns 1 continue

Decided it was a good idea to keep the number of battle continuations left tracked with HP, as I have had a few times I forgot those. Also decided that Irine causing all her fire to hit the enemies would probably hurt, though I don't count it as a proper attack so it doesn't get the buff from Doc. Speaking of which, I think I need to look over Doc's buff and discuss if it should be weakened a bit. I know we discussed that it was balanced out by the chance of a failure and the enemy taking no damage for a turn, but unless I'm forgetting, I don't think we've ever hit that in the many times that I've rolled for the skill, so I'm not sure how well balanced it is. I'm not saying it needs to be removed, just perhaps decreased from +40, and I'm still open to discussing it. Anyway, I decided 20 damage AOE was a fair total for the damage Irine's explosion would do, mostly as it was kind of a burst without intended targets, but in the future, if you do a more targeted version of the attack, it will likely do more. I'm also working out ways to balance melee and range, which is currently giving ranged attacks an accuracy debuff at melee range, which I know doesn't make too much sense for, say, a gun, but there needs to be some kind of balance since ranged attacks require your opponent to roll to get into range if they only have melee. I'm open to suggestions.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on November 27, 2022, 11:26:12 pm
I'm not sure what the attack actually stops me from doing. So I'll use Western Climate on myself in the assumption this active skill doesn't actually involve any moving and can be done while in the snake's grasp.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 28, 2022, 12:00:56 am
I'm not sure what the attack actually stops me from doing. So I'll use Western Climate on myself in the assumption this active skill doesn't actually involve any moving and can be done while in the snake's grasp.
I think the simplest way to say it would be it stops you from doing things that need agility or strength rolls except for rolling to break out, so using your active skill is allowed.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on November 29, 2022, 10:55:57 pm
I was already thinking about holding for another night to give others a chance to post, given the high intensity scene at the moment, but in light of next week being finals and my classes working on prepping us for finals, I think this might be a good time to put the game on hold until the end of the semester. I promise to actually come back when I'm free again rather than have this on indefinite hiatus until I kick myself into starting it up again like last time, but I'm not sure it's a good idea for me to try to work on this while also studying for finals.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on November 29, 2022, 11:08:02 pm
I was already thinking about holding for another night to give others a chance to post, given the high intensity scene at the moment, but in light of next week being finals and my classes working on prepping us for finals, I think this might be a good time to put the game on hold until the end of the semester. I promise to actually come back when I'm free again rather than have this on indefinite hiatus until I kick myself into starting it up again like last time, but I'm not sure it's a good idea for me to try to work on this while also studying for finals.
that'd be helpful, i've been rather busy for similar reasons.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 09, 2022, 02:24:13 pm
So, I finished my final final exam yesterday, but I want to take the weekend to relax after finals week, so our next update will be on Monday, December 12th.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 09, 2022, 03:29:56 pm
I bring my fires back to focus on the the snake restricting Doc, the flame dance instead moving to attempt to restrict the ax-wielding giant, and I generate another flame orb to join them in the attempt. physically, I just need to keep my distance from our attackers if I can, but my primary focus is on my flames and attempting the superfine control necessary to not burn Doc while aiming so close to him right now, so if I get bound, then I get bound.

Irine
current form: multi-tailed-fox
mana: 200/200
active flames: 1 flame dance, 3 flame orbs, forest fire flames.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on December 09, 2022, 09:07:41 pm
is my active skill still actve?  if not, start it and play the defensive either way. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 13, 2022, 02:23:59 am
Irine and Doc

Irine 18
Doc 9
Asclepius 1
Glycon (1) 16
Glycon (2) 6 (Agility 12)
Glycon (3) 8
Asterios 6 (Agility 27)

Doc Luck Check: 15 (Success), 13 (No Crit) +40 Damage for Irine
Asclepius Gains 20 Mana (Now 200)
Asclepius Loses 20 Mana (Now 180)
Glycon 1 Loses 20 Mana (Now 100)
Glycon 2 Loses 20 Mana (Now 70)
Glycon 3 Loses 20 Mana (Now 60)
Asterios Loses 20 Mana (Now 215)
Doc Loses 20 Mana (Now 100)
Irine Luck Check: 14 (Success), Remainder 1 (- to Agility for intense focus) (-4 To Asterios’s Agility)
Irine Mana Check: 10 (Success), 11 (Crit Success), Remainder 4
Glycon 1 Endurance Check: 15 (Failure)
Glycon 1 Agility Check: 3 (Success), 9 (No Crit), Remainder 9 vs 2 (Success), 7 (Crit Success), Remainder 11
Doc Uses His Active Skill: +3 to Endurance for 3 turns
Asterios Agility Check: 15 (Success)
Asterios Agility Check: 6 (Success), 8 (Crit Success) (1.5x), Remainder 9 vs 12 (Success), 16 (No Crit), Remainder 8
Damage Check: 16 (Success), 18 (Crit Success) (2x) Remainder 8 vs 1 (Success), 6 (Crit Success), Remainder 3
Doc Loses 41 Mana (Now 59)
Glycon 2 Agility Check: 7 (Success), 4 (Crit Success) (1.5x), Remainder 1 vs 8 (Failure)
Damage Check: 17 (Failure)

Irine’s flames bit at everyone around, friend and foe alike, as Doc and the serpent binding him were both burnt, just like everyone else in the chamber except Irine. However, Irine swiftly got to work shifting this, as she moved the flame dance that covered the whole floor to instead rap around the feet of the minotaur, trying to keep him contained. At the same time, she shifted some of the flames that she had brought with her, carefully manipulating them so that they only burnt the snake, and not the person it was wrapped around.

The flames had their desired effect, as the serpent released Doc, but before he could even get up, the snake struck at him. Fortunately, Doc was able to roll out of the way causing the serpent to jump at the ground where he had been.

With the chaotic situation going on around him, Doc realized it was probably a good time to shore up his defenses. He focused, remembering the dry, clear air of the west, which had served him well in life. Whether his memory was recreating the effects, or it was simply memories of home that stabilized him, he could feel his body being reinforced by the memories.

It was very lucky that Doc did that at that moment, as right after, the minotaur charged at him, ignoring the flames that tracked on his feet even as they moved to keep up with him. He struck out with his axes, and this time, Doc wasn’t fast enough to dodge. One ax slashed into him, digging into his side, and if not for the reinforcement granted by his memory, the damage would have been much worse. As is, he wasn’t in great shape, and the minotaur didn’t seem like he was going to stop any time soon.

Meanwhile, Irine had an easier time with her enemy, as while her intense focus on her fires, including the creation of two new flame orbs, had left her unable to dodge, the serpent that had attacked her again didn’t have the best time of it, as it had tried to attack her tails, and had failed to make any real progress.


Nuada
Nuada Gains 10 Mana (Now 20)
Rama Gains 10 Mana (Now 40)
Nuada Uses his active skill: (+ to Strength and +10 to damage until his next attack)
Rama Agility Check: 19 (Success), 7 (Crit Success) (1.5x), Remainder 9 vs 18 (Success), 4 (Crit Success), Remainder 6
Damage Check: 17 (Success), 14 (No Crit), Remainder 13 vs 1 (Success), 1 (Crit Success), Remainder 10
Nuada Loses 20 Mana (Now Dead)

Nuada focused what little of his mana remained into his sword and arm, strengthening it as he prepared to defend from his opponent’s attacks, and not a moment too soon, as just as he had done so, the orange haired boy swung at him.

The two locked swords, the boy trying to get the last hit that would finish Nuada off, and Nuada trying his best to make sure that didn’t happen. The two stood there for a while, neither giving an inch, but in the end, Nuada had taken too much damage already. Even with the enhancements, his arm gave first, not much, but enough for the boy’s sword to cut through the thin layer keeping his core from shattering.

As soon as that happened, it was over, as Nuada’s body began to fade into golden dust, and the boy's sword passed through the air that Nuada had previously occupied.

Doc: 51 Active skill 6 turns.
Irine: 200
Asclepius: 200
Glycon 1: 100
Glycon 2: 70
Glycon 3: 60
Asterios: 215

Ok, this is back. I'll try to keep on the normal schedule for the break. Also, to note, Lenglon, while I let it go through this turn as I had missed it until I started writing and it was balanced out generally by the cost to your dodge, in the future, your action is kind of 2/3 actions in one. I let it go through since I should have noticed it earlier and given you time to edit it, and I missed that, but I'm just letting you know for future reference.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 13, 2022, 02:40:25 am
((@ multiple action problem - understood. To my thoughts it was a specific double-action: manipulate pre-existing flames via Soul of Fire, and generate another flame orb, which was a specific combo allowed by flame-orb. I'm guessing the problem is that the manip was too detailed?))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 13, 2022, 10:18:09 am
((@ multiple action problem - understood. To my thoughts it was a specific double-action: manipulate pre-existing flames via Soul of Fire, and generate another flame orb, which was a specific combo allowed by flame-orb. I'm guessing the problem is that the manip was too detailed?))
Yeah, I’m not sure if I’d count the manipulation as 1 or 2 actions, I’ll admit that the fire manipulation is a bit difficult to classify sometimes, and I think of it was just the manipulation it would have been fine, but I think the flame orb happening at the same time kind of pushed it over the edge.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on December 13, 2022, 11:30:21 am
aww.  stupid dice
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 13, 2022, 04:54:54 pm
Use Irine as a human fox shield, shoot the Minotaur while hiding behind her.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 14, 2022, 08:13:14 pm
Just a quick poke since Lenglon hasn't posted an action and I want to give them a chance to before I write the turn.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 14, 2022, 11:18:35 pm
Irine and Doc

Irine 13 (Agility 12)
Doc 13 (Agility 20)
Asclepius 6 (Agility 16)
Glycon (1) 16
Glycon (2) 12
Glycon (3) 6 (Agility 12)
Asterios 2

Doc Luck Check: 5 (Success), 20 (No Crit) +40 Damage for Irine
Glycon 3 Gains 25 Mana (Now 85)
Asterios Gains 20 Mana (Now 235)
Asterios Loses 50 Mana (Now 185)
Glycon 1 Agility Check: 7 (Success), 6 (No Crit), Remainder 5 vs 2 (Success), 14 (Crit Success), Remainder 4
Doc Luck Check: 10 (Success), 17 (No Crit)
Doc Agility Check: 5 (Success), 2 (Crit Success) (1.5x), Remainder 18 vs 3 (Success), 6 (Crit Success), Remainder 14
Damage Check: 2 (Success), 4 (Crit Success) (2x), Remainder 6 vs 17 (Success), 16 (Crit Success), Remainder 9
Asterios Loses 23 Mana (Now 162)
Irine Mana Check: 5 (Success), 14 (Crit Success), Remainder 6
Asterios Mana Check: 15 (Failure)
Asterios Loses 60 Mana (Now 102)
Asterios Mana Check: 14 (Failure)
Asterios Loses 60 Mana (Now 42)
Asterios Mana Check: 18 (Failure)
Asterios Loses 60 Mana (Now 0)
Asterios Gains 20 Mana (Now 20)
Asterios Mana Check: 12 (Success), Remainder 1
Asterios Loses 50 Mana (Now Dead)
Glycon 2 Agility Check: 18 (Failure)

Irine’s fires burnt away at the minotaur’s feet and legs as they wrapped around them, causing him to roar in pain, but it didn’t slow him down. Fortunately, the lack of fire didn’t seem to be increasing the success of the serpents, as once more, the serpent that had been binding around Doc missed in an attempt to attack him, though that was partially due to Doc running away and attempting to hide behind Irine.

Doc ran, firing at the minotaur as he went. A bullet went through the giant’s side, avoiding the metal plate over his stomach, but in doing so, it also missed any major organs along the way. However, when Doc reached Irine, he discovered a bit of an issue… a fox, even a multi-tailed one, is much smaller than even a relatively scrawny young man. However, Doc wasn’t merely a scrawny young man, nor even merely a dentist and part time lawman, he was a servant. And as a servant, he had the ability to transform his body into spirit mode to avoid attacks, and that’s just what he did, as his component spirit particles floated behind Irine.

Irine, similarly, wasn’t merely a multi-tailed fox, a point emphasized by her summoning a pair of fireballs and flinging them, along with the others she had summoned before, at the Minotaur. The first caught in his mane, causing it to burst into flames, and him to scream in pain. The second barreled into his chest, exploding into a burst, while the third caught him in the face, adding to the flames from his burning hair. For a few moments, his body started to dissolve into golden light, before solidifying again. However, a fourth flame orb, this one exploding at his back, finished him off.

