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Author Topic: Roller's Block (RTD Brainstorming Thread) (HAPPY LATE BIRTHDAY) (Derm is 5k)  (Read 702193 times)

Darvi

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2460 on: November 24, 2011, 03:48:57 pm »

Give boni on a logarithmic scale.
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Superior_Tomato

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2461 on: November 24, 2011, 04:33:55 pm »

Hmmm . . . . .
I'd like a bit more info on this.
How tough are enimies, and roughly how long do you think they'd take to defeat. if they were to take say 3-6 actions, if they were a good warrior/generally tough, they'd last for 5-8, if they don't kill you.

The main problem I see now is that magic is completely composed out of these special "effect" type attacks, and has no plain attack option, thus forcing them to utillise different spells to win, assuming they don't just spam the same spell many times over. However, in physical, you do have that simple attack option, so I reccomend removing it, replacing it with some simple things, like thrust, slice, stab, ect.

An interesting anti-repetition mechanic would be routines, and recognition. What will happen, as the fight progresses, the combatants circling and watching each other, they would get used to each other's moves. So, if someone used the same thrust, slice, slice, stab pattern, the enemy wouldget used to it, and get a bonus to dodging + counter attacking through seeing the weaknesses of the pattern. Even if the swordsman mixed it up a bit, they would still get used to the moves, albeit slower. Basically, throwing in these extra actions like push, disarm, ect. would take the person off guard and give you an advantage. Of course, this is mostly theory, and you'd need to work out a good system, or if you can force me to work one out for you.

All this is based on the assumption that a fight last x-y actions long.

Edit: Also, keep in mind that I have no experience in these things.


Also, on the whole how much can Derm screw up an RtD, how about an RtD with derm as evil mastermind, working with the GM, and the players are trying to take him down. Sound good?
« Last Edit: November 24, 2011, 05:04:26 pm by Superior_Tomato »
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IronyOwl

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2462 on: November 24, 2011, 05:12:00 pm »

Give boni on a logarithmic scale.
That's just a hardcore version of multiplicative boni, which provides the same issue: The more you have of it, the less useful each extra +1 is, whether from a new skill level or a better sword.

...which is, I suppose, more or less what I'm trying to achieve, just not so much. The formula can't be too complex either, though, because I'll need to actually do it.



Hmmm . . . . .
I'd like a bit more info on this.
How tough are enimies, and roughly how long do you think they'd take to defeat. if they were to take say 3-6 actions, if they were a good warrior/generally tough, they'd last for 5-8, if they don't kill you.
That's the problem.

If an enemy has 10 HP and +0 to defense, a mage attacking in melee for whatever reason would hit less than half the time (defenders win ties), dealing anywhere from 1 to 5 damage each time, weighted towards lower. That's a little less than 1 damage a round average, so we'll assume the fight lasts 10 rounds.

A warrior with +3 attack, on the other hand, almost always hits, and deals an average of a little over three damage a round. Thus, the fight lasts around 3 rounds.

So, if the enemies are balanced around non-combat specialists, combat specialists will butcher them in record time. If they're balanced around combat specialists, non-combat specialists won't have a chance.

I don't know what you mean by the last part.


The main problem I see now is that magic is completely composed out of these special "effect" type attacks, and has no plain attack option, thus forcing them to utillise different spells to win, assuming they don't just spam the same spell many times over. However, in physical, you do have that simple attack option, so I reccomend removing it, replacing it with some simple things, like thrust, slice, stab, ect.
I'm considering adding a basic attack spell, to function more or less like melee combat does. I'm not entirely sure how that'd work, and I'd probably prefer it to be inferior to hacking things up in some fashion.

I'm not sure what "simple" melee options would add, since for the most part they'd either be irrelevant or an obvious decision.


An interesting anti-repetition mechanic would be routines, and recognition. What will happen, as the fight progresses, the combatants circling and watching each other, they would get used to each other's moves. So, if someone used the same thrust, slice, slice, stab pattern, the enemy wouldget used to it, and get a bonus to dodging + counter attacking through seeing the weaknesses of the pattern. Even if the swordsman mixed it up a bit, they would still get used to the moves, albeit slower. Basically, throwing in these extra actions like push, disarm, ect. would take the person off guard and give you an advantage. Of course, this is mostly theory, and you'd need to work out a good system, or if you can force me to work one out for you.
That sounds too complicated, but adding a +1 bonus to defending against something twice in a row or if you're "expecting" is something I've considered. Of course, if I need a complex system to avoid players spamming the same moves, I probably just need to make their moves not have an obvious correct answer.
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Yoink

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2463 on: November 24, 2011, 11:27:23 pm »

Jeez. I'm new to this whole RtD GMing business, but wow, when I run this next turn, I seriously hope TolyK rolls a 6. SO VERY MUCH. I know exactly what I'm gonna have happen, I just need you to roll a 6, Tolyk!
Kinda causing me GM's anxiety, that's how much I hope it happens. D:
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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2464 on: November 24, 2011, 11:33:26 pm »

