1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
Dismiss Notice
Vote for us!

Remember to vote for ZEJ at our Top RP Sites page! You can vote only once daily, so make sure to do so and help us reach the top!

test thread yay

Discussion in 'Спам Oстров' started by Gist, Jan 23, 2014.

  1. Name: Examplename
    Gender: Examplegender
    Age: exampleage
    Level: 1
    Progress: 0/12

    Profession: exampleprofession
    Job Progression: examplejob

    Weapon: exampleweapon /a short blade that is meant for precise strikes/ [+dModifier Stat]
    Armor: exampleleatherarmor /leather armor that protects shit/ (like skin! :D) [+dModifier Stat]
    Accessory: examplering /a ring that is cool, fucking deal with it./+1d6 to erectile potency, useable by male only. (+ normal L1 Stat)

    Skills:

    + Skill: flavor text. Effect. Range. Element. Modifying Stat.
    + Skill: flavor text. Effect. Range. Element. Modifying Stat.
    + Skill: flavor text. Effect. Range. Element. Modifying Stat.

    R-Ability: (Locked)

    S-Ability: (same as normal)


    Stats:

    HP:
    ATK:
    DEF:
    MAG:
    MDF:
    Crit:
    Eva:
    Move:
    LUCK: {//////////}



    PAGE TWO OMG

    So basically the system I want to present is called the dModifier system, or the Dice Modifier system.

    What that actually means, however, is actually rolling dice for shit instead of blindly relying on chances and arbitrary multiplication, you’ll never know what comes to hit you at the next corner.

    So the first thing you’ll notice is that it basically looks the exact same as a regular SP profile.

    Well you’d be right.

    Right now, the only actual change I’m making is introducing more randomness to the current system at hand.

    That and skill execution, but that’s a story for another time.

    So if we go ahead and scroll down the profile, you’ll see that you have your traditional name, gender, (age forgot to put that omg (no I didn’t shut up)), level, and progress. As I start to try and branch away from the current system, these things may change a bit, but the core value of statplaying is much akin to tabletop roleplaying in that you move on a grid as you do battle, so there isn’t really any moving away from that.

    The next section, just like any other statplay, would be the exact same, and it is akin to TSR’s product where you have 3 tiers of character in power level and yada yada yada, that’s all fine and dandy.

    BUT FINALLY WE PROCEED TO THE FIRST PART OF WHERE I CHANGE SHIT.

    You should be used to seeing equipment in SP form, so this shouldn’t be too terribly odd for one to comprehend. Equipment has been equipment since the 1970’s and I have no desire to change that.

    However, the way it’s executed in my system (excluding Accessory, I don’t know how to make that modified but oh well) will be much much different than what one would normally find.

    Try and think of someone actually physically in battle. Their hits against something will not be exactly uniform, as there are real time environmental factors such as, I don’t know, age, stress levels, obesity, and the list can go on for pages. The point of all that is that weapons aren’t going to be consistent in what they will do for you. There is room for human error. There is room for human error.

    So say you have a sword or something, I don’t know, and it’s quite coppery in that it looks bronze when you hold it up to the light. Obviously it’s not very strong or anything, so there will be room for fault, but any weapon is better than no weapon.

    This is where modification comes into play.

    Sometimes you can slice an enemy just right and do damage that one would not have thought possible, but sometimes you can roll over to the flat part of the blade and just smack it, not really doing anything.

    Both of these will yield you a bonus, but one is obviously more powerful than the other.

    This is where you come into play now~

    You roll for what exactly you do when you swing that sword. You roll for exactly what you do when you hide behind that shield.

    You decide your own fate.

    Enough of that, however. I’ll explain how exactly this works.

    Weapon: Copper Sword - A sword that gleams with a reddish shine

    See that weapon? That’s the weapon you start out with. Because you start out with this weapon, it’s not going to be very powerful. Sad but true.