As the minotaur faded away before them, and Irine was left largely alone on the battlefield, the serpent that had been hounding her tried again, and failed, missing her and instead hitting the floor.

Doc: 51 Active skill 5 turns.
Irine: 200
Asclepius: 200
Glycon 1: 100
Glycon 2: 70
Glycon 3: 85
Asterios: Dead

I think I need to nerf Asterios if I decide to use him again, specifically Natural Demon A++. I made it very strong since it's strong in the lore, but I think it's too strong. I also think that he probably qualifies for a rank above 3. Regardless, at the moment the plan for the eventual actual game doesn't have you guys fighting against even numbers of enemy servants.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 15, 2022, 12:52:47 am
okay, finally done with that bs, time to try to catch up on actions - annnnnnnd the turn was run while i was busy. fucking great.
no autoaction either? just idle and let enemies hit me? that's really shitty to do to someone in combat, especially with zero warning. and yes, your post 3 hours before the turn does not count. I was busy from then to now.

generate another flame orb and burn the minotaur with my collection.  ((here's the obvious autoaction I'd have expected you to have run previously))
and then for the turn after:
<OW!>
run from the berserk minotaur back through the flame dance, burning the pursuing minotaur with my flame orbs as I run.

Irine
current form: multi-tailed-fox
mana: 200/200 - I have not removed the mana from damage taken during the turn that hasn't happened yet from my perspective.
active flames: 1 flame dance, 4 flame orbs, forest fire flames.

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 15, 2022, 01:11:50 am
okay, finally done with that bs, time to try to catch up on actions - annnnnnnd the turn was run while i was busy. fucking great.
no autoaction either? just idle and let enemies hit me? that's really shitty to do to someone in combat, especially with zero warning. and yes, your post 3 hours before the turn does not count. I was busy from then to now.

generate another flame orb and burn the minotaur with my collection.  ((here's the obvious autoaction I'd have expected you to have run previously))
and then for the turn after:
<OW!>
run from the berserk minotaur back through the flame dance, burning the pursuing minotaur with my flame orbs as I run.

Irine
current form: multi-tailed-fox
mana: 200/200 - I have not removed the mana from damage taken during the turn that hasn't happened yet from my perspective.
active flames: 1 flame dance, 4 flame orbs, forest fire flames.

Spoiler: Irine (click to show/hide)
Sorry, we've just been auto idling and I wasn't sure what to do, as I didn't want to make up an action for you as I didn't know what you might want to do. I'm willing to edit the turn tomorrow and put your action in retroactively, I just didn't know what I should do for you in this situation. I didn't want to hold another night, and your action came in at around 1 AM where I am, an hour that while I do often find myself working on the turns by, I'd rather not. In the future, would you prefer I try to come up with some action for you to perform if there isn't one submitted in time? Apologies, I've never been in a game where autoactions were a thing that occured.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 15, 2022, 01:29:52 am
sorry about snapping at you, stressful, and very long, day for me. Re-reading what I wrote, I was harsher than I meant to be. Really could have phrased that a lot better

about if it happens again, please do IF i'm in a combat situation or other must-act-right-now kind of situation. if it's low-stress or whatever then just have me idle like you've been doing. simple: "get out of the way of the falling rock" or "fight back against the thing attacking me" type actions as autoactions are solid, simple, and if i had a complex plan and didn't share it, that's on me.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 15, 2022, 01:36:00 am
sorry about snapping at you, stressful, and very long, day for me. Re-reading what I wrote, I was harsher than I meant to be. Really could have phrased that a lot better.
It's understandable. In the future, I might post a message the morning of the day I'll be updating to remind anyone who hasn't posted yet so as to give ample time, but as for how to handle missing actions during combat scenarios, how does each player want me to handle it for them? I can understand not wanting to auto-idle during combat, since it could get you hurt, and for you I'll do "attack enemy" or "avoid attack" actions, as you requested, but I can also see some players not wanting me to come up with actions for them.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 15, 2022, 01:52:01 am
in combat, a bad action is almost always better than no action. I don't know anyone that would prefer to stand idle than take a suboptimal action. only exception I can think of is if the autoaction uses up expensive resources or has backfire potential, like dodging into a spike trap, or shooting a unique rocket launcher. In Irine's case, the only expensive resource that could get wasted would be having her abandon the maintanance of her flames (causing them to dissipate) so that she can  attempt to use her NP. There aren't terrain hazards to her here, so can't really even provide an example of that from the current situation. Either way, action economy is a thing.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 15, 2022, 02:02:19 am
oh, and in group fights? just let the afk's teammate choose their action. done.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 16, 2022, 01:14:58 am
Ok, I edited the post. While I've mentioned a few times thoughts about nerfing Doc's damage boost, I think the issue might actually be how Irine's flame orbs are being calculated, with each one being an individual attack, meaning each gets a +40 to their damage, which adds up a lot. Lenglon, would you be willing to have it be modified so that while they can still hit multiple targets, when they are hitting one target, instead of being several individual attacks, they count as one attack with each orb used being an added 20 damage? I think it might work a bit better, with three orbs buffed by Doc coming out to 100 damage rather than 180, while the damage when not buffed remains the same as multiple individuals all succeeding.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 16, 2022, 01:25:06 am
Transforming into Spirit mode is supposed to leave you especially vulnerable to attacks according to Strange Fake, which is probably why we never see anyone try that maneuver in story. Game ruined forever V_V

Are we even going to use these characters in the actual game we are theoretically building towards? Testing should really be focusing on universal things instead of things not going to be in the game.

“Now shoot the doctor! It’s not a war crime if they did it first!”
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 16, 2022, 01:35:41 am
Transforming into Spirit mode is supposed to leave you especially vulnerable to attacks according to Strange Fake, which is probably why we never see anyone try that maneuver in story. Game ruined forever V_V

Are we even going to use these characters in the actual game we are theoretically building towards? Testing should really be focusing on universal things instead of things not going to be in the game.

“Now shoot the doctor! It’s not a war crime if they did it first!”
Characters used here are not excluded from use in the actual game, which, for the record, I've been working on while running this test so as to try and have a solid portion of the work done by the time I feel confident with the mechanics, but the matter of Irine's flame orbs is more something I've noticed and think is worth patching now more than one of the major mechanics changes like switching to a D20 or the inclusion of PI, though it's not out of the question someone might have a similar multi-hit attack so it's best to figure that stuff out.

Also, while I'm aware the statement on spirit forms was more of a joke, I did check the wiki before writing the turn, and this is what it said: "While in spiritual form, they cannot be easily detected by enemies due to being invisible to the naked eye and most forms of scrying, or be affected by physical interference. [...] It is also hard for them to affect a Material Body in that state, so they must materialize to properly engage in combat." While I'm not currently up to date on Strange Fake, at least the wiki seems to imply it makes you impervious to physical attacks, which is what I imagine Asterios mostly uses, while mana based attacks, like Excalibur or one of EMIYA's sword arrows, would still be able to hit.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 16, 2022, 01:53:49 am
Servants are by default immune to all physical attacks as spirits, you need mana in an attack to inflict damage to them. Also since servants are spirits their attacks all have mana, including ones that logically shouldn’t like slamming them into the ground.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 16, 2022, 04:12:51 am
Ok, I edited the post. While I've mentioned a few times thoughts about nerfing Doc's damage boost, I think the issue might actually be how Irine's flame orbs are being calculated, with each one being an individual attack, meaning each gets a +40 to their damage, which adds up a lot. Lenglon, would you be willing to have it be modified so that while they can still hit multiple targets, when they are hitting one target, instead of being several individual attacks, they count as one attack with each orb used being an added 20 damage? I think it might work a bit better, with three orbs buffed by Doc coming out to 100 damage rather than 180, while the damage when not buffed remains the same as multiple individuals all succeeding.
That's perfectly reasonable, that synergy is way too strong as-is.

honestly, 1-shotting the guy feels super absurd and cheap. if that broken synergy wasn't a thing she'd have *only* done 120 damage if I understood what happened correctly. instead she did 240 as well as bypassing one-shot protection granted by battle continuation. That's silly.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 16, 2022, 09:19:56 am
honestly, 1-shotting the guy feels super absurd and cheap. if that broken synergy wasn't a thing she'd have *only* done 120 damage if I understood what happened correctly. instead she did 240 as well as bypassing one-shot protection granted by battle continuation. That's silly.
Do you want to rewind again have Irine’s attack act as we just agreed to so Asterios is still around?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 16, 2022, 01:01:49 pm
Also, since I mentioned maybe doing this, turn in roughly 12 hours, though I guess actions depend on if we bring Asterios back or not.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 16, 2022, 05:46:52 pm
honestly, 1-shotting the guy feels super absurd and cheap. if that broken synergy wasn't a thing she'd have *only* done 120 damage if I understood what happened correctly. instead she did 240 as well as bypassing one-shot protection granted by battle continuation. That's silly.
Do you want to rewind again have Irine’s attack act as we just agreed to so Asterios is still around?
Yeah, I just don't like asking for multiple retcons in rapid succession like this so I wasn't going to ask for it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 16, 2022, 07:46:36 pm
Ok, so Asterios lost… still probably about 160 mana, Irine lost 49, and Asterios is still around. Lenglon, I’ll be going with your “run and shoot” action, but Stirk, I think you need to edit yours.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 16, 2022, 07:56:27 pm
I'll be on the road for the next couple days, Stirk can run Irine for me if I miss turns. I'll be attempting to check for updates when I take rest stops so I might be able to act anyway, but no promises.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 17, 2022, 01:16:48 am
Irine and Doc

Irine 4
Doc 13 (Agility 20)
Asclepius 13 (Agility 16)
Glycon (1) 1
Glycon (2) 6
Glycon (3) 19
Glycon (4) 9
Asterios 17

Doc Luck Check: 3 (Success), 11 (Crit Success) +40 Damage for Allies
Irine Gains 30 Mana (Now 181)
Glycon 3 Gains 25 Mana (Now 100)
Asterios Gains 20 Mana (Now 45)
Asterios Loses 50 Mana (Now 0)
Asterios Gains 30 Mana (Now 30)
Asterios Agility Check: 3 (Success)
Asterios Agility Check: 14 (Success), 5 (Crit Success), Remainder 14
Doc Agility Check: 16 (Success), 16 (No Crit), Remainder 9 vs 13 (Failure)
Damage Check: 10 (Success), 1 (Crit Success) (2x), Remainder 1 vs 7 (Success), 11 (No Crit), Remainder 10
Glycon 1 Loses 50 Mana (Now 50)
Asclepius activates his NP: Asclepius Loses 50 Mana (Now 150) (+5 to all allies' roll under number for Endurance when rolling to resist damage until the end of this combat. +5 to all allies’ roll under number for Mana when rolling to resist debuffs until the end of this combat. Allies gain this effect: The first time in this combat your mana reaches 0, gain 30 mana. You and allies gain this effect: +20 mana every action. All allies' max mana increases by 20 until the end of this combat or they lose 20 mana.)
Glycon 2 Agility Check: 1 (Success), 5 (Crit Success) (1.5x), Remainder 6 vs 8 (Success), 20 (No Crit)
Damage Check: 2 (Success), 12 (No Crit), Remainder 10 vs 20 (Failure)
Irine Loses 60 Mana (Now 121)
Glycon 2 Mana Check: 19 (Failure)
Glycon 2 Loses 100 Mana (Now 0)
Glycon 2 Gains 30 Mana (Now 30)
Glycon 1 Mana Check: 10 (Success), 5 (No Crit), Remainder 5
Glycon 1 Loses 70 Mana (Now 0)
Glycon 1 Gains 30 Mana (Now 30)
Glycon 1 Uses Cure Wounds: Glycon 2 Gains 20 Mana (Now 50)

The fires from Irine’s flame dance burnt at the minotaur’s legs, continuing the damage her previous onslaught had done to his upper body. He screamed as the flames burnt up his lower body, and for a moment, it seemed like his body started to fade into golden dust, but he quickly solidified, and just as quickly ran off in the direction of the glowing blue chamber.

Doc, deprived of his intended target, turned his gun on the serpent that had been harassing him, firing a barrage of shots that left the serpent bleeding, but still kicking. However, soon afterward, something odd began to occur from the other chamber, as some kind of red glow began to mix with the greenish blue light, and soon, glowing red liquid began to flow out of the room, whipping about like a whirlwind as it did. The two serpents began to glow with a blue light, as the red liquid drew back into the chamber, as if drawn to some singularity in the center, and Doc and Irine could see the wounds that the serpents had received heal up.

