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Post by Vitsheep on Jan 24, 2018 21:06:50 GMT -5
Yeah, but I already know too much.
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New Game
Jan 24, 2018 21:10:09 GMT -5
via mobile
Post by Just14 on Jan 24, 2018 21:10:09 GMT -5
I didn't tell you anything about Legend of Heroes.
Or the skill system.
So I have no idea what you're talking about.
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Post by Vitsheep on Jan 24, 2018 21:37:51 GMT -5
I know too much about what could have been.
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Awkward
New Game ++
Posts: 11,333
Personal Rank: Blood Spike
Vitcoins: 14
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Post by Awkward on Jan 25, 2018 0:51:27 GMT -5
Combining skills sounds neat, but the effects of the dual skill use would have to literally be just the effects of the two skills used but amplified, otherwise each GM might interpret each dual skill a little differently and cause conflict. Or specify the effect of every possible dual skill. There also needs to be incentive for not spamming dual skills all the time, which could be as simple as a higher mana or energy cost.
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Post by Just14 on Jan 25, 2018 10:42:44 GMT -5
I'm gonna go through each combination and write out the effects.
I think the incentive to avoid spamming is simply that it takes up both characters' turns. So you need to decide if you want the ability to take two different actions or one stronger one.
Now that the system seems to be coming together, I think I need to look at how to handle the story, locations, and enemies.
It might help to open sign ups first and then develop based on characters that join, but...I dunno. I'll finish up the system and work on character creation before setting up a chance for everyone to create characters and stories for their characters so we can make locations and enemies match properly.
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Post by Just14 on Jan 25, 2018 11:36:10 GMT -5
Don't mind me while I put these here because I can't access my documents right now~
Defensive Techniques
Guard User receives damage for an ally this turn
Improved Guard Receive damage for all allies this turn
Barrier User protects an ally using their Magic stat Damage - 1/2 Magic
Improved Barrier Damage - Magic
Counter User counters when attacked
Improved Counter User counters twice when attacked
Provoke Inflict Provoke on an enemy (1/2 Luck + 50) - (1/2 Enemy Luck)
Improved Provoke (1/2 Luck + 70) - (1/2 Enemy Luck)
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New Game
Jan 26, 2018 11:53:11 GMT -5
via mobile
Post by mrfuzz111 on Jan 26, 2018 11:53:11 GMT -5
Questions before I sign up: 1: Are stats only used for battle and things like Persuade or Seduce, or are they also used with stat checks for other things? I'm thinking of reusing Heather here since Dungeon Quest never finished (I'm probably going to get rid of the restriction on not being allowed to attack though, that mostly just made her boring to use in combat and in a game like this where she might not have other players to rely on for dealing damage it's even less practical) and while frankly she doesn't need more than the 1 required point in her strength as she'll mostly be relying on her int and ward if it basically means she can't pick up anything heavier than a brick then I'll need to put a few more points in for practicality's sake. 2: Would it be possible to spend a few Vitcoins (5 or something like that) on a personal skill either as or in addition to her starting three? Nothing OP like "heal the entire party a huge amount" or "powerful holy attack on all enemies" (hell, what I've got in mind isn't even an active skill), just a passive that grants an immunity to charm and seduction at the cost of being unable to use charm and deduction herself, mostly there because if she's basically a nun who's lived her whole life up to this point in a temple it'd make sense for her to be celibate and having her fall head over heels for someone (even if influenced by magic) would feel a little out of character. If that's not allowed then fine, I guess she doesn't really need a skill like that. 3: I saw that Barrier appears to now uses Ward instead of Int. Did it always use Ward and I'm just remembering things wrong or was that a recent change, and out of curiosity if it was changed are there any other skills that might not be completely finalized yet?
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Post by Just14 on Jan 26, 2018 12:21:34 GMT -5
1. Stats are purely for battle and abilities like Persuade or Seduce. They don't really affect roleplaying that much.
2. I don't really want to make more skills unless I feel like there's something important I've missed and you're free to suggest since this is the demo version made to work out the system and fix it, but I'll allow her to start with an accessory that makes her immune to Charm if you wanna pay like...one or two vitcoins. It's really not that big of a deal, so it wouldn't cost much. I just don't want to give a character immunities without giving everyone else some kind of compensation as well.
3. I changed it to give Ward more use as it was lacking in prominence. The entire skill list and system is kinda open to change at this point because we're basically working to fix things and balance things right now with a demo-type version deal. I will allow you to keep whatever you gain and make in this version though, so don't feel like you clear dungeons and stuff for nothing. You'll keep your characters, stats, skills, and inventory.
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New Game
Jan 26, 2018 12:41:16 GMT -5
via mobile
Post by mrfuzz111 on Jan 26, 2018 12:41:16 GMT -5
Yeah, I'll take the Charm-blocking accessory. Having it be something that exists as a physical object in universe makes sense anyways, and I can see where you're coming from here. As for suggestions of things that are missing it doesn't look like there's any sort of AoE version of Healing Sigil , Light Sigil or Dark Sigil like there are for the other Sigils, and I can't find any sort of status-healing skills either. Dunno if you've got a reason for omitting these, just thought I'd point out that they seem like pretty glaring omissions. Sign-up inbound soonish.
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Post by Just14 on Jan 27, 2018 10:08:26 GMT -5
I forgot to add Light Circle and Dark Circle. They've been added now though.
I think I was still deciding on if I wanted to make a Healing Circle or not. Mostly because of the balance with Heal Wounds. I think what I came up with was that you needed to use Dual Techniques for AoE healing. And I realize you're not always going to have a party with two heal capable allies, so that's why I've decided on adding a new mechanic called like...Crystal Boost or something like that.
Also, I completely forgot about status healing skills. I'm probably going to add some form of Esuna and call it good.
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