Post by outerlimits on Sept 27, 2011 0:28:33 GMT -5
I figured I'd try and incorporate the damage value system I mentioned in Nine Hearts into this RP since I saw it used effectively in the Megaman RP I found it in. Basically here's the rules for how battles work in this RP:
1.) This isn't meant to screw up anything from how we always do fights. You still say you're attacks, you still take turns posting, you can still dodge, etc. This just helps determine exactly how much damage you're taking and how powerful attacks are, etc.
2.) Like usual, you post what you're actions are when it's your turn to post in fight. However, if you're using an attack that requires you to "charge" first before using it, you have to wait till your next post to use that attack. So say you're using a charge-attack buster shot. 1st post is you charging the attack, maybe still moving or dodging or whatever. 2nd post is you actually using the charge attack. I'm going to make it so that everyone can tell when an attack is being charged since in ZX it's pretty obvious to tell when the Mega Men bosses were charging attacks.
3.) Everyone starts at 100% health and attacks decrease that percentage by a certain amount. Once you hit 0%, you lose. If you have attacks that give you a shield or block damage, those shields/blocks have a set amount of "health" too, which is also a percentage. When deciding how much damage your shield/block move shields/blocks, talk to me about it via PM.
4.) Damage values are as follows:
*Pathetic: 1% damage. The lowest amount of damage in this RP. Pathetic damage is typically used for non-stated attacks and huge multi-hitting attacks.
*Pitiful: 2% damage. The second lowest amount. This is traditonally used for moderate multi-hit attacks and effects like burns and poison.
*Low: 3% damage. Another low amount, but marginally stronger than Pitiful. Generally used for Multi-hit attacks with no effects.
*Moderate(Default): 5% damage. The default damage setting, deals a good amount of damage to opponents. Can be used for an array of attacks, but cannot be Multi-Striking unless there is a drawback.
*Modest: 7% damage. Marginally stronger than Moderate and is very exclusive to slower attacks or they must have drawbacks such as charging or cool-downs. Attacks pack a punch on opponents.
*High: 10% damage. Very strong attacks that can only be acheived by limiting to close range and extreme slowness to the attack. Most boss attacks deal this and not too many characters can handle being hit by many of these.
*Great: 15% damage. Extremely powerful attacks and are extremely slow or have very big drawbacks to them. Not too many attacks can reach this strength and when hit your character sure feels it.
*Immense: 20% damage. Powerful attacks that are only available to extremely powerful attacks, boss attacks, and finishers. Can only handle being hit with very few of these.
*Incredible: 30% damage. Unheard of power that causes attacks to be very exclusive to high-level desperation attacks, finishers, or plot devices. Few can survive many hits from these.
*Outstanding: 50% damage. Even more powerful and limited only to the strongest attacks and plot devices. Deals a shitload of damage, so know your limitations.
*Stupendous: 75% damage. Extreme power to the extent that it would leave anyone with very little health left. Only used as plot devices.
*Godmode: 100% damage. The most powerful attack level. Exclusive to only plot devices. Basically 1 hit KO.
5.) Non-stated attacks are basically kicks, punches, tackles, headbutts, or other attacks your characters do that don't really deserve an attack name. Finishers are attacks that you can usually only use when the opponent is on low health or at the end of a combo-ish attack. Desperation attacks are attacks you can use only when YOU'RE at low health. Boss attacks are attacks Mavericks and Psuedoroids use to help compensate for the fact that they don't learn new attacks after winning boss fights. Also, if you make a Mega Man that you want merely as a boss, he/she can have "boss attacks".
6.) If you're character is weak to an attack, the damage they receive from all hits of that attack is increased by 1 stage. So if they would receive Moderate damage normally, they instead receive Modest damage from that attack. The reverse is for resistances against certain attacks (If you have any), with the damage for all hits being reduced by 1 stage, to a minimum of Pathetic.
7.) When describing the damage your attacks deal, also make sure to throw in what element damage the attack deals (Fire, Ice, Electrical, Air, etc.). It helps people know whether to raise/lower the damage they take from it if they're weak/resistant to the attack. Any attack without a stated element can be viewed as Non-elemental. Damage Reductions/Increases from that point on have to be viewed on how the attack deals damage (I.E. Lasers, explosions, swords, etc.).
8.) This is kind of a derp, but don't forget that even though YOU may know the attacks and weaknesses of your enemy, your CHARACTER doesn't (unless something happened in the plot earlier that informed him/her)! Please try to remember that when fighting.
9.) To help keep things a bit easier, at the end of a post in the middle of a fight, post as a sort of "HUD" your current hp percentage and any status effects you might be suffering from/gaining from. Look at my prologue post for an example.
10.) Here's a good example of the battle system in action from the site I got it from: s11.zetaboards.com/Star_Force_RPG/topic/7307942/1/ . Obviously you won't get some of the "cards" they use to attack with or a lot of the terminology, but you can see how they have summaries at the bottom and how the fights go using the numbers and stuff.
And that's basically it. I'm going to edit my bios to throw in damage values and I suggest you guys do so as well. You can either edit them in immediately or PM me about what you think you're attacks damage values should be first and we'll talk about it. You're choice.