The serpent that had been unsuccessfully attacking Irine this whole time took another chance, and as though the healing had provided it with the strength to finally succeed, it finally managed to bite Irine, grabbing her with its teeth and shaking her body, before flinging her to the side. The bite mark and bruises left on Irine were nothing to sneeze at, but they would heal, and besides, retribution would be swift.

Irine unleashed her flame orbs on the two remaining serpents. The one that had bit her managed little resistance as three flame orbs pelted it, and it’s body burnt, while the other one, despite being more injured, was better able to resist Irine’s magecraft, requiring all three remaining flame orbs to take it down. However, even once both serpents seemed to have reduced to burned corpses, both managed to stand back up, their injuries healing before Irine’s eyes, as a light from one passed to the other, causing even more of its wounds to seal up.

Doc: 51 Active skill 4 turns.
Irine: 121
Asclepius: 170
Glycon 1: 30
Glycon 2: 50
Glycon 3: 105
Asterios: 50

Original plan was for Doc's action to be "Shoot the minotaur" but as Asterios ended up running away, I went with "Shoot the enemy that keeps attacking me". I did something similar with Irine, attacking the Glycons as Asterios ran. Was that a good way to do this?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 17, 2022, 01:32:23 am
I don't really care since this is just supposed to be a test :V

Doc has an auto heal that should increase Irene's HP, I think?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 17, 2022, 08:59:54 pm
Right, forgot about that one as he turn before last was the first time it was applicable, so I'll just edit it in. Also, do you want to write an action for Irine for the turn tommorow, or have me do it, since Leglon can't?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 17, 2022, 11:07:09 pm
I guess I can try :V. I haven't been paying enough attention to her kit or fighting style enough to make a move she would make, and don't feel good about spending her HP. I guess it will let me do a combo move!

Irene unleashes her orbs at the Doctor who isn't Doc. Doc follows close behind the orbs letting them clear the path to his target as he readies his shotgun. After they impact he puts his gun in the Grecian's face. He pulls the trigger. Joining the mess of shot, a jet of flames launches from his weapon -assistance from Irene's Soul of Fire enhancing the shotgun's ignited gunpowder into a potent force all its own.

Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 17, 2022, 11:12:14 pm
I'll just note that you guys don't properly know where Asclepius is, as while you have the idea he's in the chamber, you can't see him, so there would be a demerit to hitting him.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 17, 2022, 11:17:41 pm
I'll just note that you guys don't properly know where Asclepius is, as while you have the idea he's in the chamber, you can't see him, so there would be a demerit to hitting him.

Doesn't using his ability give away his position, especially considering he's not an Assassin and we have Servent Senses?

If his FGO NP is what you're going with it isn't exactly subtle.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 17, 2022, 11:24:18 pm
You know his location as being in the chamber, and his NP confirmed that, but that still means you'd be essentially shooting at him blind as you don't know where in the chamber he is. You can shoot in the right direction, but you can't see him, so you don't know exactly where to aim.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 17, 2022, 11:25:19 pm
You know his location as being in the chamber, and his NP confirmed that, but that still means you'd be essentially shooting at him blind as you don't know where in the chamber he is. You can shoot in the right direction, but you can't see him, so you don't know exactly where to aim.

What if we aim for the bright light, chanting, and massive mana signature?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 17, 2022, 11:31:34 pm
It's still a luck check to see if you're even aiming for the right spot. You're assured to shoot in the right direction, but there's a whole glowing chamber and as far as I know, servant mana sense is generally telling you if another servant is present and their direction, not pinpoint accuracy unless you have a specific skill for it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 17, 2022, 11:35:22 pm
I'm going in the chamber and getting physically close, which should be giving me exact knowledge of his position with at least three of my senses right?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 17, 2022, 11:38:57 pm
I'm going in the chamber and getting physically close, which should be giving me exact knowledge of his position with at least three of my senses right?
Yes, physical entrance to the chamber would remove the need for the luck check, though Irine would need a luck check if she were to aim at Asclepius without closing in as well, and I can guarantee that the path into the chamber isn't going to be an easy one with the Glycons and Asterios still active.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 17, 2022, 11:42:22 pm
I'm going in the chamber and getting physically close, which should be giving me exact knowledge of his position with at least three of my senses right?
Yes, physical entrance to the chamber would remove the need for the luck check, though Irine would need a luck check if she were to aim at Asclepius without closing in as well, and I can guarantee that the path into the chamber isn't going to be an easy one with the Glycons and Asterios still active.

I can give her directions since she can move the balls with her mind?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 17, 2022, 11:44:42 pm
Didn't you state she's attacking first in an attempt to clear your way to the chamber? You would need to be in the chamber before she attacked to give directions.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 17, 2022, 11:54:43 pm
Didn't you state she's attacking first in an attempt to clear your way to the chamber? You would need to be in the chamber before she attacked to give directions.

Yeah, but I also thought the fact that his bright lights, shouting, and mana signature would be enough to give his position away without needing to actually look at him. Especially since he can use his NP against people in the room so we should be able to do the same to him :V

Whatever, Irene will use the orbs to clear a path for Doc to get close, hitting everyone attempting to stop him instead of the enemy doctor. Same plan otherwise.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 18, 2022, 12:01:31 am
The reason he can use the NP is since the only people it effects are the Glycons, his minion who he controls, and Asterios, who is in his view. If it was an offensive type NP, there would be some discussion based on the type, given something like Excalibur or Ea has a big enough AOE that just knowing the room is enough, while other NPs like Rule Breaker or Cursed Arm's NP wouldn't be able to target you guys without knowing where you are. Also it did give his position away, but it's like trying to hit a target with your eyes closed, even if you know where the target is, since you can't see the exact location, your odds of actually hitting it are lower than if you could see it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 19, 2022, 01:25:07 am
Ok, it's past 1 AM here, and while I've done some work on the turn, I've done a lot of just kind of staring at it and not feeling like writing, so I think it would be better for me and for the quality of the turn if I postpone it for tomorrow. I'm sorry for doing this, but I don't want to be up late only to push out a turn that I'm not happy with.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 20, 2022, 01:32:16 am
Irine and Doc

Irine 15
Doc 5
Asclepius 4
Glycon (1) 9
Glycon (2) 3
Glycon (3) 16
Glycon (4) 17
Asterios 13

Doc Luck Check: 16 (Success), 12 (No Crit) +40 Damage for Irine
Asterios Gains 40 Mana (Now 90)
Glycon 1 Gains 40 Mana (Now 70)
Glycon 2 Gains 20 Mana (Now 70)
Asclepius Gains 65 Mana (Now 200)
Irine Gains 30 Mana (Now 151)
Glycon 1 Mana Check: 8 (Success), 11 (No Crit), Remainder 7
Glycon 1 Loses 70 Mana (Now Dead)
Glycon 2 Mana Check: 1 (Success), 20 (No Crit), Remainder 14
Glycon 2 Loses 70 Mana (Now Dead)
Doc Agility Check: 16 (Success), 3 (Crit Success), Remainder 1
Doc Agility Check: 13 (Success), 19 (No Crit), Remainder 12 vs 13 (Success), 10 (No Crit), Remainder 7
Damage Check: 16 (Failure)
Asclepius Loses 20 Mana (Now 180)
Asclepius Mana Check: 2 (Success), 16 (Crit Success), Remainder 13
Asterios Gains 60 Mana (Now 150)

As nearly everyone’s wounds knit themselves back together, seemingly an effect of the blue glow that had just lit the corridor, Doc decided that his best bet wasn’t to keep fighting the snakes, but rather to aim for the origin of the healing that was keeping their enemies up. He used his telepathic connection to his partner to alert her of his plan, and Irine got to work supporting him.

She released her flame orbs on the two serpents in front of them, however, the two of them were rather resistant to the attacks, to the point that by the time the two snakes had been successfully roasted and faded away into blue dust on the wind, Irine didn’t have any flame orbs left to clear up anything else, so all Doc could do was try his best to dash in before anyone could stop him… and that’s just what he did.

Doc ran into the glowing chamber before him in a mad dash, the only thing he was worried about was not running right into a wall or an enemy, as he pulled his gun out and primed it as he sprinted. He ran past another pair of serpents that attempted to grab him as he ran in, and, spotting the minotaur in his way, managed to drop to the floor and slide between his legs, before standing up again and running to the mana signature of the noble phantasm that had just been unleashed. He pulled the trigger… but only smoke came out. It seemed that his running to get here had messed up his gun a bit.

Finally getting a chance to look around the chamber, he saw that it looked like an operating room, bright lights hanging from the ceiling over a bed, which had a human like figure laying under a white sheet, and a table next to it with a few different surgical devices laying on it.

Standing over the bed was a young man, wearing a black surgical outfit, long white hair tied up to keep it from getting in the way, his gloves glowed with the same light that was pouring out of the chamber. A bronze staff lay leaning on the table next to him, and a mechanical serpent, like a simpler version of one of the serpents outside, sat wrapped around it.

Without even turning around, the young man waved Doc off dismissively.

“If you aren’t here to help me with the patient, I have no need of you.” his voice was muffled, like he was wearing a mask, “Please don’t touch anything on your way out and proceed to wait your turn in the waiting room.”

With the same gesture of his hand, Doc could feel some of the man’s mana flare up, and quickly after he felt the mana of the minotaur in the other room strengthen.

Doc: 51 Active skill 3 turns.
Irine: 151
Asclepius: 180
Glycon 1: Dead
Glycon 2: Dead
Glycon 3: 120
Glycon 4: 120
Asterios: 150

Decided it was reasonable for Irine to use the required amount of Flame Orbs to defeat the Glycons assuming they were able to resist that spell, which ended up being accurate. Meanwhile, Asclepius still really doesn't care about anything but his job.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 22, 2022, 06:11:35 pm
So I held off on a turn last night as I was both busy and waiting on an action, but... Stirk, do you want to put an action in or have me do it for you and Leglon?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 22, 2022, 07:05:23 pm
“Course. Sorry for the trouble.”

Doc tips his hat toward the doctor and walks back to the waiting room casually, while transmitting the doctor’s location to the fox girl who proceeds to hit him with every orb.

I didn’t see the update :-/
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 22, 2022, 09:27:51 pm
Irine and Doc

Irine 9
Doc 3
Asclepius 13
Glycon (3) 1
Glycon (4) 20
Asterios 19

Doc Luck Check: 11 (Success), 14 (No Crit) +40 Damage for Irine
Asterios Gains 40 Mana (Now 190)
Asclepius Gains 65 Mana (Now 200)
Irine Gains 30 Mana (Now 181)
Asclepius Loses 20 Mana (Now 180)
Asclepius Mana Check: 13 (Success), 1 (Crit Success), Remainder 17
Asterios Gains 60 Mana (Now 250)
Asclepius Mana Check: 19 (Success), Remainder 1
Asclepius Loses 100 Mana (Now 80)
Glycon 3 Uses Constrict on Doc
Doc Loses 20 Mana (Now 31)

“Course. Sorry for the trouble.” Doc said, tipping his hat to the other doctor as he walked into the waiting room, transmitting his coordinates to Irine. He took a seat across from the minotaur, who glared at him. The two serpents he had seen stared at him from the floor, but no one made a move to attack him. It seemed like everyone was largely subservient to the doctor, and that some kind of order had been put out to not harm him. However, Doc did feel the minotaur’s mana be bolstered again, so it didn’t seem like combat was entirely out of the question.

However, he and Irine weren’t going to wait until their opponents were done with whatever they were up to, so as Irine received the signal, she shot all 6 of her flame orbs at the target. The balls of fire shot through the doors into the waiting room, and right into the surgical room, and while Doc couldn’t see what occurred, he could feel the heat come out and feel the doctor’s mana signature weaken, and hear what sounded like a hiss of pain.

As soon as the attack registered, the snakes and minotaur sprung to life. One serpent coiled around him, forcing him to the chair, while the other got ready to lunge at him, and the Minotaur charged outside, heading to attack Irine.

Doc: 31 Active skill 2 turns.
Irine: 181
Asclepius: 80
Glycon 3: 120
Glycon 4: 120
Asterios: 250

Looks like Round 3.5 might be wrapping up soon.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 23, 2022, 01:15:41 am
<Almost>
seeing the minotaur run out at me and not knowing where exactly Doc, the snakes, and the enemy healer, are inside the room, I decide to focus down the enemy I can see clearly and Generate another flame orb to add to my already-present ones and attempt to focus down the charging minotaur.

