How do I make a rp combat system out of this? Time for some research.
I really don’t want full control over who dies in combat between my characters (and maybe future people I tell stories with) or even who wins or loses.
I need to read through some old table top rule books to see how I’m gonna do this.
…If you’d like help with this, I’ve been working on building a table top and have some ideas on how this could be worked with to make a rp combat system with dice - based off how I’d work with it in a video game, but I think that works decently enough? At least with the base the way it is, I don’t know how stats will go upon levelup but that can be dealt with later.
Yes please. Please tell me how.
Thank you so much for offering to help.
I’d love to hear how you’d make this work.
No problem! ^^ Here goes, and if you have any questions about it, let me know? I can also make what amounts to an excel spreadsheet that’s a “character sheet“ that can be filled in with any set of stats and do the rest of the math . I’m also gonna default to using a six sided die (I’ll refer to this as a d6 from this point on) for the slight random element because in my opinion they roll better than the four sided ones and even then I think more people have a d6 on hand than the full group like I do. Though, as I mentioned in my last post, if online roller’s are used then that’s not really a worry, ahah.
...Also under the cut because oh crap this is long, I’m kind of sorry.
Only covering level 1 stuff for now, I’d take it as these stats are the only ones you can directly impact. HP is kind of self explanatory, hit/health points and you can either go with standard rpg ‘0 or lower = dead‘ or you could go with ‘0 means dying and unable to act‘ which is more of a table top rule. The problem with going for the latter is there’s no way of determining constitution right off. We can take a shortcut though, and make it work this way.
>0 HP means they’re fine
0 to (Max HP/2, made into a negative, in this case -5) means they’re dying
(the last number +1, in this case -6) means they’re dead.
And then from using that, Max HP/2 can be made into our constitution stat in case we need it again later. So from the original ones up there, we’ve got a new one. And it’ll round down, so putting more points into hp results in much harder to kill on both levels, and allows for reduced to 0 or slightly below to struggle beyond what might be death for others (See: Boromir in Lord of the Rings. And also there’s massive damage rules if you’re interested but I’m trying to keep this simplish for now)
Con: Max HP/2 (=5)
Constitution is never impacted by reductions or battle aside from stuff that changes the max hp. Unless you want to say some of the meaner magic causes temporary Con reductions.
Moving on!
Strength is also kind of self explanatory, how strong the character is and such. But, we’re going to be butts and use it to make an Accuracy stat. Not nearly as straightforward as the HP one is though, because stronger doesn’t always equal more accurate. So we’re going to borrow the speed stat and make a physical accuracy.
Phys. Accuracy =Str+(Speed/2)
So in this case, Physical Accuracy would wind up being 15. Which kind of nicely reflects a level 1 character just learning to use things.
And we’ll do the same with Magic and Speed, which is why I split speed in half like that, ahah. We’re going to make a magical accuracy stat with it.
Magical Accuracy =Magic+(Speed/2)
Which, because the stats are as they are right now, happens to also be 15. It’ll get much different if you focus on your magic stat though!
Speed is just that, speed. I’m going to assume that this is the max number of feet they can move in a round. The other stats we’re going to leave alone, we mostly needed the accuracy stats, to be honest, ahah.
So our end stats wind up being:
Hit Points = 10
Constitution = 5
Strength = 10
Physical Accuracy = 15
Magic = 10
Magical Accuracy = 15
Speed = 10
Magic/Mana Points = 10
Defense = 10
Magic Defense = 10
So with rolling dice, you’ll add the result to your 10 for strength, and the result goes up against your opponent’s Defense - with the amount that goes over dealt as damage to the enemy, though only if the accuracy means you hit!
I’d roll a d100 - the two percentile - for accuracy, and anything below your 15 for physical accuracy means you hit. I’d want to add a dodge stat, actually, but I’m not certain how other than maybe adding Speed to Con? So a 15 for dodge, and both parties can roll a ...lets say d6, and whichever has the higher total wins out.
...Actually that works out pretty well, I think! So going with that, dodge versus accuracy and the strength and magic stats versus their associated defense stats.
And magic points are taken out by doing spells, bigger spells means bigger mana usage (this can easily be based off a final fantasy sort of system, with fire, fira, firaga in terms of scope and how much MP they each take versus each other)
Though I’m not sure how betrayal type stuff would impact it, but it’s a potential place for starting at least?
Hey! I’ve played a few board games, which is where I pull lots of mechanics from (my horror roleplay is heavily influenced by certain haunts in betrayal of the house on the hill).
The one thing I dislike about straight dice systems was critical failures.