    So to begin with, you would get a dModifier of something like +1d4 or +1d6 depending on the type of weapon you choose, if this system takes off, I can make a detailed chart on what certain weapon classes can do.

    For now, though, the dModifier on this sword is going to be set at +1d6 ATK.

    This means that you roll 1 d6 die to determine the bonus to an ATK based action.

    So for example, say one has a physical basic attack. They would add their ATK stat to the equipment bonus, as per usual. However, this bonus will not be static, and will be determined at the time of skill execution.

    So you could roll a 1 or you could roll a 6 or anything in between.

    That’s not to say that static bonuses aren’t possible, however. They can be, and are usually more reliable than random bonuses, even if the total outcome would be lower than a random roll.
    Armor acts the exact same way, in regards to the actual dModification.

    And that’s enough about that.

    Accessories, for right now at this current moment, will stay exactly as they are in execution, except when they come to combat statistics, in which I will assign dModifiers for those specifically if they apply.

    MOVING ON TO THE KEYSTONE OF THE SYSTEM AT HAND.

    We reach the actual executions of randomness, the things in which you will actually roll many many stones for in order to achieve a desirable result.

    No more shall you try and arbitrarily calculate the damage you do, oh no.

    Now we have descended into the Hell that is randomness :D

    + Skill Name: flavor text. Effect. Range. Element. Modifying Stat.

    There are eight compartments to a real Skill, six of which have been revealed to you.

    We can run through the actual making of a Skill, actually, if you’d like.

    Yes, let’s.

    Skill Name: This is the name of the skill you wish to execute. It can really be anything you’d like considering that the name of something is a summation of what exactly it entails. This should really be self explanatory.

    Flavor Text: Flavor Text is what kind of description a certain skill has, whether it’s a ball fo flame that hurtles towards a target, or whether it’s just a particularly artful way to slash a sword. This also is self explanatory.

    Effect: Here is where we get into the fun stuff. Effects are things that your character actually does when they execute a skill, like inflicting poison upon an enemy or healing a wounded ally or things like that. Each Effect that is within a skill has the potential to be completely unique and new. This is a factor that influences TP Cost.



    Range: This is basically how far you can effectively sling your skill. The commonly denoted units in any statplay are Cells. Range may be denoted as a number of cells, or any number of units, or all units, or on an infinite scale. It’s truly up to you how far your character can make a skill go. This is a factor that influences TP Cost.

    Element: This is pretty straghtforward. In all statplays there are a total of ten elements consisting of the following: Fire, Lightning, Earth, Water, Ice, Wind, Nature, Light, Dark, and Arcane. The only role this part of the skill plays is with resistance, which is self-explanatory.

    Modifying Stat: This is the statistic in which you choose for your skill to be modified upon. Note that this must be a combat statistic (ATK, DEF, MAG, MDF). The modifier unless otherwise specified is 100% or that specific statistic. This is a factor that influences TP cost.

    dModifier: So this is really the cornerstone of my system at hand. Basically, the dModifier can really be compared to Shadow’s “Variance” system in that all it does is introduce randomness into a skill’s bonus. However, unlike Variance, this can only be a positive effect, and can never dip below a +1 towards output. Because my system purely relies on additive variables, there will never be a bonus that multiplies a stat by a value. Never ever ever ever. dModifiers can range from any number of platonic solids (d4-d100) or none at all. You can opt in your skill to not have a dModifier within it to reduce the TP cost of that skill, if you ever wish. If you don’t specify this, I’ll assign one at random. As one Job Promotes, the number of solids they get to throw for a skill increases as well, from say 1d4 to 2d4+1d6+1d8. This allows for an infinite possibility and truly integrates randomness in efficiency, much like a live simulation would. This, as one might not would think, does NOT influence TP Cost.

    TP: This is the denomination of what exactly the units are you pay for your skills with. That’s really it. Skills will have a TP Cost depending on the effects and range your skill has.

    Moving on then.

