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Author Topic: Roller's Block (RTD Brainstorming Thread) (HAPPY LATE BIRTHDAY) (Derm is 5k)  (Read 678213 times)

TolyK

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #60 on: March 31, 2011, 01:51:20 pm »

all of us.
well darn, just put it in regular font.

here is mine:
Code: [Select]
!!![url=http://www.bay12forums.com/smf/index.php?topic=81032.new#new]RTD WARS! ~24 players![/url]!!!
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Digital Hellhound

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #61 on: March 31, 2011, 01:51:48 pm »

Alright, advertised the game in my RTD.
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TolyK

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #62 on: March 31, 2011, 01:52:17 pm »

Alright, advertised the game in my RTD.
cool, thanks
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Dermonster

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #63 on: March 31, 2011, 01:55:29 pm »

Done and done. Had to fiddle around a bit but it works.
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adwarf

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #64 on: March 31, 2011, 01:56:52 pm »

Done, and I advertised it in my forum gmae which you guys should check otu we have a waiting list ( empty )
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TolyK

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #65 on: March 31, 2011, 01:59:34 pm »

advertised in my RTD.

so, should we have seperate threads or seperate quicktopics for each "team"?
threads would be better if everyone should know what everyone is going. quicktopic would be mostly for private talk.
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adwarf

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #66 on: March 31, 2011, 02:01:52 pm »

We could just m each other, but actions we would post in the game thread of course we would post who our gm is along with the action to make it easier(ish I quess ) for you guys.
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Digital Hellhound

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #67 on: March 31, 2011, 02:02:28 pm »

Quicktopic?
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TolyK

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« Last Edit: March 31, 2011, 02:09:23 pm by TolyK »
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Tarran

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #69 on: March 31, 2011, 03:22:07 pm »

Alright guys, still trying to make an RTD. A few questions for you all:

What kind of HP system would you recommend? This has bugged me for a while.

What kind of combat system would you recommend? Straight up player roll decides the affect, the defender rolls against the attacker and the higher roll wins, or some more complex system?
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adwarf

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #70 on: March 31, 2011, 03:32:15 pm »

Alright guys, still trying to make an RTD. A few questions for you all:

What kind of HP system would you recommend? This has bugged me for a while.

What kind of combat system would you recommend? Straight up player roll decides the affect, the defender rolls against the attacker and the higher roll wins, or some more complex system?

Well I like the system I am currently using in my forum game.

Hp - I decide this with a class system. Like Medic has 8 Hp, and a Heavy Infantry has 20. Although you cna do it through a sort of point system or just give each character a set amount of hp.

For combat system I roll a d20 to determine if the attack hits ( for every attack it might take a bit, but very good system although yours won't have the same number of hits as a modern or sci-fi based one if your going fantasy ), and then each weapon has a dice for it that I roll for damage, and then you roll the enemies armor dice.

Ex:
Bryan shoots the 9mm Pistol at the Raider.

1 Shot = 1d20 = 12

Hit !!!

now damage

Roll damage for 9mm pistol 1d6 = 5 so 5 damage

then enemies armor roll

Leather armor roll 1d3 = 2

So bryan did 3 damage to the raider.


That help ?
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Tarran

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #71 on: March 31, 2011, 03:46:18 pm »

Not really, I was already thinking of that system, but thanks for trying.

The reason I'm asking is because I'm worried that system may be a little too difficult to use. For various reasons, ranging from when I should give people more HP, to balancing the weapons.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Bdthemag

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #72 on: March 31, 2011, 04:25:02 pm »

I suggest no HP system, if someone is heavily bleeding for to long kill them. If they're running crawling around with no limbs it would probally be best for him to die.
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Tarran

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #73 on: March 31, 2011, 04:28:43 pm »

The problem with that system is sometimes I feel it's unfair in some ways.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

IronyOwl

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #74 on: March 31, 2011, 06:35:04 pm »

Yeah, it's always harder to justify killing someone by saying they "Feel dead to me" than by saying they've "Run out of hit points."


My advice for a base system would be [Attacker's Roll] - [Defender's Roll] = [Damage]

It's obviously very simple, but that's both a blessing and a curse. You only need to roll two dice per attack, as opposed to the four a To-Hit vs Dodge then Damage vs Armor system needs. Everyone still gets a roll, however, so nobody feels cheated because they didn't even get a chance to dodge that enemy [5].

Finally, it makes the damage somewhat normalized (5 damage [6v1] happens much more rarely than 2 damage [6v4,5v3,etc]), and makes a little more attack or dodge always feel useful, since it ups or downs the damage even if you've already hit or gotten hit. [6] vs [1] feels a little disappointing when [2] vs [1] would have had the same results.

Naturally, this isn't the most customizable system, but there's still room for tweaking. What amount of hit points you decide to give everyone is the most obvious one, along with what and how much weapons, armor, skills, magical effects, and even the environment and scenery alter things.
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