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Finite Eternity ~ Judicial Component

Discussion in 'Interest Checks' started by Ziolang, Jun 11, 2015.

  1. Nothing extravagant, the title's just a play on words.

    I'd like to get some GM practice in, so I'm starting a story-less Statplay open to anyone that's willing to bear with me. Preferably a four-unit party. Updates on my end are likely to be rather slow and I'll probably make plenty of mistakes, but hey, that's what this is for.

    So uh... anyone interested? I'd like to think this is a good chance for those who haven't statplayed before or have rather little to take a crack at it~
     
  2. I'd be willing to learn how to statplay! :D
     
  3. Gist you know how to statplay... sorta.

    I'll throw a character in Zio~
     
  4. kewl. Y'all can go ahead and start on profiles, there's not going to be really much different in the format and there's no story stuff to worry about. Anything from anywhere.

    That leaves one more open slot to anyone that wants it.

    Profile sheet below for any who need it; leave X-Ability blank cause I'm coming up with an alteration to the system~

    Code:
    [b]Name:[/b]
    [b]Gender:[/b]
    [b]Age:[/b]
    [b]Level:[/b] 1
    [b]Next Level:[/b] 0/10
    [b]Appearance:[/b]
    
    [b]Profession:[/b]
    [b]Weapon:[/b]
    [b]Armor:[/b]
    [b]Accessory:[/b]
    
    [b]A-Ability:[/b]
    
    [b]+ Name:[/b] Description [optional]. Damage. Effect. Range: ?. Element: ?. ? MP.
    
    [b]+ Name:[/b] Description [optional]. Damage. Effect. Range: ?. Element: ?. ? MP.
    
    
    [b]R-Ability:[/b] *LOCKED*
    [b]S-Ability:[/b]
    [b]X-Ability:[/b]
    
    
    [b]~ Stats ~[/b]
    [will be assigned to you based on your character's build]
    [b]HP:[/b] Hit Points
    [b]MP:[/b] Mana Points
    [b]Atk:[/b] Attack Points
    [b]Def:[/b] Defense Points
    [b]Int:[/b] Intellect (Magic Attack) Points
    [b]Spr:[/b] Spirit (Magic Defense) Points
    [b]Critical:[/b] Critical Ratio Percentage
    [b]Evasion:[/b] Evasion Ratio Percentage
    [b]Movement:[/b] Movement Points
    [b]X Gauge:[/b] [SIZE=2][b]{[color=red]//////////[/color]}[/b][/SIZE]
    
    [b]Skill Points:[/b] 0
     
  5. I'd like to partake, but if the Party Limit is definitely four and a person who's interested in trying statplaying wants to join this, I'd gladly defer so they can participate.

    For clarification, do we not have B-Abilities? If not, are we able to get a second S-Ability later?
    Also, are there supposed to be Upgrade Points?
     
  6. You can join, yeah. I'm not sure if I'll accept beyond four participants; it's a good party size for GM practice methinks~

    For this run, I'll be grouping B-Abilities under the "S-Ability" tag. They're in, you're just not restricted thereto if/when you get around to getting your second S.

    Upgrade points are currently in stasis as to whether or not they will be used. For now it's a no, but if I elect to add them in later, you'll be funded the amount you should have earned up to that point~

    Also, if anyone wants/needs help with their profile, let me know. You can also refer to any other statplayer, especially Shadow or Eebit for advice. In addition, this is a thing: http://www.zejroleplaying.org/showthread.php?tid=1855
     
  7. If no one else wants it, it seems I will be this party's tank~ <3
     
  8. I think that puts us at

    Gist: Tank
    CerbursLycan: Damage Per Turn, Atk
     
  9. As previously stated numerous times, this is a test SP that I might obtain some SP GM experience. As such I've elected to try some new approaches to some of the established Shadow-System mechanics. There will be E-Triggers, but X-Abilities are on lockdown for now. So feel free to submit an E-Trigger to me along with your profiles~

    Now for the differences. X-Levels will be available for multiple capabilities, working as a sort of in-battle power-up shop. Currently, you may expend a certain amount of X-Levels for the following effects:

    -Reduce the MP cost of the next spell you cast by 10% of its original cost. 2 X-Levels
    -Increase the effectiveness of your next Cycle MP to 10%. 2 X-Levels
    -Increase the damage output of a basic attack or a single hit of an A-Skill by 10-30%. 1-3 X-Levels
    -Increase the damage output of a flurry skill by 10%. 2 X-Levels
    -Increase the range of a ranged attack/A-Skill by 1-3. Doesn't apply to special range types or a skills AoE. 1-3 X-Levels
    -Survive a fatal blow with 1 HP, but only if the user had more than 1 HP before hand. 4 X-Levels

    When you expend X-Levels to activate one of these bonuses, you become unable to regain X-Levels for an amount of turns equal to the amount of X-Levels expended. Hopefully this will introduce an interesting level of strategy that'll be enjoyable for you all. Also, keep in mind that an E-Trigger will not lock your obtaining of X-Levels like these do.

    I'm open to further suggestions regarding what can or can't be done using this system; thoughts and feelings, etc~
     
  10. I'm trying to figure this out. Inspiration isn't flowing like it usually does. I'm trying though!
     
  11. I will participate.  I haven't the slightest idea of what I'll be doing/playing but I will holler at @Eebit for help.
     
  12. Do these effects have a collective name? Are they active/passive?
     
  13. They are activated commands that don't require an action to use. You may use one per turn and not at all while the x-gauge is in stasis.

    @whitesubtitlesoncanadianwinter I wasn't initially planning to have more than four, but I'll go ahead and let you in~
     
  14. @Ziolang I think the idea of being able to choose from selective bonuses using X-Levels could be interesting, but I feel like, with those bonuses, most of the time the feature will be ignored unless it can be exploited and/or the Unit is full up on X-Levels and are comfortable with spending them (except for the Endure bonus, which is really useful; I'm actually curious, for this one, when are we supposed to use it? If it's reactionary and declared in the Player Phase after the Player Unit was KO'd, that wouldn't be the worst, but it feels like it could mess up the GM end a bit. If it's worked out OoC, that's fine and whatever. Having it be declared as a preparation in the Player Phase before the damage which KO's the Player comes in, while the least likely to what you were probably planning, could work as well, if it doesn't expend the X-Levels unless the KO would actually happen (or even if they are expended, that could be interesting, too, although in that case the X-Level cost might be lowered somewhat)).

    For the reduction of the MP Cost, it seems just a bit weaker than the increase to Damage Output bonus-- 20% might be a bit too much given how much would be discounted off of 20+ MP Skills, but 15% seems like it could be fine. In the majority of cases it's simply that people would sacrifice that bit more MP to just make that MP more effective with the Damage Output bonus (especially since the Damage Output is typically more versatile), I think, in its current form. At 10% it's also clearly overshadowed by the Cycle Mana bonus in terms of MP efficiency. On that note, is the Cycle Mana bonus supposed to increase the percentage of Mana cycled by +5%, or, keeping in mind that it can also be raised to 10% by sacrificing a Move Command, does it really finitely set it at 10%?

    If the Damage Output bonus doesn't already apply to Healing Output as well, would you consider making something like that? For Control Units, would you also consider a bonus which raises the likelihood of inflicting a Status Effect for a Skill?
     
  15. The overall idea is to try to add some more strategic mechanics to the system; they'll be subject to change as the SP "progresses" depending on what does and doesn't work.

    I'll consider the MP cost discount effect; you bring some valid points. 15% shouldn't be too bad at all.

    For the life-save, I'll probably have it set to "Engaged" at all times, wherein if the circumstance should arise and the necessary X-Levels are held it will trigger. You would need to add into a post that you've disengaged the auto-trigger; and in turn if you do, will need to manually re-engage it.

    The Cycle MP upgrade is now cut. I realized it's strength and decided a new approach. Instead perhaps you can spend the X-Levels to add an additional "hit" to the command, meaning you can Cycle MP for 5%+5%, then add in your move for another 5% for 15% total.

    Spending X-Levels to increase a stat buff/debuff effect by an additional 10% could work; in addition to increasing the hit rate of status inflictions. And yes, healing damage output is included in the damage output part.

    Without going into too much detail, it will be somewhat easier to acquire X-Levels than in most SPs, but I'm hoping not too much~
     

  16. I appreciate it. :)   Looking forward to actually learning something.
     

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