Jeez. I'm new to this whole RtD GMing business, but wow, when I run this next turn, I seriously hope TolyK rolls a 6. SO VERY MUCH. I know exactly what I'm gonna have happen, I just need you to roll a 6, Tolyk!
Kinda causing me GM's anxiety, that's how much I hope it happens. D:

DELETE POST. FUDGE 6. INSTANT AMAZING GM.
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SeriousConcentrate

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2465 on: November 24, 2011, 11:36:16 pm »

Jeez, don't tell him that! TolyK might end up hunting the other players!
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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2466 on: November 24, 2011, 11:37:13 pm »

But wouldn't that be cheati-- Ahh, who am I to argue with the wisdom of a veteran GM! ;)
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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2467 on: November 24, 2011, 11:37:59 pm »

But wouldn't that be cheati-- Ahh, who am I to argue with the wisdom of a veteran GM! ;)

ALL OF MY ADVICE IS THE BEST ADVICE
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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2468 on: November 24, 2011, 11:49:44 pm »

But wouldn't that be cheati-- Ahh, who am I to argue with the wisdom of a veteran GM! ;)

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TolyK

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2469 on: November 25, 2011, 09:49:56 am »

Jeez. I'm new to this whole RtD GMing business, but wow, when I run this next turn, I seriously hope TolyK rolls a 6. SO VERY MUCH. I know exactly what I'm gonna have happen, I just need you to roll a 6, Tolyk!
Kinda causing me GM's anxiety, that's how much I hope it happens. D:
>.>
Jeez, don't tell him that! TolyK might end up hunting the other players!
<.<
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adwarf

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2470 on: November 25, 2011, 12:02:59 pm »

I just got another idea - Cataclysm RTD (With an actual storyline of course !!)
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Superior_Tomato

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2471 on: November 25, 2011, 01:31:30 pm »

I just got another idea - Cataclysm RTD (With an actual storyline of course !!)

Yes. So in.

Also, on the whole swordfighting thing I think I've improved on it.

I would say don't put in the simple attack spell. You're bassically putting in a easy kll creature type thing.

So here's an example:

Bob, the proficient swordsman knows 6 moves:

Slash, stab, disarm, parry, counter and Coup de grace

Jim, the novice swordsman knows 4 moves:

Slash, stab, counter and parry


When Bob uses Slash, stab, counter or parry, Jim, since he knows those moves, gets a general +1 to defending and countering to those attack. The same, of course, works the other way round, Bob gets a +1 bonus too. Thus, the only way to win quickly is to utillise the harder moves that Jim doesn't know, thus cancelling out their skill benifit, or would have to slowly bleed Jim out through greuling combat, which would be dangerous, because they would tire, then luck plays a greater part.
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IronyOwl

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2472 on: November 25, 2011, 02:48:07 pm »

I would say don't put in the simple attack spell. You're bassically putting in a easy kll creature type thing.
The attack spell would presumably be governed by the appropriate skill, so that wouldn't be a problem. For specialists that strategy would be working as intended, for anyone else the vulnerability bonus would be less than that of their preferred school.


So here's an example:

Bob, the proficient swordsman knows 6 moves:

Slash, stab, disarm, parry, counter and Coup de grace

Jim, the novice swordsman knows 4 moves:

Slash, stab, counter and parry


When Bob uses Slash, stab, counter or parry, Jim, since he knows those moves, gets a general +1 to defending and countering to those attack. The same, of course, works the other way round, Bob gets a +1 bonus too. Thus, the only way to win quickly is to utillise the harder moves that Jim doesn't know, thus cancelling out their skill benifit, or would have to slowly bleed Jim out through greuling combat, which would be dangerous, because they would tire, then luck plays a greater part.
...hmmmm. That sounds sort of like a cap on bonus difference, which I'd wanted to avoid, but this looks somewhat intriguing. As written, it doesn't actually do anything for the (extreme end of the) problem, though, since someone with no sword skill at all is still boned against someone with.

Still, the notion of higher skill making you better against better opponents, rather than just letting you butcher noobs infinitely faster, does appeal to me. I probably wouldn't bother with move knowledge, though, since that'll be (I think) somewhat independent of skill level.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Superior_Tomato

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2473 on: November 25, 2011, 03:29:48 pm »

Also, if you had a veteran dire-wolf, or whatever, they could have seen before and recognise some of the moves, giving them the same effect.
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'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

Dave1004

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Re: Roller's Block (RTD Brainstorming Thread)
« Reply #2474 on: November 26, 2011, 02:11:37 am »

Is it just me, or has the Roll To Dodge sub-forums slowed down a lot lately...?

So, do you guys have any excuses for this...Utter atrocity? I'll be expecting a full report on Monday. Don't be late.
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