    The R- and S- abilities work exactly as they do in any normal SP system (read: Shadowsystem, Masqsystem) so should not require any explanation.

    AT THIS CURRENT POINT IN TIME, however, I am not planning on working with an ultimate ability as of yet, as I want to be able to incorporate some sort of dModification (which I’m really thinking of dubbing Luck, but idek yet) so at this point, pls no.

    STATS:

    HP: Hit Points are your health, it counts down from max to zero, and when it hits 0 or below, your player character is KOed until they are revived. If permadeath will be enabled, if the battle ends, KO status transfers to the irreversible Death status, which quite means deletion from the story at hand.

    TP: Technique points are your capacity of executing various skills, for example, performing a particularly accurate arrow shot, or dropping a bolt of thunder from the heavens, these represent your creative energy. This counts down from max to zero, and when you run out, or do not have enough TP to successfully execute an ability, you cannot execute skills which have TP as a cost. This can be replenished, and if it dips to zero, there is no real harm done other than a lack of output.

    ATK: Your physical attack.

    DEF: Your physical defense.

    MAG: Your magical ability.

    MDF: Your magical defense.

    Crit: Your critical hit rate. This is how often the skills you execute will be twice as effective. You will roll for this stat every time you execute any kind of action.

    Evade: Your evasion rate. This is how often you can evade damage from non ally sources. You will roll for this stat every time you can take damage.

    LUCK: LUCK is really the other cornerstone of this dModification system. This is really the culmination of all the dice being thrown. At the beginning of each battle, the gauge is set to 50% or 5/10. During battle this gauge has the chance to move up and down based on, you guessed it, your luck. This gauge relies entirely on the luck of the dice to have any real effect on what happens to you. The only way that this gauge can move at all is by rolling an extreme number on a die, for example, a 1 or 4 on a d4, a 1 or 6 on d6, a 1 or 8 on d8, et cetera. Rolling the lower extreme will lower the gauge by 10% and rolling the upper will increase it by 10%, with the exception of 100, which will increase your LUCK gauge by 20%. There are methods of artificially altering your LUCK gauge, but that's a story for another time.
     
  2. Though I think there could be a possibility of keeping an ultimate gauge of sorts down at the bottom of the stats akin to Zeri's morale. I think I want to call it luck but I don't actually know yet.

    LUCK: {//////////} <- resets to this after every battle.
     
  3. 1d6 rolled for a total of: 1 (1)

    ^ this would result in a LUCK of -1

    LUCK: {//////////}
     
  4. 1d6 rolled for a total of: 6 (6)

    ^ this would result in a LUCK of +1

    LUCK: {//////////}
     
  5. So basically Luck revolves off of rolling the dice really. At this point it has 10 increments of 10% though I guess it can change with time. Right now, LUCK applies to every single dice roll one takes over the course of battle, and only while in battle. It resets at 50% at the beginning of each battle.

    1d4 rolled for a total of: 2 (2)
    1d6 rolled for a total of: 3 (3)
    1d8 rolled for a total of: 4 (4)
    1d10 rolled for a total of: 3 (3)
    1d12 rolled for a total of: 7 (7)
    1d20 rolled for a total of: 10 (10)
    1d100 rolled for a total of: 76 (76)

    ^ none of the dice rolls above would result in LUCK increasing in any way.
     
  6. 1d6 rolled for a total of: 3 (3) + 1d8 rolled for a total of: 3 (3)
     
  7. Hmm so possibly a final ability of sorts could always be available while executing it with a full LUCK gauge doubles its powers? That would also include drawbacks, if there are any though. I don't know. This could probably work though. I'll call it a Luck ability (L-Ability).
     
  8. k I think all the components are together, now to just make an example profile and run a battle sim. Then it'll be time to run a 1x0 if it succeeds, something tells me that people won't be interested in this system. I shall persevere.
     
  9. k the explanation has been finished, time to actually apply it.
     

Share This Page