Irine
current form: multi-tailed-fox
mana: 181/200
active flames: 6 flame orbs

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 23, 2022, 01:35:06 am
Die, probably. Not really sure what you’re expecting when you make the enemies outnumber us and give them free stunkock :v

Doc attempts to headbut the attacking snake defiantly
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 24, 2022, 05:59:10 pm
Irine and Doc

Irine 15
Doc 18
Asclepius 2
Glycon (3) 3
Glycon (4) 17
Asterios 6

Doc Luck Check: 4 (Success), 4 (Crit Success) +40 Damage for Allies
Asterios Gains 40 Mana (Now 255)
Asclepius Gains 65 Mana (Now 145)
Irine Gains 30 Mana (Now 200)
Doc Strength Check: 18 (Failure)
Glycon 4 Agility Check: 2 (Success), 19 (No Crit), vs Negated
Damage Check: 17 (Failure)
Irine Loses 20 Mana (Now 180)
Irine Mana Check: 17 (Success), 17 (No Crit), Remainder 8
Asterios Mana Check: 15 (Failure)
Asterios Loses 180 Mana (Now 75)
Asterios Agility Check: 5 (Success)
Asterios Agility Check: 16 (Success), 16 (No Crit), Remainder 11 vs 8 (Success), 2 (Crit Success), Remainder 2
Asclepius Loses 20 Mana (Now 125)
Asclepius Mana Check: 10 (Success), 2 (Crit Success), Remainder 19
Asclepius Gains 60 Mana (Now 185)

Doc struggled against the serpent binding him, trying to headbutt the other serpent, but he was unsuccessful, as the bindings were too tight. However, he wasn’t out of luck just yet, as all his wriggling caused the other serpent that was attacking him to miss and instead bump into the one coiling around him.

Meanwhile, Irine was having even better luck with her own opponent. She generated a seventh flame orb and fired it and all her older ones at the Minotaur. They crashed into him, creating explosions of smoke and fire as he roared, but didn’t stop charging, swinging his ax at Irine. However, whether it was due to the smoke or Irine’s dodging skills, she managed to jump out of the way of the blades as the axhead buried itself into the floor.

Doc: 31 Active skill 1 turns.
Irine: 180
Asclepius: 185
Glycon 3: 120
Glycon 4: 120
Asterios: 75

Wrote this turn kind of quick and early as early tomorrow I'm leaving on a trip with my family and I was reminded I can't bring my computer with me, so I won't be able to get another update in until a few days after new years. As a result, I wish you guys a happy holidays and New Year, and I'll do another post when I get back.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 24, 2022, 06:55:00 pm
<Just once more>
same thing one more time.

Irine
current form: multi-tailed-fox
mana: 180/200
active flames: 7 flame orbs

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 26, 2022, 12:33:53 pm
So, my flight ended up getting canceled so I'm not leaving until Wednesday, which sucks, but it means there is an update today, so I need an action from Stirk.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 26, 2022, 03:28:34 pm
Bite the snake I guess
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 27, 2022, 12:59:12 am
Irine and Doc

Irine 17 (Agility 12) (Coin Flip Heads)
Doc 8
Asclepius 7
Glycon (3) 1
Glycon (4) 17 (Agility 12)
Asterios 6

Doc Luck Check: 9 (Success), 1 (Crit Success) +40 Damage for Allies
Asterios Gains 40 Mana (Now 115)
Asterios Loses 50 Mana (Now 65)
Asclepius Gains 65 Mana (Now 200)
Irine Gains 30 Mana (Now 200)
Irine Loses 20 Mana (Now 180)
Irine Mana Check: 14 (Success), 3 (Crit Success), Remainder 8
Asterios Mana Check: 10 (Success), 1 (Crit Success), Remainder 2
Glycon 4 Agility Check: 3 (Success), 3 (Crit Success) (1.5x), Remainder 6 vs Negated
Damage Check: 19 (Failure)
Doc Strength Check: 14 (Failure)
Asterios Agility Check: 15 (Success)
Asterios Agility Check: 8 (Success), 10 (Crit Success) (1.5x), Remainder 9 vs 3 (Success), 13 (No Crit), Remainder 9
Damage Check: 9 (Success), 19 (Crit Success) (2x), Remainder 14 vs 13 (Success), Remainder 1
Irine Loses 83 Mana (Now 97)

Irine tried to repeat her assault, creating another two flame orbs to add to it, but this time, when her flame orbs slammed into the minotaur, she felt the magecraft fizzle. While the orbs didn’t disappear, they didn’t explode as they had previously, as while her flame dance burned at him, the orbs bounced off and returned to her.

In response, he swung at her, and this time she wasn’t able to dodge. One ax cut into her tails and flank, but thankfully for her, the massive body size difference between her and her attacker, and the fact that the axes weren’t particularly sharpened, meant the blow threw her more than it cut her. While the blunt trauma of being thrown into the wall behind her wasn’t very pleasant, it was better than losing a limb.

Meanwhile, Doc’s situation remained largely the same. He attempted to break out of the hold he was in by biting the serpent that was binding him, but unfortunately for him, he was unable to get enough freedom to move to enable it. Fortunately, the free serpent was once more unable to actually land any real blow on him, as a bite on his foot didn’t manage to do much more than put a puncture on his boot. Meanwhile, the doctor was still in his lab.

Doc: 31 Active skill 0 turns.
Irine: 97
Asclepius: 200
Glycon 3: 120
Glycon 4: 120
Asterios: 65

Ok, as I leave Wednesday morning, this is the last turn until I get back a few days after New Years. I hope you all had a Merry Christmas and wish you a happy New Years.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on December 27, 2022, 02:46:38 pm
<Just... one... more...>
Burn the minotaur down.

Irine
current form: multi-tailed-fox
mana: 97/200
active flames: 8 flame orbs

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on December 30, 2022, 09:53:08 pm
Loudly complain about how the Snake’s unlimited construction ability is over powered while trying to not die to it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on December 30, 2022, 11:04:56 pm
Loudly complain about how the Snake’s unlimited construction ability is over powered while trying to not die to it.
I’ll take this note into consideration and work out something that works better.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on January 12, 2023, 12:55:43 am
So, I've done all the rolls for the coming turn, but since I'm trying to get my sleep schedule in order this semester, and it's almost 1 AM, and I have a large amount of free time tomorrow afternoon, I'm going to hold off on writing the turn until I'm done with classes tomorrow. I apologize for not having the turn out sooner, as I'd intended to work on it two days ago, but I'm still adjusting to my new class schedule since the new semester started.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on January 12, 2023, 06:21:30 pm
Irine and Doc

Irine 15 (Agility 12)
Doc 15 (Agility 20)
Asclepius 7 (Agility 16)
Glycon (3) 9
Glycon (4) 7 (Agility 12)
Asterios 8

Doc Luck Check: 14 (Success), 1 (Crit Success) +40 Damage for Allies
Asterios Gains 40 Mana (Now 105)
Asterios Loses 50 Mana (Now 55)
Asclepius Gains 65 Mana (Now 200)
Irine Gains 30 Mana (Now 127)
Doc Strength Check: 11 (Success)
Doc Agility Check: 4 (Success), 18 (Crit Success) (1.5x), Remainder 3 vs 2 (Success), 17 (No Crit), Remainder 10
Damage Check: 11 (Success), Remainder 1 vs 16 (Success), Remainder 1
Glycon 4 Loses 23 Mana (Now 97)
Asterios Mana Check: 13 (Failure)
Asterios Loses 200 Mana (Now 0)
Asterios Gains 30 Mana (Now 30)
Glycon 3 Agility Check: 2 (Success), 16 (No Crit), Remainder 10 vs 9 (Success), 8 (Crit Success), Remainder 3
Asterios Agility Check: 15 (Success)
Asterios Agility Check: 19 (Success), 8 (No Crit), Remainder 8 vs 7 (Success), 8 (No Crit), Remainder 5
Damage Check: 20 (Success), 1 (Crit Success) (2x), Remainder 21 vs 16 (Failure)
Irine Loses 115 Mana (Now 12)
Glycon 4 Agility Check: 9 (Success), 8 (No Crit), Remainder 3 vs 12 (Success), 15 (No Crit), Remainder 8

As Doc once more tried to strain against the serpent binding him, he finally managed to succeed, pushing the coiling snake off him as he jumped out of the chair. He wasted no time firing at the snake that had been attacking him, managing to shoot a bullet through its body. The two serpents tried to attack Doc in retaliation, but now able to move, he managed to avoid them both.

Meanwhile, Irine was still dealing with the minotaur. From where she fell, she commanded her flame orbs to strike again, knowing that the Minotaur wouldn’t last much longer against the continued assault. Her flame orbs shot out, this time piercing through the defenses, exploding into bursts of flames on contact. In the burst of flames, Irine could swear she saw golden spiritron particles, but when the flames cleared, the minotaur was still standing, though worse for wear.

He charged, passing over Irine’s flames, and swung his ax with fierce abandon. The only thing that saved Irine was that the angle of the blade was a bit off, as the force behind it meant that the his she did receive left her barely able to stand, her body bleeding all over. Still, she was alive, but whoever struck first would likely decide this fight.

Doc: 31
Irine: 12
Asclepius: 200
Glycon 3: 120
Glycon 4: 97
Asterios: 30

For the future, the Glycon constrict, and likely similar skills, will last 3 turns maximum and, if broken before turn 3, they will be stunned for that turn. Also, while I'd generally been running Asterios to run back to Asclepius when he hits his guts for healing and another continuation, I figured that if I did that this time it would probably mean you guys can't win, and I want to see if you can pull it off.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on January 12, 2023, 07:33:09 pm
<Well fought.>
strike first


Irine
current form: multi-tailed-fox
mana: 12/200
active flames: 8 flame orbs

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on January 12, 2023, 07:52:04 pm
We already can't win :V. We went over it with Tell but Servant = Servant. A Servant VS Servant fight would theoretically have a 50/50 chance for who would win. Adding an advantage like minions gives one side a much higher chance to win, and a multi-turn stun is a strong ability for a minion to have.

It really doesn't matter for a test, but you'll really want to think about fight design when the game starts since you always seem surprised when we lose to enemies who should obviously beat us :V

Strike Last. Everyone knows it is the last strike that wins. Shoot sneks.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on January 12, 2023, 08:37:43 pm
My plan for the actual game already has most fights be you guys with the majority, unless you’re against Rank 1 or 2 enemies. The team fight round will be a much more accurate representation of what the intent for the actual game to be like. As for the rest rounds, it’s less I’m surprised and more I’m honestly not sure how fights will go yet since this is the first time fights are happening with this system.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on January 12, 2023, 08:53:20 pm
Those free-action disengages berserker was getting really do add up.

as a rule of thumb, in pvp action economy is king. Irine is strong when given prep because she effectively gets pre-actions during her prep. stuns of any kind are strong because they remove actions from the enemy. Summons are strong because at the cost of one turn's action (summoning turn), they give one action per following turn (each turn that the summon can act). meaning summons that get to act twice or more are net positive action economy. The snakes in particular are a super-risky type of summon because they're a summon that stuns, meaning they are net-positive action economy even with only a single action. (-1 for summon action, +1 for attack action, -1 action to stunned target), for a hypothedical, if you summon a snake every turn, and those snakes get to bind their target for a single turn before said target rips them off, they can maintain a stunlock indefinitely. Irine is good into the matchup only because she wouldn't actually lose her actions from being bound.

Irine's two variations on bindings each have a fairly high failure chance, especially flame dance, else they'd be problematic too.

but finally, Doc has been really rushing in to engage in a toe-to-toe brawl with minimal coordination with Irine, despite Stirk saying themselves that Doc is a support-type. The early split-up especially hurt, and Irine has kinda been forced to adapt to him overall since he has generally refused to try to coordinate or plan or work as a team in general. (are you sure you want to run a support-type? you might do a lot better with a 1v1er) This combined with Doc not having a way to self-restore has resulted in Doc being chipped down over time, and our pair as a whole overextending. Also just tossing out a quick reminder that we did kinda get a collective one-shot on the minotaur earlier. So overall this has been a quite even match I think.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on January 12, 2023, 09:26:39 pm
I made a support type to test support skills. I don't plan on playing one when/if the game starts :V
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on January 15, 2023, 01:30:10 am
I forgot I needed to do a turn today, and now it’s too late and I’m tired. I apologize and will get the turn done tomorrow, and then get back on the proper schedule.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on January 16, 2023, 10:09:57 am
Irine and Doc

Irine 16
Doc 11
Asclepius 20 (Agility 16)
Glycon (3) 10
Glycon (4) 20 (Agility 12)
Asterios 8

Doc Luck Check: 10 (Success), 10 (No Crit) +40 Damage for Irine
Asterios Gains 40 Mana (Now 70)
Asterios Loses 50 Mana (Now 20)
Irine Gains 30 Mana (Now 42)
Glycon 4 Gains 45 Mana (Now 100)
Glycon 4 Agility Check: 14 (Failure)
Asterios Mana Check: 2 (Success), 4 (Crit Success)
Doc Agility Check: 14 (Success), 5 (Crit Success) (1.5x), Remainder 6 vs 3 (Success), 8 (Crit Success), Remainder 1
Damage Check: 8 (Success), 8 (No Crit), Remainder 4 vs 20 (Failure)
Glycon 4 Loses 45 Mana (Now 55)
Glycon 3 Agility Check: 11 (Success), Remainder 1 vs 7 (Success), 8 (Crit Success), Remainder 5
Asterios Agility Check: 19 (Success)
Asterios Agility Check: 8 (Success), 12 (Crit Success) (1.5x), Remainder 7 vs 1 (Success), 15 (No Crit), Remainder 11
Damage Check: 1 (Success), 12 (Crit Success) (2x), Remainder 29 vs 17 (Failure)
Irine Loses 165 Mana (Now Dead)

The serpent had the first move, once more jumping at Doc, and once more missing, as Doc responded to it by firing a bullet into its body, which managed to shoot through a decent length before coming out the other end, causing the serpent to hiss in pain as the other one also tried to attack Doc, who was easily able to jump out of the way. Regardless, Doc could feel the mana in the air, which kept replenishing the mana of the serpents. It had the same feeling as the caster he had met earlier.