Do you think a dice bell curve would work? Like rolling X amount of dice per y stat. (Like betrayal does it). I feel it leads to a good randomness with less your character tripped and died.
I love the individual health stuff though. Especially with antlers.
Yeah critical failures are things that I huff a lot about, usually with the systems that I work with, one has to roll to confirm - so if you roll badly twice then something bad happens, once means less bad, and like that.
That would probably work really well, yeah! x amount per stat would work well to avoid that particular thing. I’ve never played betrayal though, so I’m not sure how to assign a number of dice to a stat.
How do I make a rp combat system out of this? Time for some research.
I really don’t want full control over who dies in combat between my characters (and maybe future people I tell stories with) or even who wins or loses.
I need to read through some old table top rule books to see how I’m gonna do this.
…If you’d like help with this, I’ve been working on building a table top and have some ideas on how this could be worked with to make a rp combat system with dice - based off how I’d work with it in a video game, but I think that works decently enough? At least with the base the way it is, I don’t know how stats will go upon levelup but that can be dealt with later.
Mm, the only problem with using ‘dice’ is that you have to find a way to make it so that they can see the dice being rolled, and, I don’t think the forums are exactly set up for that.
I was thinking, actually, if those stats above shouldn’t just be considered base-stats and some people using a bigger and broader system of stats. Not really ones for personality but different things of that nature - and depending on what kind of armor/weapon you pick for the character, a few extra stats gets added.
There’s actually a free script for dice on proboards forums, and it’s done well enough that even editing posts won’t change the roll, which is what I had in mind? Even if it’s just a forum made specifically for rolling the dice. Or screenshots of the free wizard’s dice roller. That’s where my mind went immediately, to allow for some degree of randomness?
Would it work on clanheart, though? I mean, as far as I know, Clanheart doesn’t use proboards. And, I’m pretty sure the script thing actually had to be coded to proboards, so there’s that.
As for the wizard’s dice roller, I haven’t heard of it. What way could it be used to make it work for the boards?
I’m mostly asking all of these questions becaUSE I REALLY WANNA USE THIS STYLE FOR FIGHTS OR BIG EVENTS AND STUFF. //HEAVY BREATHING//
It probably wouldn’t, tbh? But proboards is also super easy to set up and I’m very willing to do so if that’s what’s needed to make this work, ahah. The use of dice in particular, because they add some lovely element of randomness to things, and with dice you can pull ‘critical fails‘ and ‘critical successes‘ based on what dice is used and everything.
And it’s this! ->link here<- This would be a bit of a workaround, namely screenshots would have to be made of the result, but those can be linked until verified or just all stuffed onto imagr or something.
And ahah, no worries! I have another tab open and I’m explaining how I’d make the stats expand based on what we have on CH, it’d be really fun to use for all of that yeah! ^^
You know, something just occurred to me though.
People can make plugins for CH…
….HEY GUYS WE NEED A DICE ROLLER PLUGIN FOR CH THAT WILL WORK FOR SOMETHING LIKE THIS.
And, how exactly does the dice rolling work? I’ve never personally played table tops - though I have wanted to oh my god - so this is something I’d like to know.
Like, is it based on who has the higher roll wins? Do stats add bonuses to the roll number? Do weapons come into play with rolls or no?
…That might actually be a viable thing, ahah.
And it’s based on stats adding bonuses to the roll number, and different weapons roll different ways (see: a scythe rolls a four sided die for damage, but another weapon rolls a six sided die. Both add the user’s strength mod (which is a smaller number based on the strength stat) on top of that to determine damage dealt)
In cases aside from weaponry, like one character trying to lie to another, and the other trying to sniff out the lie, the results are the dice roll + the number they have in the associated skill, and the higher of the total is the one that wins. If that explanation makes any sense at all?
Yes, actually, it does.
Though the part about different weapons rolling different things concerns me. If someone were to actually make a plugin, they would not only have to incorporate one kind of die, but, multiple types. And not everyone knows exactly how the dies differ - I sure don’t, sadly - from each other.
..How do the different dies work?
They’re basically just different amounts of sides! They roll exactly the same, and are handled the same.
And in the case of a plugin, one could actually work it such that the user needs to input the number of sides, and the plugin rolls a number from 1-N, where N is the number the user input.
They’re just used for lots of different things. Like D&D and most tabletops really like using the d20, which is a twenty sided die numbering from 1-20 and can either be your best friend or your worst enemy when it comes to crits. Other dice used a lot are the four sided (d4), six sided (d6), eight sided (d8), twelve sided (d12) and the twenty sided (d20). There’s also the paired percentile dice, which work a bit different. They’re effectively a hundred sided dice (d100) except there’s actually two of them and one rolls the tens place and the other rolls the ones place.
