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Messages - origamiscienceguy

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16
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: May 03, 2018, 06:04:10 pm »
Turn 3

Turns

Good Guys

Pre Movement
Zeke: Move up two rows

Robbin Hood: disengage from melee, Move up one row (the werebear engaged in melee with you, meaning you have to spend a movement to disengage, then one to move. You can't attack this turn)

The Bandit: Move up two rows

Sub: Move up 2 rows

Winters: Move up one row

Bonus
Winters: Prepare to charge [5]: You crouch down on your hands and feet, ready to launch foreward in a moments notice. (1 free movement action next turn in addition to other actions)

Attacks
none

Post Movement
none

Bad Guys

Movement
move to row 3, engage with the Bandit

Attacks
Swipe the Bandit [2]: The Bandit ducks under the massive paw
Bite the Bandit (2-1) = [2]: The Bandit dives under the werebear's legs, avoiding the mouth. He stands up again, ready to fight some more.

Post Movement
none

Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7:
Row 6:
Row 5:
Row 4: Sub (archer)
Row 3: Robbin (archer), [Bandit (archer), WereBear] Zeke 2 (mage)
Row 2: Winters 2
Row 1: 

Status

Good Guys
Spoiler: Subject 2 (click to show/hide)
Spoiler: Cpt. Winters 2 (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)
Spoiler: Robin Hood (click to show/hide)
Bad Guys

WereBear
Head: 275/400
Body: 1000/1000
Front Left Leg: 300/300
Front Right Leg: 300/300
Back Left Leg: 300/300
Back Right Leg: 300/300

Location: Row 3, engaged with The Bandit
To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs

Spoiler: abilities (click to show/hide)
Spoiler:  attacks (click to show/hide)



From what I understand, you guys want it to take a couple of hits to be killed. The con to this is that battles will necessarily take longer. I want the threat of death to be always present, so enemies will need more chances to hit you. Let me know what you think. Do you want more hit points/less damaging attacks for everything (for you and the enemies) but longer battles?

I'm thinking of a better way to handle healing. since it seems like it would be very useful to know exactly how much healing can be done, I think that it fits best as an attack action, targeting yourself or an ally. The damage is healed instead of dealt, but is still multiplied by the dice roll just like attacks. With higher levels, you can gain access to better healing as well as better attacks.

17
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: May 02, 2018, 09:12:25 pm »
I feel like either the Minotaur needs to deal less damage or we need to have more health.
Do you think that less damage but spread across more people will be more fun? Like his attacks hurt lots of people at once?

18
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: May 02, 2018, 11:21:35 am »
Turn 3

Turns

Good Guys

Pre Movement
none

Bonus
Winters: Get out of the bog [5]: You see the incoming werebear, and deftly remove yourself from the bog with a nearby vine. You find stable footing, and prepare to fight (debuff removed)

Sub 2: Heal self [4]: You move your limbs to get the blood flowing, and your skin starts turning normal colors again. It still hurts like crazy, but at least you're healing (20 health healed)
Become inconspicuous [3]: You grouch behind some leaves, and hope the bear doesn't notice you. You will at least be safe for a bit (safe from bear attack this turn)

Attacks
Winters: Heavy Strike Front Left Leg (3-1) = [2]: You swing at the terrifyingly large werebear, but the bear is surprisingly nimble, and it rushes around you, dodging the strike.

Bandit: Normal shot Head [6]: (120-10) = 110 damage! You pull back your bow, and aim carefully, before finally releasing the shot. The arrow flies perfectly straight, burring itself in the werebear's left eye. The bear howls in pain, before finding your location, and roaring ice-cold air at you just like it did for Sub
Free Attack: Freeze Roar (5-1) = [4]: 70 damage! You are blasted in retaliation. Your skin starts turning purple at the affected parts, but the shed took the brunt of the damage. If you weren't in cover, you would be dead.
(The bear is too close for you to use power shot, so I'll do another normal shot)
Normal Shot Head: [5]: (80-10) = 70 damage! You ignore the pain, and fire again. It is another beautiful shot. The arrow digs into the beast's throat, drawing a fountain of blood.
Level up! Fully Healed