Outside, Irine and the minotaur were engaged in a standoff. Both were mere inches from death, and one good attack would send them over, but at the same time, both knew the same was true for their opponent. Irine sent out her flame orbs, but at the same time, Asterios charged. They met only about a foot from Irine, as the flame orbs blazed, ready to combust and take the minotaur down once and for all… but they didn’t get a chance. With a swing of his axes, Asterios cut the flames that burnt over him and forced them out of his way as he continued his charge towards Irine.

Even as the fires raged around them, Asterios’s axes slammed down towards Irine, this time with both accuracy and strength. The blades went right through her, cutting into her spirit origin, as she could feel her body go limp. As her body began to dissolve into spiritron particles, the minotaur similarly collapsed, breathing heavily, as the fires around them began to dim, and as Irine returned to the throne, they went out.

Doc: 31
Irine: Dead
Asclepius: 200
Glycon 3: 120
Glycon 4: 55
Asterios: 20

Right, sorry, last night I ate something that didn't agree with me and spent a while in the restroom, which is the reason for not posting. On to the actual content of the turn, honestly sorry Lenglon, I really thought that Irine was going to win this after you rolled a 16 for initiative, but then Asterios got that crit success for Mana. For the future, I'm going to work out some kind of Attack of Opportunity system to reduce the free action disengages. Meanwhile, I'm pretty sure the situation is no longer winnable for Doc, but I might end up surprised, so I'll run it until the end. Regardless, I'm getting ready for round 1.4 if anyone else is still interested in it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on January 16, 2023, 10:29:33 am
Simply making them cost an action would work. He was getting to act, take damage, and then act again to disengage on the same turn. It was like if you had let me have irine run away this last turn without ever even rolling initiative and then she takes a full turn's actions after that. Basically giving her a bonus personal turn. That's the problem. The fair pattern would be if he acts and takes damage he found threatening then on his next turn he can spend his action to handle it. Compare to when you told me to reduce and simplify Irine's actions.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on January 16, 2023, 11:25:01 am
Got it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on January 16, 2023, 12:56:55 pm
Shoot snek

Quote
I'm getting ready for round 1.4 if anyone else is still interested in it.

Its been almost a year, at this point you need to either make the game or stop pretending this is testing and admit it is the actual game :V
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on January 16, 2023, 02:17:14 pm
I've said it before and I'll say it again, as much as I'd like to just run Fate/Lost Record already, new things I need to work on keep appearing as the test continues. While Fate/MT does technically count as a game, its primary function is making sure that when I do make Lost Record, it has all the major issues worked out and I can run something I can be proud of and not have to patch every few turns. I'd also hardly say that this has really been going a year since I'm pretty sure its been 50% hiatus, with a regular pattern only really coming up recently, and even treating it as a year, there are plenty of things that are still completed untested, such as extra classes, non-casters with spells, units above Rank 3, and the Physical Integrity stat. While you can count it as a game if you want, above all, Fate/Mechanics Test is still a Mechanics Test, and it's shown me more than anything that I was right to try to test out the system before I tried to make Lost Record a reality.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on January 18, 2023, 11:47:43 pm
Irine and Doc

Doc 16
Asclepius 17 (Agility 16)
Glycon (3) 6
Glycon (4) 15 (Agility 12)
Asterios 8

Doc Luck Check: 18 (Success), 18 (No Crit)
Asterios Gains 40 Mana (Now 60)
Glycon 4 Gains 45 Mana (Now 100)
Doc Agility Check: 18 (Success), 16 (No Crit), Remainder 7 vs 3 (Success), 1 (Crit Success), Remainder 8
Glycon 4 Agility Check: 8 (Success), 3 (Crit Success) (1.5x), Remainder 1 vs 8 (Success), 14 (No Crit), Remainder 12
Damage Check: 20 (Failure)
Glycon 3 Agility Check: 16 (Failure)

Feeling Irine’s mana signature disappear, Doc shot at the snake again, but the knowledge that his partner had just returned to the throne of heroes threw his aim off, causing his shot to only lead to a puff of plaster as it hit the floor. The serpent that he was aiming at, meanwhile, was able to jump up and bite his arm, but fortunately, Doc was able to shake it off before its teeth sunk into his skin. The other snake merely missed.

Meanwhile, the aura signature of the doctor still filled the air.

Doc: 31
Asclepius: 200
Glycon 3: 120
Glycon 4: 55
Asterios: 60

This was quick as I have school stuff to do, but I also owed you guys a turn.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on January 19, 2023, 01:40:49 am
I've always been fated to die since my first cough. Guess I get to go down shooting this time.

Shoooooooot sneeeeeeeeeeeeeeeeeeeeek
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 07, 2023, 04:59:49 am
does snek get shot?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 07, 2023, 08:08:34 am
Right, so, sorry. I have been really busy with college, and I’m sorry for not mentioning it. This hiatus started as a quick thing where I was going to l just delay the turn by a day or two and apologize when I posted the new turn, and when that ended up being longer, I didn’t want to post except with a turn, and I didn’t feel I had time to do a turn just yet, so I was waiting for when my schedule cleared up. At the moment I’m at the busiest I’ve been for a while, as we’re halfway through the semester and all the professors have assignments due, but after this week I go into spring break, and when I get back my schedule is likely to be a bit more open.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 16, 2023, 10:04:12 pm
Doc 4
Asclepius 16
Glycon (3) 17
Glycon (4) 1
Asterios 15

Doc Luck Check: 8 (Success), 16 (No Crit)
Asterios Gains 40 Mana (Now 100)
Glycon 3 Agility Check: 20 (Failure)
Asterios Agility Check: 16 (Success), 9 (Crit Success), Remainder 8
Doc Agility Check: 5 (Success), 16 (Crit Success) (1.5x), Remainder 4 vs 1 (Success), 14 (No Crit), Remainder 11
Damage Check: 20 (Failure)
Glycon 4 Agility Check: 10 (Success), 5 (No Crit), Remainder 2 vs 4 (Success), 9 (Crit Success), Remainder 7

Again the snake tried to jump at Doc, and again it missed terribly, without Doc even needing to dodge it. However, Doc wasn’t having much better luck, as a shot he’d lined up on the other snake failed as his gun misfired, leaving him open to an attack… which thankfully, he was able to dodge, moving out of the way of the lunging serpent.

Outside of the temple, the minotaur began to rise, and move toward the site of the conflict.

Doc: 31
Asclepius: 200
Glycon 3: 120
Glycon 4: 100
Asterios: 100

So this is back. Sorry, I've been spending my days applying for jobs for this summer and my nights with family, and admittedly one night where I got distracted and forgot that I had promised to get back to this. Looking at my doc for 1.3.5 again, it is 60 pages, and I think that may have played a role in why updating this felt more like work than something I enjoy doing. I think that, assuming anyone still cares enough to keep participating, starting next round I'm going to not do stun/stall situations. Anyway, 1.3.5 seems to be rapping up, as while I want it to end, I'm hesitant to just end it unless requested due to how close it seems to finishing on its own.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 16, 2023, 10:29:52 pm
sounds good to me! I'm assuming you want Irine's two stun/disable abilities to be changed to match?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 16, 2023, 10:47:38 pm
For the time being, I'll hold on that as they have a decent save, and I think a bit issue on the Glycons was the lack of save, but I'll keep it in mind as testing continues.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 16, 2023, 10:59:53 pm
Shoot snek
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 18, 2023, 10:54:26 pm
Ended up watching a three hour film with my parents tonight. Tomorrow I'll be taking an 8 hour bus ride, so I'm going to try to write the turn on the bus and post it when I get off, or get it done before if I can.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 19, 2023, 08:58:14 pm
Doc 11 (Agility 20)
Asclepius 19
Glycon (3) 20
Glycon (4) 4
Asterios 11 (Agility 27)

Doc Luck Check: 3 (Success), 11 (Crit Success)
Asterios Gains 40 Mana (Now 140)
Glycon 3 Agility Check: 5 (Success), 19 (No Crit), Remainder 7 vs 19 (Success), Remainder 1
Damage Check: 17 (Failure)
Asterios Agility Check: 6 (Success), 11 (Crit Success), Remainder 16
Doc Agility Check: 1 (Success), 19 (Crit Success) (1.5x), Remainder 5 vs 15 (Failure)
Damage Check: 16 (Failure)
Glycon 4 Agility Check: 20 (Failure)

The stalemate continued, as no one was yet able to harm the others, but an interruption meant that might not be the case for long. A serpent lunged at Doc, and managed to catch him, but he was able to fling it off before it could do any harm. Doc erased his own attack on the other snake, but the rumbling of the room caused his shot to miss, as the Minotaur stepped into the temple, shaking the foundation. The other serpent was too effected by the shaking for its own attack to be effective, causing it to miss Doc wildly.

Doc: 31
Asclepius: 200
Glycon 3: 120
Glycon 4: 100
Asterios: 140

Managed to get everything done on the bus ride. I’m considering making some kind of modified damage  roll for people using fire arms and similar weapons which don’t rely on their physical strength, since Doc is failing a lot of damage rolls, and I can imagine other characters who might have a similar issue. Doing so might even add some kind of similar thing for Casters to do magic attacks without expending Mana. Do people want that?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 19, 2023, 09:58:04 pm
giving Irine the ability to attack without spending mana seems risky.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 19, 2023, 10:11:16 pm
Shoot Beserker.

The game is kinda balanced around us not being able to do that much damage when Irene isn't using her ability, since I made a support build for testing :V
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 19, 2023, 11:09:02 pm
Ok then, I'll not add that.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 21, 2023, 11:36:13 pm
Doc 16 (Agility 20)
Asclepius 16 (Agility 16)
Glycon (3) 17
Glycon (4) 5
Asterios 6

Doc Luck Check: 11 (Success), 16 (No Crit)
Asterios Gains 40 Mana (Now 180)
Glycon 3 Agility Check: 19 (Failure)
Doc Agility Check: 13 (Success), 18 (No Crit), Remainder 12 vs 17 (Success), 2 (Crit Success), Remainder 8
Asterios Agility Check: 17 (Success), 12 (No Crit), Remainder 10 vs 20 (Failure)
Damage Check: 11 (Success), 1 (Crit Success) (2x), Remainder 30 vs 1 (Success), 12 (No Crit), Remainder 6
Doc Loses 115 Mana (Now Dead)

Recognizing that the Minotaur was the biggest threat around, Doc switched his focus to taking him down…but it was too little, too late. While the snake that tried to attack Doc missed, as always, Doc’s attacks on the minotaur ended much the same, as the bull man managed to move out of the way of the shot. Unfortunately, Doc wasn’t quite as lucky.

An ax blade struck Doc before he could even move, cutting through his already injured body like putty. His body started to fade into spirit as he coughed up blood for a final time, before the last traces of him disappeared from the temple.