How do I make a rp combat system out of this? Time for some research.
I really don’t want full control over who dies in combat between my characters (and maybe future people I tell stories with) or even who wins or loses.
I need to read through some old table top rule books to see how I’m gonna do this.
…If you’d like help with this, I’ve been working on building a table top and have some ideas on how this could be worked with to make a rp combat system with dice - based off how I’d work with it in a video game, but I think that works decently enough? At least with the base the way it is, I don’t know how stats will go upon levelup but that can be dealt with later.
Mm, the only problem with using ‘dice’ is that you have to find a way to make it so that they can see the dice being rolled, and, I don’t think the forums are exactly set up for that.
I was thinking, actually, if those stats above shouldn’t just be considered base-stats and some people using a bigger and broader system of stats. Not really ones for personality but different things of that nature - and depending on what kind of armor/weapon you pick for the character, a few extra stats gets added.
I know battle items (armor like things and weapon like things) exist in some capacity in game, so at least in spirit what you speak of exists.
I was thinking of making different moves (I believe clanheart has different moves for attacking and the like, not sure) have different effects, plus different modifiers.
I’m going to mainly use whatever system I end of creating/borrowing to handle combat between two characters I own, so the seeing the dice roll won’t matter too much, and if doing this with other people it would require an honest gm, but oh well.
Battle items can be handled the way D&D and such handles them - each weapon and armor and stuff has a certain amount of HP and Defense, and once the HP has been overcome, it shatters/breaks/becomes unusable. This can also be used for deer antlers, as a separate thing. Each antler can have its own HP that’s impacted based on coming up against an opponent or other thing?
Different moves can totally be handled that way too~! There’s groundwork for it that can entirely be run off with from d&d, based on sizes and type of moves.
How do I make a rp combat system out of this? Time for some research.
I really don’t want full control over who dies in combat between my characters (and maybe future people I tell stories with) or even who wins or loses.
I need to read through some old table top rule books to see how I’m gonna do this.
…If you’d like help with this, I’ve been working on building a table top and have some ideas on how this could be worked with to make a rp combat system with dice - based off how I’d work with it in a video game, but I think that works decently enough? At least with the base the way it is, I don’t know how stats will go upon levelup but that can be dealt with later.
Mm, the only problem with using ‘dice’ is that you have to find a way to make it so that they can see the dice being rolled, and, I don’t think the forums are exactly set up for that.
I was thinking, actually, if those stats above shouldn’t just be considered base-stats and some people using a bigger and broader system of stats. Not really ones for personality but different things of that nature - and depending on what kind of armor/weapon you pick for the character, a few extra stats gets added.
There’s actually a free script for dice on proboards forums, and it’s done well enough that even editing posts won’t change the roll, which is what I had in mind? Even if it’s just a forum made specifically for rolling the dice. Or screenshots of the free wizard’s dice roller. That’s where my mind went immediately, to allow for some degree of randomness?
Would it work on clanheart, though? I mean, as far as I know, Clanheart doesn’t use proboards. And, I’m pretty sure the script thing actually had to be coded to proboards, so there’s that.
As for the wizard’s dice roller, I haven’t heard of it. What way could it be used to make it work for the boards?
I’m mostly asking all of these questions becaUSE I REALLY WANNA USE THIS STYLE FOR FIGHTS OR BIG EVENTS AND STUFF. //HEAVY BREATHING//
It probably wouldn’t, tbh? But proboards is also super easy to set up and I’m very willing to do so if that’s what’s needed to make this work, ahah. The use of dice in particular, because they add some lovely element of randomness to things, and with dice you can pull ‘critical fails‘ and ‘critical successes‘ based on what dice is used and everything.
And it’s this! ->link here<- This would be a bit of a workaround, namely screenshots would have to be made of the result, but those can be linked until verified or just all stuffed onto imagr or something.
And ahah, no worries! I have another tab open and I’m explaining how I’d make the stats expand based on what we have on CH, it’d be really fun to use for all of that yeah! ^^
You know, something just occurred to me though.
People can make plugins for CH…
….HEY GUYS WE NEED A DICE ROLLER PLUGIN FOR CH THAT WILL WORK FOR SOMETHING LIKE THIS.
And, how exactly does the dice rolling work? I’ve never personally played table tops - though I have wanted to oh my god - so this is something I’d like to know.
Like, is it based on who has the higher roll wins? Do stats add bonuses to the roll number? Do weapons come into play with rolls or no?
...That might actually be a viable thing, ahah.