Post Movement
none

Bad Guys

Movement
none

Attacks
swipe Winters: [2]: The bear takes a swipe at Cpt. Winters, but the experienced soldier dodges it expertly.
Bite Winters: [6]: 360 damage! Frustrated, the bear chomps down at Winters' new position. The bite has so much force the the armor crumples like a tin can. Winters lets out one roar of defiance before being silenced.
Cpt. Winters is dead

Post Movement
move down one row, engage with Robbin Hood

Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7:
Row 6:
Row 5:
Row 4:
Row 3:
Row 2: Sub (archer), [Robbin (archer), WereBear]
Row 1: Bandit (archer), Zeke 2 (mage), Winters 2

Status

Good Guys
Spoiler: Subject 2 (click to show/hide)
Spoiler: Cpt. Winters 2 (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)
Spoiler: Robin Hood (click to show/hide)
Bad Guys

WereBear
Head: 275/400
Body: 1000/1000
Front Left Leg: 300/300
Front Right Leg: 300/300
Back Left Leg: 300/300
Back Right Leg: 300/300

Location: Row 6
To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs

Spoiler: abilities (click to show/hide)
Spoiler:  attacks (click to show/hide)



Sorry about that gap. Everytime I had access to a computer, I got 404 errors.

In the real game, once you die, you can create a new character immediately, some battles you can jump right back in like this one, while some battles will have to wait until the battle is over to rejoin.

Y'all really could use a magic force from Zeke in this situation.

Reminder that archers can not shoot on someone in the same row as themselves.

19
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: April 27, 2018, 02:21:07 pm »
Turn 2

Everybody finally figures out whats going on, and springs into action

Turns

Good Guys

Pre Movement
Winters: advance one row

Bonus
Winters: Prepare an ambush [1]: You try to hide i some tall grass to ambush the bear as soon as it gets into range, but the tall grass was hiding a bog. You sink knee-deep in the mud, and struggle to move yourself. (+1 to all melee attacks against you while you remain in this position)

Bandit: Find good cover [6]: You see your fellow archers take amazing archery positions. You look at a nearby shed, and find an even better area. It has a window to shoot out of, but the rest is hard wood. You venture into the shed, and the visibility is still just as good. In addition, it will be hard for anyone else to get to you (-1 to all ranged attacks against you, +1 movement cost to engage in melee with you while you remain in this position)
Aim at the bear [1]: You try to aim at the bear, but staring at it only solidifies how terrifying the thing is. You suddenly don't feel to good about pissing it off (-1 to next attack)

Zeke 2: Find cover [3]: You duck behind a tree, and think that you will be safe from most projectiles. It is not the best, but it will do (-1 to all ranged physical attacks against you while you remain in this position)
Prepare Magic Bolt [3]: You try to predict the Bear's location for where to fire your shot, but the bear moves to erratically to make such a prediction

Attacks
Sub 2: Power shot Front-Left Leg [1]: You suddenly get a sense of vertigo, and you drop the arrow you were trying to nock. The bear sees this, and unleashes a breath of ice at you.
Free Attack: Freeze Roar [4]: 70 damage! The blast of frozen air hits you like a brick wall. You are tossed back and nearly fall out of your tree. You kneel back up, and notice the front of your skin is turning strange purple colors. Hopefully this is not permanent.
Power shot Front-Left Leg (2-1+1) = [2]: You try to shoot again, but your arms don't seem to be functioning as normal.

Robbin Hood: Power shot Head (3-1+1) = [3]: (25-10) = 15 Damage! You fire a slightly-innacurate shot with all your upper body strength. The arrow strikes the bear in the base of the ear, whizzing straight through the flesh. The bear doesn't even notice in the heat of the battle, but a noticeable amount of blood is seeping through the wound.
Normal shot Head [1]: You try to fire a normal shot at the bear, but it sees you while attacking Sub. It picks up a nearby rock and chucks it at you.
Free Attack: Throw rock (3-1)= [2]: Fortunately for you, the rock hits several branches along the way, and falls short of hitting you.