Feedback is appreciated about what you think of this. Ask any questions here too! This is also how the Nine Hearts thing will look, although me and Ice will probably edit the damage value amounts and give them different names, along with different restrictions.
1.) This isn't meant to screw up anything from how we always do fights. You still say you're attacks, you still take turns posting, you can still dodge, etc. This just helps determine exactly how much damage you're taking and how powerful attacks are, etc.
2.) Like usual, you post what you're actions are when it's your turn to post in fight. However, if you're using an attack that requires you to "charge" first before using it, you have to wait till your next post to use that attack. So say you're using a charge-attack buster shot. 1st post is you charging the attack, maybe still moving or dodging or whatever. 2nd post is you actually using the charge attack. I'm going to make it so that everyone can tell when an attack is being charged since in ZX it's pretty obvious to tell when the Mega Men bosses were charging attacks.
3.) Everyone starts at 100% health and attacks decrease that percentage by a certain amount. Once you hit 0%, you lose. If you have attacks that give you a shield or block damage, those shields/blocks have a set amount of "health" too, which is also a percentage. When deciding how much damage your shield/block move shields/blocks, talk to me about it via PM.
4.) Damage values are as follows:
*Pathetic: 1% damage. The lowest amount of damage in this RP. Pathetic damage is typically used for non-stated attacks and huge multi-hitting attacks.
*Pitiful: 2% damage. The second lowest amount. This is traditonally used for moderate multi-hit attacks and effects like burns and poison.
*Low: 3% damage. Another low amount, but marginally stronger than Pitiful. Generally used for Multi-hit attacks with no effects.
*Moderate(Default): 5% damage. The default damage setting, deals a good amount of damage to opponents. Can be used for an array of attacks, but cannot be Multi-Striking unless there is a drawback.
*Modest: 7% damage. Marginally stronger than Moderate and is very exclusive to slower attacks or they must have drawbacks such as charging or cool-downs. Attacks pack a punch on opponents.
*High: 10% damage. Very strong attacks that can only be acheived by limiting to close range and extreme slowness to the attack. Most boss attacks deal this and not too many characters can handle being hit by many of these.
*Great: 15% damage. Extremely powerful attacks and are extremely slow or have very big drawbacks to them. Not too many attacks can reach this strength and when hit your character sure feels it.
*Immense: 20% damage. Powerful attacks that are only available to extremely powerful attacks, boss attacks, and finishers. Can only handle being hit with very few of these.
*Incredible: 30% damage. Unheard of power that causes attacks to be very exclusive to high-level desperation attacks, finishers, or plot devices. Few can survive many hits from these.
*Outstanding: 50% damage. Even more powerful and limited only to the strongest attacks and plot devices. Deals a shitload of damage, so know your limitations.
*Stupendous: 75% damage. Extreme power to the extent that it would leave anyone with very little health left. Only used as plot devices.
*Godmode: 100% damage. The most powerful attack level. Exclusive to only plot devices. Basically 1 hit KO.
5.) Non-stated attacks are basically kicks, punches, tackles, headbutts, or other attacks your characters do that don't really deserve an attack name. Finishers are attacks that you can usually only use when the opponent is on low health or at the end of a combo-ish attack. Desperation attacks are attacks you can use only when YOU'RE at low health. Boss attacks are attacks Mavericks and Psuedoroids use to help compensate for the fact that they don't learn new attacks after winning boss fights. Also, if you make a Mega Man that you want merely as a boss, he/she can have "boss attacks".
6.) If you're character is weak to an attack, the damage they receive from all hits of that attack is increased by 1 stage. So if they would receive Moderate damage normally, they instead receive Modest damage from that attack. The reverse is for resistances against certain attacks (If you have any), with the damage for all hits being reduced by 1 stage, to a minimum of Pathetic.
7.) When describing the damage your attacks deal, also make sure to throw in what element damage the attack deals (Fire, Ice, Electrical, Air, etc.). It helps people know whether to raise/lower the damage they take from it if they're weak/resistant to the attack. Any attack without a stated element can be viewed as Non-elemental. Damage Reductions/Increases from that point on have to be viewed on how the attack deals damage (I.E. Lasers, explosions, swords, etc.).
8.) This is kind of a derp, but don't forget that even though YOU may know the attacks and weaknesses of your enemy, your CHARACTER doesn't (unless something happened in the plot earlier that informed him/her)! Please try to remember that when fighting.
9.) To help keep things a bit easier, at the end of a post in the middle of a fight, post as a sort of "HUD" your current hp percentage and any status effects you might be suffering from/gaining from. Look at my prologue post for an example.
10.) Here's a good example of the battle system in action from the site I got it from: s11.zetaboards.com/Star_Force_RPG/topic/7307942/1/ . Obviously you won't get some of the "cards" they use to attack with or a lot of the terminology, but you can see how they have summaries at the bottom and how the fights go using the numbers and stuff.
And that's basically it. I'm going to edit my bios to throw in damage values and I suggest you guys do so as well. You can either edit them in immediately or PM me about what you think you're attacks damage values should be first and we'll talk about it. You're choice.
Feedback is appreciated about what you think of this. Ask any questions here too! This is also how the Nine Hearts thing will look, although me and Ice will probably edit the damage value amounts and give them different names, along with different restrictions.