|
Post by babclayman on Jan 9, 2018 20:29:21 GMT -5
Hello Pups!
I have been thinking about some of our RP, and I notice how some of them, recently, have been getting battles in them.
Some thing difficult about that, however, is making sure said battles are balance. So, I am considering, if we should have a type of Stat System, in some RP.
It's similar to the S P E C I A L Stats, in the F O Games. You have about Fourty Points, and you assign them to the following areas, with each area being able to get between One to Ten Points.
Strength, Perception, Endurance (which is like Stamina), Charism, Intelligence, Agility & Luck.
So, Case in point...
In 2014, Bishop made a Ref Image, which lists his S P E C I A L, as this...
Strength; 4 Perception; 4 Endurance; 3 Charism; 9 Intelligence; 5 Agility; 10 Luck; 5
What I am then thinking is; If two Dalmatians are in a battle, it shall require them to rll Dice. If they are attacking, they rol for Strength. If Defending, I assume they rol for Agility. You then ad the Number of your Roll on to what your Stat is, in that area, and who ever has the Higher Score wns that part of the battle.
So;If the Attack has a Strength of Five and Rlls a Three, that is Eight.
If Defence has an Agility of Six, but Rlls a Three, that is Nine.
That means, The attck is able to be ddged.
However; If the Attack has a Strength of Six; and Rlls a Five, that is Eleven.
If Defence has an Agility of Eight, but Rlls Two, that is Ten.
That means, the Attackr would land their ht.
This may sound a bit complicatd, and I am sure there are some issues, that we need to Patch, but it can help to make a Battle seem more Balance.
What do you think of the Idea, Pups?
|
|
|
Post by Stirfry on Jan 10, 2018 9:12:50 GMT -5
I approve. It might actually get me into RPs if we had a system to make sure things are fair. I would suggest just having skills instead of stats though, because attack wouldn't be determined by strength. Strength would just affect how much damage a hit does. Attack skill would determine the likelihood of hitting.
Or both attack and defense could be governed by agility, simply if someone has higher agility than someone else, the one with lower agility would need to roll higher to successfully defend. And then strength can determine the damage of hits
|
|
|
Post by Sweeney Terrier on Jan 10, 2018 10:49:32 GMT -5
Sounds like implementing a bit of D&D there General, what with the attack skill and having to roll.
|
|
|
Post by babclayman on Jan 10, 2018 11:38:46 GMT -5
That can work, General! The Agility thing works, too! Though, would that require a health system, too?
We also need to be sure that Players are honest about their Dice Rlls, too, Eh? I wonder, if Proboards has some thing, Which can work like that?
May I ask, What do you have in mind, in the case of; Sklls, too?
|
|
|
Post by Shadow Dearly on Jan 10, 2018 12:41:05 GMT -5
This could work, but then again I'm not one that plays D&D, but this could work in balancing rps.
|
|
|
Post by Stirfry on Jan 10, 2018 13:06:21 GMT -5
Yeah. D&D was pretty much designed specifically for this. If I played it, I could tell you how to calculate everything. It would require a health system too.
|
|
|
Post by Sweeney Terrier on Jan 10, 2018 13:13:38 GMT -5
Would we all need a set of 7 dice? 1 D20 1 D12 2 D10 1 D8 1 d6 1 D4
|
|
|
Post by babclayman on Jan 10, 2018 13:15:45 GMT -5
Well, General did bring up Specials, there.
What Special are these, General?
|
|
|
Post by Lucky on Jan 11, 2018 15:55:08 GMT -5
I do like that idea, Bab, I'm not saying I don't, but as long as we don't have it to where we generate virtual dice, I'm good, but here's a question, what if people don't have a dice to roll for attack or defense?
|
|
|
Post by Stirfry on Jan 11, 2018 16:05:35 GMT -5
A way to make sure everyone is honest about dice rolls is just have a dungeon master roll.
|
|
|
Post by babclayman on Jan 11, 2018 16:14:46 GMT -5
Why are you agains the use of Virtual Dice, Shawn? Those are pretty easy to find, Shawn.
That is a good point, about Fair Dice Roll, too, General! You suggest that the one who starts the RP is the one who Rlls al the Dice?
|
|
|
Post by Stirfry on Jan 11, 2018 17:00:13 GMT -5
Here is a system demo.
Sandy's Stats are.
8 speed 6 agility 2 strength 10 aim
Chive's stats
5 speed 8 agility 5 strength 5 aim Sandy throws a balloon at chive
*Rolls dice * Die roll for Sandy's hit is 3+10 aim = 13
*Rolls for Chive to dodge* roll for Chive to dodge, also 3+8 aigility.
Chive is hit with a water balloon. He growls in anger and leaps at her.
Roll for Chive's attack 3+8 agility = 11 roll for Sandy to dodge 6+6 agility = 12, sandy dodges and attempts to kick Chive.
Roll for Sandy's agility 5+6 =11 roll for Chive's agility 1+8 = 9 Sandy hits Chive in the face roll for damage 4+ 2 strength = 6.
Chive is barely stunned by her weak kick, giving her just enough time to try to escape.
Sandy tries to run. Roll for Sandy to run. 6+8 speed = 14 Roll for Chive to catch her 5+5 speed =10
Sandy quickly runs into her lab and locks the door and sticks her head out the window at and smirks at Chive who his barking angrily below her.
Okay, given that system, I realized it is almost impossible to beat someone with higher agility if the maximum roll is 6. So... would making the maximum roll 12 solve that?
|
|
|
Post by Sweeney Terrier on Jan 11, 2018 17:04:06 GMT -5
A maximum roll of 12...so using a D12 in other words.
|
|
|
Post by Stirfry on Jan 11, 2018 17:13:14 GMT -5
Okay, so splitting agility into Attack and Defense makes it a lot more balanced.
8 speed 7 defense 2 strength 4 attack 10 aim
Chive's stats
5 speed 8 attack 6 defense 5 strength 5 aim Sandy throws a balloon at chive
*Rolls dice * Die roll for Sandy's hit is 3+10 aim = 13
Rolls for Chive to dodge roll for Chive to dodge, also 3+6 defense.
Chive is hit with a water balloon. He growls in anger and leaps at her.
Roll for Chive's attack 3+8 attack = 11 roll for Sandy to dodge 6+7 defense = 13, sandy dodges and attempts to kick Chive.
Roll for Sandy's attack 5+4 =9 roll for Chive's defense 1+6 = 7 Sandy hits Chive in the face roll for damage 4+ 2 strength = 6.
Chive is barely stunned by her weak kick, giving her just enough time to try to escape.
Sandy tries to run. Roll for Sandy to run. 6+8 speed = 14 Roll for Chive to catch her 5+5 speed =10
Sandy quickly runs into her lab and locks the door and sticks her head out the window at and smirks at Chive who his barking angrily below her.
|
|
|
Post by babclayman on Jan 11, 2018 17:46:13 GMT -5
This can work.
So; Defence is what you get, when you Rll to dodge?
Thinking of points, too. I assume, base on your points above, you get about Thirty or so points, to put in to your Stats?
How about the case of Health Points? Is there like a Universal Number of Health Points (every one gets thirty hit points) or does a stat also affect that, too?
|
|