Post Movement
none

Bad Guys

Movement
Werebear: Move down three rows, engage in melee with Winters

Attacks
none

Post Movement
none
Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7:
Row 6:
Row 5:
Row 4:
Row 3: [Winters (Warrior), Werebear]
Row 2: Sub (archer), Robbin (archer)
Row 1: Bandit (archer), Zeke 2 (mage)

Status

Good Guys
Spoiler: Subject 2 (click to show/hide)
Spoiler: Cpt. Winters (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)
Spoiler: Robin Hood (click to show/hide)
Bad Guys

WereBear
Head: 385/400
Body: 1000/1000
Front Left Leg: 300/300
Front Right Leg: 300/300
Back Left Leg: 300/300
Back Right Leg: 300/300

Location: Row 6
To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs

Spoiler: abilities (click to show/hide)
Spoiler:  attacks (click to show/hide)



I'm not really pleased with how ambushes are being handled. It doesn't seem right to attack on the enemy's turn because I would have to make the enemies stupid for it to work, and they could never do the same for you.
After some thinking, I decided that there will be absolutely no attacks outside of an attack action on your turn. Instead, I will add "ambush" as a movement action. What it does, is engages you in melee with the first enemy to move into your row. You won't get to attack on their turn, but you will already be engaged in melee for next turn, which will let you attack twice once your turn comes around.
It can be used to slow a particularly fast enemy from getting to the people behind you, or it can be used in a situation like the start of this turn, where Winter's could start next turn engaged in melee, had the werebear used all his movement.

20
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: April 26, 2018, 01:20:55 pm »
Finals are kicking my ass. I won't have time to update today or Saturday, but Friday and Sunday I will.

21
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: April 24, 2018, 05:01:24 pm »
You currently can't target the head, so is your target just a leg?

22
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (4/3+)
« on: April 24, 2018, 04:53:46 pm »
Turn 1

Two of the fighters are in utter shock.

Turns

Good Guys

Pre Movement
Winters: advance one row

Sub 2: advance one row

Robbin hood: advance one row

Bonus
Sub 2: Obtain sniping position [6]: You find a 10-meter long pole, and you manage to pole vault onto a conveniently shaped tree. This tree gives you a perfect vantage, while also keeping you safe from falling. (+1 maximum range on ranged attacks, +1 roll modifier for all ranged attacks)

Robbin hood: find sniping position [6]: You see Sub do an awesome trick with a pole, and you do even better. You find an 11 foot pole and vault onto a slightly higher tree. It doesn't make a huge difference, but you looked cooler probably. (+1 maximum range on ranged attacks, +1 roll modifier for all ranged attacks)

Cpt. Winters: Encourage teammates [2]: You are delighted by your allies acrobatics. You try to cheer them on, but they too high, and the wind muffled your voice.

Attacks
none

Post Movement
none

Bad Guys

Movement
Werebear: Move down three rows

Attacks
none

Post Movement
none
Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7:
Row 6: Werebear
Row 5:
Row 4:
Row 3:
Row 2: Sub (archer), Winters (Warrior), Robbin (archer)
Row 1: Bandit (archer), Zeke 2 (mage)

Status

Good Guys
Spoiler: Subject 2 (click to show/hide)
Spoiler: Cpt. Winters (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)
Spoiler: Robin Hood (click to show/hide)
Bad Guys

WereBear
Head: 400/400
Body: 1000/1000
Front Left Leg: 300/300
Front Right Leg: 300/300
Back Left Leg: 300/300
Back Right Leg: 300/300

Location: Row 6
To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs

Spoiler: abilities (click to show/hide)
Spoiler:  attacks (click to show/hide)



I forgot to tell you, but a 6 in a bonus action now gives an additional bonus rather than a detriment. I just want to test it for this battle to see which method people like better. It was hard to think of detriments that aren't completely frustrating.

23
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (4/3+)
« on: April 23, 2018, 08:18:38 pm »
Please use the turn template from now on. It would make it so much easier if you included your character's name, and seperated your two actions with new lines.

24
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (4/3+)
« on: April 23, 2018, 06:56:55 pm »
Why does everything I roll have a -1? Those weren't power shots.
Her fort

25
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (4/3+)
« on: April 23, 2018, 06:55:39 pm »
The battle system will remain the same. The only major thing I am changing is that all attacks are now classified as either physical, or magical. This is only relevant for armor. Warrior's armor will only affect physical attacks, while mages will get an armor against magical attacks. Armor can be bought by any class with loot in between fights in the real game. Some attacks will still ignore armor.