Doc: 0
Asclepius: 200
Glycon 3: 120
Glycon 4: 100
Asterios: 180

So, Doc's dead, which means round 1.3.5 ends. Round 1.4 is likely going to be quick, and I'll be surprised if anyone survives, as you're going against an intentionally superior opponent. Don't worry, in the plan for the proper game you should never have to 1v1 a Rank 4 enemy unless you fuck up really bad. We'll also be introducing the Physical Integrity system, which I'll summarize in another post when I don't need to get up early. Paladin and Failbird, are you guys still there and willing to take part in 1.4?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 21, 2023, 11:53:03 pm
((
>.>
))

Irine runs away from the enemy as fast as she can and looks desperately around at the surrounding terrain, attempting to find the most favoroable ground possible for her to build up her flames before engaging with a superior foe.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 22, 2023, 12:30:52 am
Is the “Proper Game” ever coming tho
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 23, 2023, 10:36:16 pm
So, I’m holding to give the other two a bit more time to show back up if they want to.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 27, 2023, 10:57:28 pm
Round 1.4

You stand in a grassy plain that had once been a battlefield, with scattered bits and pieces of weapons and armor still remaining, and rocky outcroppings dot the field like islands. A few trees dot the landscape, along with a few stumps, as many of the trees had been cleared away at some point in the past. Far away, you can see a medieval stone castle, your destination, but between you and there is your opponent.

The shadow servant’s body seemed to be made of shifting purple energy, with a black miasma floating around their body. The form seems to be a young male, with shoulder length hair pulled up in a ponytail and a pair of double bladed swords in his hands. He seemed fit, and with the way he carried himself, ready for a fight.
(Actions)

Back to everyone having the same opponent. So, I held over the weekend both to give people time, and as I was busy. Failbird got back to me and will be rejoining, but no response from Black Paladin. Also a reminder, this round the plan is to implement Physical Integrity, essentially HP. As Rank 3 units, you each start with 150 PI. As your PI decreases, your physical parameters (Strength, Endurance, and Agility) do too, by an amount determined by your Endurance parameter.

Rank75%66%50%33%25%10%
A0000-1-2
B000-1-2-3
C00-1-2-3-4
D0-1-2-3-4-5
E-1-2-3-4-5-6
You can still use Mana as extra HP, though effects like Battle Continuation which related to how injured you were or activated at certain states are now applied to PI rather than Mana. Speaking of which, the battle continuation class skill grants temporary immunity from the minuses PI would generally give you at low PI.

A: Your Roll Under Numbers are not effect by your PI for the remainder of this combat.
B: Your Roll Under Numbers are not effect by your PI for 4 turns.
C: Your Roll Under Numbers are not effect by your PI for 3 turns.
D: Your Roll Under Numbers are not effect by your PI for 2 turns.
E: Your Roll Under Numbers are not effect by your PI for 1 turn.

My apologies, I should have created this explanation post before the round started so you could look it over and think of any questions or concerns. As is, please ask me any questions that come to mind. All numbers are subject to change if they turn out to need it.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 28, 2023, 12:02:31 am
I like that a ton, especially because it allows people to have less than A in mana.

Irine runs away from the enemy as fast as she can and looks desperately around at the surrounding terrain, attempting to find the most favoroable ground possible for her to build up her flames before engaging with a superior foe.

action unchanged

Irine
current form: Human
Physical Integrity: 150/150
mana: 200/200
active flames: none

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 28, 2023, 12:20:32 am
I can’t remember where my character sheet is.

“Where you running to woman? Already died once. No point in trying to keep this transient form in one piece.”

Doc swings his shotgun into position with a dramatic click and unleashes his NP at the assailant.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 28, 2023, 12:44:23 am
I can’t remember where my character sheet is.
Here's an old version copied from one of your old posts, you're going to need to update it to get the current version, but it'll get you started.
Spoiler: Archer (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 28, 2023, 09:45:32 am
…ah sure, we can have the Doc and Irine team carry over.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 28, 2023, 10:13:18 am
“Everyone having the same opponent” is confusing wording.

I guess Doc is just talking to himself then.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 28, 2023, 10:29:08 am
Ah, I can see that. I meant it as going back what we had in rounds 1 and 2 where even though people were split, the enemy everyone faced was the same, compared to round 3 and 3.5 where you each faced a different servant. If you want to keep the team though, since Doc is support and the best way to see him work is with an ally, you can.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 28, 2023, 10:53:38 am
My character for the rest of the testing, because I couldn't get myself to keep playing John Henry
Spoiler: Your sweet auntie Yaga (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on March 29, 2023, 04:46:46 pm
"Well, hello tall, dark, and scary! Well... maybe just 'dark' eeeeeheheheheee~. Anyway, I need to be over there, and you are in way, so let me just move you out of it!"

Full Strength pestle swing!
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 30, 2023, 12:24:48 am
Numbers have all been rolled and calculated, but it's late here and I still have some things to do before bed so I think the update will be in the morning. Also I've officially decided that enemy damage crits will use the "only get extra damage if they roll a total 5 or lower" idea, as I'm looking at how actual games tend to run stuff and it seems to be a good general strategy that enemies have higher health but lower damage output, while players have higher output but lower health.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 30, 2023, 12:53:24 pm
sorry, i just saw this and i don't think I received anything from Smoke Mirrors.  Is it too late to come back?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 30, 2023, 01:12:18 pm
It is not. Sorry, I actually forgot to PM you and Failbird on Bay12. The first turn is already close to done, but once I post it you can do an action for turn 2.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 30, 2023, 02:30:55 pm
Irine

Irine Agility Check: 2 (Success), 2 (Crit Success), Remainder 8 vs 7 (Success), 7 (Crit Success), Remainder 23
?.?.? Agility Check: 11 (Success), 4 (Crit Success), Remainder 22 vs 20 (Failure)
Damage Check: 4 (Success), 2 (Crit Success), Remainder 19 vs 12 (Success), 13 (No Crit), Remainder 2
Irine Loses 25 Mana (Mana Now 175, PI Now 150)

Recognizing from the opponent’s mana signature that she was outclassed, Irine ran, trying her best to find a more favorable position for her to build up before reengaging with the enemy… but unfortunately for her, she wasn’t fast enough.

Before she could find a safe place to hole up, the shadow servant had run in front of her, slashing at her with the sword in his left hand. She didn’t even have the chance to dodge before the sword struck her in the side, knocking her away, but thankfully not doing too much damage, and what it had her mana recovered quickly. However, given the speed that the enemy had displayed, it looked like escape would be a bit more difficult than she had imagined.


Doc

Doc Luck Check: 2 (Success), 15 (Crit Success), Remainder 3. +40 Damage
Doc Loses 20 Mana (Now 180)
?.?.? gains -3 for roll under number for Agility for 3 actions.
?.?.? gains -6 for roll under number for Agility for 1 action (Special Interaction)
?.?.? Agility Check: 1 (Success), 16 (Crit Success), Remainder 11 vs 10 (Success), 19 (No Crit), Remainder 10
Damage Check: 1 (Success), 18 (Crit Success), Remainder 6 vs 20 (Failure)
Doc Loses 50 Mana (Manan Now 150, PI Now 150)

“Already died once. No point in trying to keep this transient form in one piece.”, Doc said, readying his Noble Phantasm, bringing out the big guns already.

“A-OK: Blaze away! You're a daisy if you have!" Doc shouted, firing his shotgun at the opponent, causing the ground under their feet to be overtaken with the phantom image of a well worn dirt trail, with wooden buildings lining either side, and the noonday sun shining overhead.

Holiday’s shotgun blast knocked the shadow servant’s swords out of his hands, causing the servant to suddenly panic and dash to grab his weapons before they were knocked too far away, and then charge at Doc. While he suddenly seemed a bit unsteady, he was nonetheless fast enough that hit Doc with a pair of slashes pushing him back.


Baba Yaga

Baba Yaga Agility Check: 8 (Success), 1 (Crit Success), Remainder 3 vs 6 (Success), 9 (Crit Success), Remainder 25
?.?.? Agility Check: 7 (Success), 4 (Crit Success), Remainder 26 vs 9 (Success), 19 (No Crit), Remainder 3
Damage Check: 15 (Success), 17 (No Crit), Remainder 10 vs 4 (Success), 4 (Crit Success), Remainder 8
Baba Yaga Loses 13 Mana (Mana Now 187, PI Now 150)

"Well, hello tall, dark, and scary! Well... maybe just 'dark' eeeeeheheheheee~.” Baba Yaga cackled, “Anyway, I need to be over there, and you are in the way, so let me just move you out of it!"

She swung her pestle at the enemy with both hands, but the shadow servant moved fast, one sword deflecting the blow out of the way as the second hit the girl in the side. While her enhanced nature meant the hit was little more than a scratch, it nonetheless frayed her belt and left a small cut in her tunic.

Irine: Mana 175, PI 150
Doc: Mana 150, PI 150
Yaga: Mana 187, PI 150
?.?.?: Mana ?, PI ?

The "Special Interaction" is a thing that can occur when effects or moves are done that effect servants or enemies for reason matching their tale, but don't have specific mechanics attached to them, such as hitting Achilles in the heel. I also have a question about how you guys would prefer PI and Mana interactions to be done, should attacks hit your PI and then you can choose if you want to transfer your mana to recover it as a free action at the start of the next turn, or would you rather I do what I did where attacks automatically drain mana if you have any before going to PI?

EDIT: Regardless of how the rules would be, if you would die due to taking an attack greater than your PI, but have enough mana left that if it was added to your PI you sound survive, the attack would go through your mana first.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 31, 2023, 10:19:15 am
Don't care either way :V

That didn't help at all if he can hit me at -9. Doc attempts to put some distance between himself and the swordsman, hopping backward while suppressing him with his revolvers.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 31, 2023, 10:59:14 am
((Different people are going to want to reserve different amounts of mana. Irine for example needs to save a lot to cast with. As a result I'd prefer hitting PI before mana, with the option to transfer mana to PI to fix it.))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on March 31, 2023, 11:03:44 am
((Different people are going to want to reserve different amounts of mana. Irine for example needs to save a lot to cast with. As a result I'd prefer hitting PI before mana, with the option to transfer mana to PI to fix it.))

Not really. If the last attack hits your mana instead of PI there is no reason to burn mana until the last attack.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 31, 2023, 11:25:30 am
Quote
As your PI decreases, your physical parameters (Strength, Endurance, and Agility) do too, by an amount determined by your Endurance parameter.
This is why its good to burn mana earlier.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 31, 2023, 05:25:19 pm
Yeah, I’d pick hits physical integrity first. 

if I can join this turn, active skill and attack?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 31, 2023, 07:23:29 pm
You can join, but remember, both active skill and attack take an action to use.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on March 31, 2023, 07:28:50 pm
Got it, no attack
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on March 31, 2023, 09:22:57 pm
"Please let me go."
I generate a flame dance around us, attempting to restrict the shadow at least a bit, and flee once more, still attempting to escape from the foe.

Irine
current form: Human
Physical Integrity: 150/150
mana: 175/200
active flames: none

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on March 31, 2023, 11:30:08 pm
Turn will be tomorrow morning as I was working until late tonight.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on April 01, 2023, 05:52:41 am
"Oh a tough one hmm? Let's see how you handle a bit of Auntie's medicine~"
activate Wicked Concoction
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on April 01, 2023, 05:05:01 pm
Irine

Irine Loses 40 Mana (Now 135)
Irine Mana Check: 2 (Success), 9 (Crit Success), Remainder 14 (+10 Damage. -3 Agility for all enemies.)
Irine Agility Check: 4 (Success), 13 (No Crit), Remainder 8
?.?.? Agility Check: 20 (Success)
?.?.? Agility Check: 11 (Success), 8 (Crit Success), Remainder 15 vs 6 (Success), 10 (No Crit), Remainder 6
Damage Check: 2 (Success), 10 (Crit Success), Remainder 17 vs 6 (Success), 10 (No Crit), Remainder 8
Irine Loses 25 PI (Mana Now 135, PI Now 125)

"Please let me go." Irine asked the shadow servant.

Once more, Irine tried to get away from her enemy, this time even laying down a flame dance to try and keep them away, her panic fueling the flame patterns to burn brighter and more frantically.

However, the flames didn’t seem to slow down the swordsman. If anything his movements through the fire seemed more fluid, almost like he was dancing through the patterns, his blades taking on a fiery red glow that pierced through the shadowy miasma.

Once more, he caught up to Irine in no time, his slashes moving even faster than before, as part of his dancing movements, as another strike slammed into Irine, leaving a cut in her side, and while it didn’t affect her, she could feel the heat coming off his blades.

Nuada

Nuada Activates Skill (+ to Strength until Attack. +10 to damage for one attack): Cool Down 6 Turns
?.?.? Agility Check: 20 (Success), 12 (Crit Success), Remainder 5 vs 14 (Success), 17 (No Crit), Remainder 6
Damage Check: 2 (Success), 2 (Crit Success) (2x), Remainder 21 vs 6 (Success), 1 (Crit Success), Remainder 7
Nuada Loses 25 PI (Mana Now 200, PI Now 125)

Nuada could feel that the opponent he was facing was more powerful than himself, and so focused his mana into his blade and arm, reinforcing them, ready to hit the opponent with his full force when the time came.