One other change is I will be requesting you all use a premade turn template to reduce confusion about your turn.

Classes

Take a look for the updated class stats. Archers have had a lot changed: damage got nerfed, range got more restrictive (there is now a minimum range). mages got armor against magical attacks

Warrior
The Warrior class has no ranged attacks, but deals massive damage. In addition, they have armor which lowers the damage of incoming attacks. They wreck archers if they can get in range, but mages counter them.

Archer
The Archer class has long ranged attacks. However, their melee attacks are all very weak. They are great at killing mages, but get destroyed by warriors.

Mage
The mage class has weak medium-ranged magic attacks. They are good at keeping enemies away from their position. They are well suited to fight Warriors, but struggle to deal with archers.



When posting a turn, please use this template, or make sure all the information is in in your post and separated accordingly.
Spoiler: turn template (click to show/hide)

Alright, with that done, let's get on with the second test

Turn 0

You all are suddenly teleported to a new place, and you all witness a rather surprised werebear finish relieving himself on a nearby tree. The Massive creature takes offense to this, and takes a threatening pose.

Battlefield
Code: [Select]
Row 9: WereBear
Row 8:
Row 7:
Row 6:
Row 5:
Row 4:
Row 3:
Row 2:
Row 1: Bandit (archer), Sub 2 (archer), Zeke 2 (mage), Winters (Warrior), Robbin Hood (archer)


Status

Good Guys
Spoiler: Subject 2 2 (click to show/hide)
Spoiler: Cpt. Winters (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)
Spoiler: Robbin Hood (click to show/hide)
Bad Guys

Bosses will have health on each of their body parts. Different attacks and abilities are dependent on certain body parts. If you kill a body part, any abilities or attacks dependent on it will no longer function.

WereBear
Head: 400/400
Body: 1000/1000
Front Left Leg: 300/300
Front Right Leg: 300/300
Back Left Leg: 300/300
Back Right Leg: 300/300

To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs

Spoiler: abilities (click to show/hide)
Spoiler:  attacks (click to show/hide)

26
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (4/3+)
« on: April 23, 2018, 05:50:55 pm »
Alright, it's ready now.

27
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (4/3+)
« on: April 23, 2018, 05:50:36 pm »
Turn 6

You guys ended the battle.

Turns

Good Guys
Sub 2: normal shot mage 1 (3-1) = [2]: You finally fire a shot on-target, but the arrow strikes a battlement at waist level. The fort saved her.
Normal Shot Mage 1 (3-1) = [2]: You fire the exact same shot. In an impressive display of accuracy, your arrow splits your previous arrow down the middle, embedding in the same spot on the fort. The mage is still unharmed.

Winters: Heal self [2]: You stop yourself and try to find out how to heal yourself. You were struck by several magic attacks, and you feel the pain of the attacks, yet no wounds can be seen. You don't know how to help yourself.
Heal Self [6]: You suddenly remember that lightning always strikes a tall tree. So you logically find a nearby tree, and touch it. You feel the energy leave you, and enter the tree. The tree explodes, and launches away. Luckily there was nobody around you to get hurt by it.
(+40 HP)

Zeke 2: Magic Bolt Mage  1 (5-1) = [4]: You unleash one more fire bolt, which strikes the fort. The mage is heard screaming as her brilliant construction burns down around her, collapsing atop her. The screaming stops, and she dies. 50 damage!

The Bandit: Normal Shot [1]: You miss the dead mage. You somehow also miss the fort.
Normal Shot (3-1) = [2]: You miss the dead mage again. At least you hit the fort this time

Bad Guys

Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7:
Row 6:
Row 5:
Row 4:
Row 3: Winters (Warrior)
Row 2: Zeke 2 (mage)
Row 1: Bandit (archer), Subject 2 2 (archer)

Status

Good Guys
Spoiler: Subject 2 2 (click to show/hide)
Spoiler: Cpt. Winters (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)

Give me a few moments to start the next test against a boss. Some notable changes will be archers having damage nerfed (their range is their main benefit).

A major change I am thinking about is having all attacks being either physical, or magical. (all classes can learn attacks of both types at later levels). There will be separate armor for each type, warriors start with armor against physical attacks, while mages start with armor against magical attacks.

28
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (4/3+)
« on: April 22, 2018, 03:00:34 pm »
Turn 5

You guys ended the battle.

Turns

Good Guys
Sub: normal shot warrior 1 (2-1) = [2]: You vow not to miss this time, but your arrow doesn't care. It misses anyways.
Power Shot warrior 1 [1]: Your miss yet again, giving the mage an opportunity to fire back:
Free Attack Magic Bolt Sub [6]: 150 damage! The return bolt of electricity envelops Sub, and causes his head to explode.
Subject 2 is dead
Level Up!

Winters Convince your allies to stop the combat [4]: You try to make a command to your teammates to stop the combat, and it has some effect. But not enough to fully convince them. You would need more time to fully stop them.
Try again [3]: Your second attempt was less successful than the first. They are still on the fence, but their bloodlust seems to be winning out.

Zeke 2 Move up one row and Magic bolt warrior 1 (4-1) = [3]: 25 damage! Still made about your twin brother, you fire another shot at the fortified mage. It hits the mage's arm, and he spazzes for a little bit, before recovering.

The Bandit Demand surrender [2]: The mage doesn't care: "Why would I surrender? I have this awesome fort!"
Try again: [1]: You press on, trying to convince him to stop for his own life. The mage insults your dad and step-mom, making you depressed. (-1 to bonus actions next turn)

Bad Guys

Mage 1 Magic bolt Zeke 2 [2]: The mage returns fire at zeke, but his messed up arm throws his aim off. The bolt hits a nearby tree.
Magic bolt Winters [3]: The mage switches targets to Cpt. Winters, hitting him with a glancing bolt of fire. The warrior quickly puts out the residual flames, but is largly unharmed

Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7:
Row 6:
Row 5: Mage 1
Row 4:
Row 3: Winters (Warrior)
Row 2: Zeke 2 (mage)
Row 1: Bandit (archer), Subject 2 2 (archer)

Status

Good Guys
Spoiler: Subject 2 2 (click to show/hide)
Spoiler: Cpt. Winters (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)

Bad Guys
Spoiler:  Mage 1 (click to show/hide)



If she lands one more hit, the mage will level up, and fully heal. For the real game, I probably wont keep track of exp for enemies, since it is just a frustration. Unless you guys really like it for some reason? Let me know what you think.

29
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (4/3+)
« on: April 20, 2018, 09:23:50 am »
Turn 4

What a successful test!

Turns

Good Guys
Sub: normal shot warrior 1 [1]: You miss spectacularly.
Power Shot warrior 1 (3-1) = [2] You miss slightly less spectacularly

Winters Convince your allies to focus their fire on your target [6]: You convince everybody to focus all their efforts bringing down your target. You get everybody's attention, and they all are entranced by your natural leadership. Everybody fires upon the enemy fighting you. To them, the mage is practically invisible. (all allies forced to target warrior 1)
Convince enemies to focus fire on your target [5]: You are so convincing, that even the enemy mage joins in on the action (mage 1 forced to target warrior 1)

Zeke 2 Magic bolt warrior 1 [3]: 25 damage! You pull yourself together, and summon a bolt of electricity, zapping the warrior. He convulses, but is still living.
Move back one row

The Bandit Normal shot Warrior 1 [4]: 50 - 20 = 30 damage! You draw your bow, and bury an arrow through the warrior's breastplate. He finally collapses from the onslaught.
Warrior 1 is dead
normal shot Warrior [1]: You somehow miss the dead body.

Bad Guys

Mage 1 Magic bolt Warrior 1 [5]: He's already dead
Magic bolt Warrior 1 [6]: PLEASE STOP!

Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7:
Row 6:
Row 5: Mage 1
Row 4:
Row 3: Winters (Warrior)
Row 2: Sub (archer)
Row 1: Bandit (archer), Zeke 2 (mage)

Status

Good Guys
Spoiler: Subject 2 (click to show/hide)
Spoiler: Cpt. Winters (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)

Bad Guys
Spoiler:  Mage 1 (click to show/hide)



For the next test I will rework the turn display to feature everything in chronological order rather than sorted by character.

30
Forum Games and Roleplaying / Re: SG - You are Alive
« on: April 19, 2018, 04:19:56 pm »
say: “you have made a terrible mistake” with the most threatening grimace we can muster.

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