Meanwhile, his opponent charged forward like a bolt of lightning, both swords slamming into Nuada with overwhelming force, striking him simultaneously in the arm and side. While his armor and reinforcement on his arm took the majority of the blow, the force was still enough to bruise the inside of his side, an injury he’d need to expend some mana to heal up.

Doc

Doc Luck Check: 15 (Success), 7 (No Crit)
Doc Luck Check: 3 (Success), 6 (Crit Success), Remainder 11
?.?.? gains -6 to roll under number for Agility for following Doc
Doc Agility Check: 6 (Success), 8 (Crit Success), Remainder 6 vs 14 (Success), 7 (Crit Success), Remainder 7
?.?.? Agility Check: 4 (Success), 8 (Crit Success), Remainder 22 vs 4 (Success), 12 (Crit Success), Remainder 4
Damage Check: 10 (Success), 10 (Crit Success), Remainder 9 vs 5 (Success), 1 (Crit Success), Remainder 1
Doc Loses 13 PI (Mana Now 150, PI Now 137)

Realizing just how big the gap in speed between himself and the opponent was, Doc tried to get away, firing at his opponent with his revolver as he ran, not trying to hit, mostly just to slow him down.

He hopped backwards, firing five shots at his charging opponent, each of which would have likely been able to graze him and stop him, even for a bit… however, as each bullet neared him, the swordsman dodged them, or deflected them with his swords, as they started to glow red.

When he finally reached Doc, his swords were ready to slash at his arm. However, Doc still hadn’t fired his sixth round. As the swords bore down on him, he fired, hopping a bit to allow the force of the recoil to carry him just a bit farther away. The swordsman, moving his swords to deflect the bullet, managed to block it, but as a result, Doc only suffered a minor scrape. However, he could still feel the heat from the cut.

Baba Yaga

Baba Yaga Activates Skill (Next successful attack inflicts -1 to all rolls for a random parameter to the target for the rest of the combat. Next use of Baba’s Brew will apply -1 instead of +1)
?.?.? Agility Check: 11 (Success), 10 (Crit Success), Remainder 16 vs 19 (Failure)
Damage Check: 1 (Success), 19 (Crit Success), Remainder 9 vs 5 (Success), 14 (No Crit), Remainder 11
Baba Yaga Loses 25 PI (Mana Now 187, PI Now 125)

"Oh a tough one hmm?” Baba asked, placing down her mortar as she shook her sleeve over it, causing a few rancid looking herbs and other unidentifiable pieces of plant matter to fall into it. “Let's see how you handle a bit of Auntie's medicine~"

She began to pound the concoction with her pestle, letting out the acrid smell over the arena, but her opponent wasn’t going to merely sit still as she did so. Once more, the swordsman slashed at her, this time with both swords, and while the hit wasn’t enough to distract her from her concoction, the sudden red glow of the swords and the heat coming off them gave her some pause.

Irine: Mana 135, PI 125
Nuada: Mana 200, PI 125
Doc: Mana 150, PI 137
Yaga: Mana 187, PI 125
?.?.?: Mana ?, PI ?

I suppose this wasn't exactly morning as I anticipated, largely as I decided to sleep in today. Anyway, I went with the "PI first" damage model since the majority requested it. This round might end up taking longer than I anticipated, as the new way enemy crits work mean you'll each likely only be taking about 25 damage each turn, while in general you each have about 350 HP. I consider this a good reason to have the PI system, so that in the future players can be more specialized and we're less likely to see everyone with an A in mana when it doesn't fit.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on April 01, 2023, 05:28:32 pm
If getting distance isn't helping, might as well get close. Not going to be much different if the guy can block bullets. Doc feints with his shotgun, then leaps forward taking a knife from his pocket and tries to stab the purply mist.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on April 02, 2023, 12:34:26 am
I can't escape from this. I can't build up against this. I have only one chance.
"Just. Leave. Me. Alone!"
Activate NP on top of us. use Mana to replace lost PI. Continue to channel until one or the other of us is defeated. Once I've begun my NP, I don't need to reserve any mana anymore, so just burn what I have left to replace PI as he attacks me.
It would have been way better if I'd started this earlier. But what's done is done.

Irine
current form: Human
Physical Integrity: 125/150
mana: 135/200
active flames: none

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on April 03, 2023, 11:41:06 pm
No turn tonight due to the fact that I passed out this morning, so I’m working on trying to get my sleep schedule back in order. As part of that, I’m not going to be working on turns after midnight and instead trying to get more sleep.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on April 04, 2023, 07:55:13 am
"Rrrrrrgh, HAVE A TASTE!"
Use the debuffing Baba's Brew on enemy
(also, forgot to keep track: Cabin officially at 30-40 mana now, I don't know if it would have gained 10 on turn 1)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on April 04, 2023, 05:22:42 pm
NP and attack, Mana/Physical Integrity is a 1:1 ratio, right?
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on April 04, 2023, 07:04:40 pm
1. Yes, Mana to regen PI is at the moment 1:1.
2. Can’t use NP and attack on the same turn since they both use an action.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on April 04, 2023, 10:07:09 pm
Ok, I have two papers due this Friday, so I'm just going to delay turns until this weekend. Apologies for the delay so soon after getting back, but getting my work done takes priority.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on April 05, 2023, 08:06:50 pm
just attack, then
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on April 17, 2023, 10:31:07 pm
Irine (Mana to PI, 110, 150)

Irine Gains 10 Mana (Now 120)
?.?.? Loses 30 PI (Now 270)
Irine Loses 50 Mana (Now 70)
?.?.? Strength Check: 6 (Success), 15 (Crit Success), Remainder 4 vs 8 (Failure)
?.?.? Agility Check: 3 (Success), 2 (Crit Success) (1.5x), Remainder 36 vs 13 (Failure)
Damage Check: 8 (Success), 11 (Crit Success), Remainder 6 vs 4 (Success), 7 (Crit Success), Remainder 3
Irine Loses 19 PI (Mana Now 70, PI Now 106)

"Just. Leave. Me. Alone! Firestorm!" Irine shouted as she unleashed her last chance attack, summoning her noble phantasm directly on top of herself and her opponent. While at the moment, it was just a simple flame spiral, it would grow into an inferno… if she could survive that long.

Neither the fire nor the pull of the spiral seemed to be effecting the shadow servant yet, in fact he seemed to be keeping up his momentum from the chase. However, the effects of the flame dance seemed to be working, burning at his legs. Perhaps as a response to the pain, or perhaps just due to his gaining speed, the figure’s sword swings seemed to increase in speed, slamming into Irine like she was standing still.

Thankfully it was only the flat of the blade that hit her, but it would still be a nasty bruise if she didn’t heal it up.

Nuada (Mana to PI, 175, 150)

Nuada Agility Check: 7 (Success), 14 (No Crit), Remainder 13 vs 13 (Success), 18 (Crit Success), Remainder 9
?.?.? Agility Check: 4 (Success), 8 (Crit Success), Remainder 25 vs 6 (Success), 10 (Crit Success), Remainder 4
Damage Check: 15 (Success), 17 (No Crit), Remainder 14 vs 1 (Success), 20 (No Crit), Remainder 13
Nuada Loses 25 PI (Mana Now 175, PI Now 125)

Nuada charged at the enemy swordsman, his weapon drawn high… only for his opponent to parry his strike and reply with a stab of his own, his glowing red blade stabbing into the tuatha’s side, the heat of the attack cauterizing the wound as soon as its dealt, but leaving a burn wound in its place.


Doc (Mana to PI, 137, 150)

Doc Luck Check: 12 (Success), 19 (No Crit)
Doc Agility Check: 9 (Success), 19 (No Crit), Remainder 11 vs 15 (Success), 15 (Crit Success), Remainder 11
?.?.? Agility Check: 11 (Success), 2 (Crit Success), Remainder 25 vs 20 (Failure)
Damage Check: 19 (Success), 13 (No Crit), Remainder 6 vs 1 (Success), 15 (No Crit), Remainder 6
Doc Loses 25 PI (Mana Now 137, PI Now 125)

Realizing he didn’t have any chance to get farther away from the shadow servant, Doc instead moved into close range combat, feinting a shotgun blast, only to instead stab at the opponent with his knife.

However, his opponent was still too fast for him, dodging out of the way of the knife by dropping to his knees and counter attacking with a slash to Holliday’s leg, before springing back up.The wound burned with the heat from the blades, but at least it wasn’t bleeding.


Baba Yaga (Mana to PI, 162, 150) (Cabin Mana 30)

Baba Yaga Loses 10 Mana (Now 152)
Baba Yaga Mana Check: 11 (Success), 12 (Crit Success), Remainder 2 vs 5 (Success), 15 (Critical Success), Remainder 9
?.?.? Agility Check: 20 (Success), 18 (No Crit), Remainder 17 vs 19 (Failure)
Damage Check: 11 (Success), 3 (Crit Success), Remainder 11 vs 19 (Failure)
Baba Yaga Loses 50 PI (Mana Now 152, PI Now 100)

"Rrrrrrgh, HAVE A TASTE!" Yaga shouted, as she splashed the contents of her mortar over the shadow servant who took up a defensive stance, blocking his face with his arms as the noxious mixture hit his form. For a moment it simply dripped from him, soaking his body in the sickening scent before it began… smoking.

As Yaga watched, her mixture combusted, filling the area with foul smoke until it was finally reduced to nothing but ashes, which the swordsman shook off. As the smoke cleared, Yaga could see that the glow of the swords had become more yellowish, and the swordsman’s steps seemed heavier than before. Nonetheless, when he charged at her, she was too shocked by her spell’s failure to dodge, instead taking a, thankfully no longer red hot, blade right to the torso.

Irine: Mana 70, PI 106, ?.?.?: Mana ?, PI 270
Nuada: Mana 175, PI 125, ?.?.?: Mana ?, PI 300
Doc: Mana 137, PI 125, ?.?.?: Mana ?, PI 300
Yaga: Mana 152, PI 100, ?.?.?: Mana ?, PI 300

Figured I needed to get the turn out. Sorry, the weekend after I said "turn this weekend", my paper was extended to Sunday so I ended up spending the weekend on it as well, and the following week, I was either busy at night or, for some reason, generally drained feeling at night. Part of that is due to the fact that we're moving towards finals, so I have a lot of work and studying to do. As a result, I'm going to do what I probably should have done when I saw my schedule getting busier and putting this on hiatus until I finish finals.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on April 17, 2023, 10:42:34 pm
Stay focused...
Continue Channeling. Continue to use Mana to replace lost PI.
Stay focused...

Irine
current form: Human
Physical Integrity: 106/150
Mana: 70/200
active flames: NP(turn 1)

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on April 18, 2023, 08:56:58 pm
NP.  regen my physical. 
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on April 19, 2023, 03:57:21 pm
As if making up for the fact his leg wasn't bleeding, Doc goes into a coughing fit spewing blood from his mouth.

"Close quarters *cough* ain't good for my TB...ya might want to social distance."
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 27, 2023, 10:34:57 pm
Irine (Mana to PI, 26, 150)

Irine Gains 15 Mana (Now 41)
?.?.? Loses 50 PI (Now 250)
?.?.? Strength Check: 17 (Success), 7 (Crit Success), Remainder 1 vs 14 (Failure)
?.?.? Agility Check: 9 (Success), 13 (Crit Success), Remainder 16 vs 17 (Failure)
Damage Check: 6 (Success), 9 (Crit Success), Remainder 10 vs 14 (Failure)
Irine Loses 50 PI (Mana Now 41, PI Now 100)

Irine kept up her focus on her noble phantasm, the building flame spirals working alongside the fire dance she had set up to burn her opponent. While her opponent was able to regenerate their body just like she was, as far as she could tell, they couldn’t regenerate Mana. As long as she could live long enough, she should be able to overpower them.

However, on the topic of survival… as much as her flames were burning the shadowy figure, they weren’t slowing them down, as the enemy was agile enough to move through her maze of flames and strong enough to resist the pull of her fire vortex. Even as it picked up steam, they were still able to swipe at her chest with both blades, leaving more nasty cuts.


Nuada (Mana to PI, 150, 150)

Nuada Loses 50 Mana (Now 100)
?.?.? Agility Check: 17 (Success), 5 (Crit Success), Remainder 15 vs 9 (Success), 4 (Crit Success), Remainder 15 (Coin Flip: Heads)

Recognizing the danger of his opponent, Nuada prepared to go all out. Once more, he focused his mana into his sword arm, causing it and his blade to begin glowing, and the familiar green runes to glow across their surface. The world around him slowed as his perception sharpened, and the strength of his arm rose.

The shadow servant, reacting to what it likely presumed to be Nuada charging up a powerful attack, charged at him, twin swords swinging in the shape of an X, but this time, Nuada was fast enough to catch the blades, parrying the strike with his own sword, forcing the shadowy figure to jump back.


Doc (Mana to PI, 112, 150)

Doc Luck Check: 16 (Success), 10 (No Crit)
Doc Agility Check: 17 (Success), 1 (Crit Success), Remainder 2 vs 5 (Success), 15 (Crit Success), Remainder 21
?.?.? Agility Check: 14 (Success), 6 (Crit Success), Remainder 17 vs 17 (Success), 5 (No Crit).
Damage Check: 4 (Success), 20 (Crit Success), Remainder 1 vs 14 (Failure)
Doc Loses 50 PI (Mana Now 112, PI Now 100)

"Close quarters *cough* ain't good for my TB” Doc said, coughing up blood “...ya might want to social distance."

If the shadow servant understood what Doc had said, they didn’t react, only moving their swords to block a few shots from Doc, before dashing forward again to deliver a pair of slashes to the man’s chest, with the blazing hot blades burning his clothes and skin where they slashed.

Irine: Mana 41, PI 100, ?.?.?: Mana ?, PI 250
Nuada: Mana 100, PI 150, ?.?.?: Mana ?, PI 300
Doc: Mana 112, PI 100, ?.?.?: Mana ?, PI 300
Yaga: Mana 152, PI 100, ?.?.?: Mana ?, PI 300

Oh hey, would you look at that, finals are over...

But seriously, sorry for not getting back to this sooner. I forgot how busy my summers can be. I've been studying for LSATs, researching potential internships, and working a summer job, along with various free time activities, such as falling down the TotK rabbit hole for a bit, and some work on stuff for this game, such as extra classes, and a variety of other things that had kept me busy. I actually had intended for this turn to come out last Saturday, but getting back into the swing of things proved harder than I thought, and I got wrapped up with other stuff, leading into the week where I was studying during the day and either working at night or doing other stuff, and here we finally are. I actually have some plans to run some PVP of this once Extra classes and some other stuff are fully worked out, to give you all a chance to try something new if you want to, and as I think it might be a bit more entertaining. I'm not going to promise that this is going back on a regular schedule just yet, since I'm still busy, but I will at least try to do stuff.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on July 28, 2023, 03:04:16 pm
Only. One. Option.
Continue Channeling. Continue to use Mana to replace lost PI.
Stay focused...

Irine
current form: Human
Physical Integrity: 100/150
Mana: 41/200
active flames: NP(turn 2)

Spoiler: Irine (click to show/hide)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on July 28, 2023, 03:12:08 pm
I think this test proved the point that someone with much higher stats is always going to win, since it is impossible for us to hit them and if we did hit it is impossible to do damage :V

You gave him agility that is higher than A rank didn't you? Is it even possible to hit him? It is kinda hard to tell the odds when I forget how the system even works and you keep changing it but even minmaxed Agility Doc against -6 (or was it 9?) out of d20 was lopsided toward the Shadow Servant.

So if I get the dice right, in the last round:

Shadow Servant rolled a 5, then rolled on (20-5) and succeeded on a 15 so he's got A++ Agility.

An A rank Servant's math works out:

At least 1 Success: 10/20
At least 2 Success: 10/20*(1/20*9/20+1/20*8/20+1/20*7/20+1/20*6/20+1/20*5/20+1/20*4/20+1/20*3/20+1/20*2/20+1/20*1/20) = ~5.6%

Which doesn't seem to be what you're using anymore since Doc succeeded on a 17 :V. But anyway

A++ rank Servant's math works out:

At Least 1 Success: 20/20 (100%)
At Least 2 Success: (1/20*19/20+1/20*18/20+1/20*17/20+1/20*16/20+1/20*15/20+1/20*14/20+1/20*13/20+1/20*12/20+1/20*11/20+1/20*10/20+1/20*9/20+1/20*8/20+1/20*7/20+1/20*6/20+1/20*5/20+1/20*4/20+1/20*3/20+1/20*2/20+1/20*1/20)= 47.5% (Basically since it is "Roll two d20 and if the second one is lower it is a crit, we should expect it to be around 50%)

So the problem here is that guy one in the example can't realistically get a hit in, in the most realistic example A++ servant would get 1 success and A servant gets two we're looking at a 3% chance to hit, with the same chance to dodge the enemies hit. In other words they're completely mechanically invincible.

Likewise a 15 stat works out:

At Least 1 Success: 15/20
At Least 2 Success: 15/20(1/20*14/20+1/20*13/20+1/20*12/20+1/20*11/20+1/20*10/20+1/20*9/20+1/20*8/20+1/20*7/20+1/20*6/20+1/20*5/20+1/20*4/20+1/20*3/20+1/20*2/20+1/20*1/20)= ~19.68%

The math for 15 and 20 stats can easily go into further successes using the same math, but I don't feel like doing that for this demonstration :V. This likewise can't do anything against the 20 stat, while it has a more realistic chance of hitting you're still looking at around 10% hit rate for the little guy and a 90% dodge rate for the big guy.

5 points is pretty insurmountable on a d20 system :V
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 28, 2023, 04:25:43 pm
So, yes I need to consolidate all the changes better, plan was to do that after the solo fight rounds but I might as well just change it sooner to better be kept track of, but regardless
You guys are Rank 3, so your stats go, from E to A, 4, 8, 12, 16, 20, while the opponent for this round is, as stated, Rank 4, so his stats would go, from E to A, 5, 10, 15, 20, 25. A + to a stats is always 1.5x and a ++ is 2x, and a Rank 4 gets one free + to put on any stat, which this guy has on Agility, giving him 37 Agility, (25 x 1.5 = 37.5, rounded down), ignoring skills.

While in general, the intent was for this round to be a loss, as a Rank 4 enemy is intended to be fought only on a number's advantage, with my plan for the greater number of actions on your side to make up for the divide in stats, this round has basically shown that such high levels of agility go a bit too far, as the ability to dodge and completely ignore damage is perhaps too powerful in combat, compared to endurance, which can only reduce damage to 1/4 even on a crit success, while A+ strength has become kind of useless for enemies in combat, given a crit on strength doesn't add damage unless it's low enough, which is all on luck.

Unfortunately, I work tonight, and I'm writing this as I prepare to go to work, so I don't have the time to work out how to fix that, though I've currently just been changing the enemy Rank 4s who I have a + to Agility for to something else, but I will be working on what can be done to fix it.

(Honestly, I can actually see a definite way this round would work if it was the 4 of you versus this guy, with all of you defending Irine, who would get her sure hit damage in, but that would just have the issue of a fight like this having to focus on defending only 1 unit who can do anything, which is a different issue.)
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Failbird105 on July 28, 2023, 05:24:24 pm
I myself am personally forfeiting. While Baba Yaga is more combat capable than a pure support Caster, she is still a support Caster, and the majority of her abilities are intended to be prepared or utilized in advance.

That being said, I do also acknowledge that Baba Yaga is a fairly outdated sheet, that has received very little adjustment to account for the systems improvements. So the blame for my failure, or at least the intensity of it, does partly fall on me.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on July 28, 2023, 06:09:23 pm
((Minor flavor error in turn btw, you mention a swipe at Irine's tails, but she's in human form, meaning she doesn't have her tails at the moment. In a test like this it means literally nothing, just figured I'd mention it.))
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Stirk on July 28, 2023, 07:01:25 pm
So, yes I need to consolidate all the changes better, plan was to do that after the solo fight rounds but I might as well just change it sooner to better be kept track of, but regardless
You guys are Rank 3, so your stats go, from E to A, 4, 8, 12, 16, 20, while the opponent for this round is, as stated, Rank 4, so his stats would go, from E to A, 5, 10, 15, 20, 25. A + to a stats is always 1.5x and a ++ is 2x, and a Rank 4 gets one free + to put on any stat, which this guy has on Agility, giving him 37 Agility, (25 x 1.5 = 37.5, rounded down), ignoring skills.

While in general, the intent was for this round to be a loss, as a Rank 4 enemy is intended to be fought only on a number's advantage, with my plan for the greater number of actions on your side to make up for the divide in stats, this round has basically shown that such high levels of agility go a bit too far, as the ability to dodge and completely ignore damage is perhaps too powerful in combat, compared to endurance, which can only reduce damage to 1/4 even on a crit success, while A+ strength has become kind of useless for enemies in combat, given a crit on strength doesn't add damage unless it's low enough, which is all on luck.

Unfortunately, I work tonight, and I'm writing this as I prepare to go to work, so I don't have the time to work out how to fix that, though I've currently just been changing the enemy Rank 4s who I have a + to Agility for to something else, but I will be working on what can be done to fix it.

(Honestly, I can actually see a definite way this round would work if it was the 4 of you versus this guy, with all of you defending Irine, who would get her sure hit damage in, but that would just have the issue of a fight like this having to focus on defending only 1 unit who can do anything, which is a different issue.)

As a general rule with the current system, equivalent Agility would have a 50% chance to hit.

A difference of 5 would be a major advantage

A difference of 10 would basically be untouchable

A difference of 17 is just absurd, you should have known going in that our chance to land a hit is basically  zero :V
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 28, 2023, 10:36:46 pm
So this whole game kind of exists since I’m not fantastic at modeling things without actually seeing them in action, but you also aren’t wrong. Still, a solution has been reached.

Essentially, under the new system idea, a full dodge that completely stops damage would be an action to perform, preventing other actions this round. The current way dodged work, as a reaction, would be changed to mitigate damage, essentially moving so as to turn a direct hit into a glancing blow, based on the difference between your and your opponent’s rolls. Noble Phantasms, while still ignoring normal accuracy, can be dodged, with effort, using a dodge action. In order to make that at all useful, you’ll receive an alert in advance when the opponent is going to use their NP, similarly to FGO’s tick gauge system, and in universe, likely due to seeing them begin chanting it’s name, or the various effects that occur when charging it up. NP sneaks attacks or ones specifically designed so that their activation is stealthy of course will not do this.

This system will need some ironing out, of course I need to work out exactly how the damage reduction works, the intent being essentially that the closer the hit was the more it does, in part because I don’t want to implement a system designed to balance out the swordsman and then it turns out that his agility is high enough he keeps not getting hurt. I mostly just posted it to see what people think of the idea.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on July 29, 2023, 08:36:44 pm
I’m not fantastic at modeling things without actually seeing them in action
This is completely understandable. Playtests exist for exactly this kind of thing. The fact that you're trying to base off of a known to be flawed system and improve on it while keeping it simple and avoiding departing too far from the base material creates a significant challenge in of itself.

having said that though, um.
(Honestly, I can actually see a definite way this round would work if it was the 4 of you versus this guy, with all of you defending Irine, who would get her sure hit damage in, but that would just have the issue of a fight like this having to focus on defending only 1 unit who can do anything, which is a different issue.)
I don't think this would work, because Irine's NP causes friendly fire (which if you remember, is one of the major balancing factors keeping her NP from being overpowered). Or, well, we would only win by technicality, because only Irine would be left when it was all over. I don't think having all but 1 party member die in the encounter would really count as a proper win.

on a side note, IMO flame dance has consistently underperformed, if we get a chance to make character changes after this, I might want to swap it out. I've got healing teammates in mind for the replacement, but with complications because her inability to protect or heal allies has been a longstanding source of trauma / character development for her. But since her even being here requires a timeskip and some background adjustment for her, it does make sense for that to be one of the nice things she worked to gain in the interim.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Smoke Mirrors on July 29, 2023, 09:22:21 pm
Snip

I was thinking more Flame Orb, though thinking on it more that has its own issue as flame orb gives the enemy a check to resist the attack. As for changing Flame Dance/your character, flame dance you can change between round 4 and 5 if you want to, though as for changing your character, especially as you’re planning to play support, I’d say wait until we finish round 5 and move on to the team rounds.
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: BlackPaladin99 on August 07, 2023, 01:51:10 pm
ATTACK
Title: Re: Fate/Mechanics Test (Mechanics Test for a new system for Fate style games)
Post by: Lenglon on August 26, 2023, 12:25:00 am
I'm planning on fielding Irine in a different game, and I don't like having the same character in two places at once, so although I'm fine with leaving her here for testing only, I'd prefer to not have her be an active character if this game leaves the testing phase. I'm up for making a new character to replace her when the time comes.