And it’s based on stats adding bonuses to the roll number, and different weapons roll different ways (see: a scythe rolls a four sided die for damage, but another weapon rolls a six sided die. Both add the user’s strength mod (which is a smaller number based on the strength stat) on top of that to determine damage dealt)
In cases aside from weaponry, like one character trying to lie to another, and the other trying to sniff out the lie, the results are the dice roll + the number they have in the associated skill, and the higher of the total is the one that wins. If that explanation makes any sense at all?
How do I make a rp combat system out of this? Time for some research.
I really don’t want full control over who dies in combat between my characters (and maybe future people I tell stories with) or even who wins or loses.
I need to read through some old table top rule books to see how I’m gonna do this.
…If you’d like help with this, I’ve been working on building a table top and have some ideas on how this could be worked with to make a rp combat system with dice - based off how I’d work with it in a video game, but I think that works decently enough? At least with the base the way it is, I don’t know how stats will go upon levelup but that can be dealt with later.
Mm, the only problem with using ‘dice’ is that you have to find a way to make it so that they can see the dice being rolled, and, I don’t think the forums are exactly set up for that.
I was thinking, actually, if those stats above shouldn’t just be considered base-stats and some people using a bigger and broader system of stats. Not really ones for personality but different things of that nature - and depending on what kind of armor/weapon you pick for the character, a few extra stats gets added.
There’s actually a free script for dice on proboards forums, and it’s done well enough that even editing posts won’t change the roll, which is what I had in mind? Even if it’s just a forum made specifically for rolling the dice. Or screenshots of the free wizard’s dice roller. That’s where my mind went immediately, to allow for some degree of randomness?
Would it work on clanheart, though? I mean, as far as I know, Clanheart doesn’t use proboards. And, I’m pretty sure the script thing actually had to be coded to proboards, so there’s that.
As for the wizard’s dice roller, I haven’t heard of it. What way could it be used to make it work for the boards?
I’m mostly asking all of these questions becaUSE I REALLY WANNA USE THIS STYLE FOR FIGHTS OR BIG EVENTS AND STUFF. //HEAVY BREATHING//
It probably wouldn’t, tbh? But proboards is also super easy to set up and I’m very willing to do so if that’s what’s needed to make this work, ahah. The use of dice in particular, because they add some lovely element of randomness to things, and with dice you can pull ‘critical fails‘ and ‘critical successes‘ based on what dice is used and everything.
And it’s this! ->link here<- This would be a bit of a workaround, namely screenshots would have to be made of the result, but those can be linked until verified or just all stuffed onto imagr or something.
And ahah, no worries! I have another tab open and I’m explaining how I’d make the stats expand based on what we have on CH, it’d be really fun to use for all of that yeah! ^^
How do I make a rp combat system out of this? Time for some research.
I really don’t want full control over who dies in combat between my characters (and maybe future people I tell stories with) or even who wins or loses.
I need to read through some old table top rule books to see how I’m gonna do this.
…If you’d like help with this, I’ve been working on building a table top and have some ideas on how this could be worked with to make a rp combat system with dice - based off how I’d work with it in a video game, but I think that works decently enough? At least with the base the way it is, I don’t know how stats will go upon levelup but that can be dealt with later.
Mm, the only problem with using ‘dice’ is that you have to find a way to make it so that they can see the dice being rolled, and, I don’t think the forums are exactly set up for that.
I was thinking, actually, if those stats above shouldn’t just be considered base-stats and some people using a bigger and broader system of stats. Not really ones for personality but different things of that nature - and depending on what kind of armor/weapon you pick for the character, a few extra stats gets added.
There’s actually a free script for dice on proboards forums, and it’s done well enough that even editing posts won’t change the roll, which is what I had in mind? Even if it’s just a forum made specifically for rolling the dice. Or screenshots of the free wizard’s dice roller. That’s where my mind went immediately, to allow for some degree of randomness?
How do I make a rp combat system out of this? Time for some research.
I really don’t want full control over who dies in combat between my characters (and maybe future people I tell stories with) or even who wins or loses.
I need to read through some old table top rule books to see how I’m gonna do this.
...If you’d like help with this, I’ve been working on building a table top and have some ideas on how this could be worked with to make a rp combat system with dice - based off how I’d work with it in a video game, but I think that works decently enough? At least with the base the way it is, I don’t know how stats will go upon levelup but that can be dealt with later.
Hello there! What, if any, are some particularly important religious places/festivals/practices for any of your clans?
Centered on The Pack, because the other two aren’t settled locationwise (though Proxima Skulk will base their practices and such off The Pack’s. Fury Raptor will… not) yet.
–Places
Alpha’s Den - Situated in precisely the middle of the territory, which happens to also be the center of the biggest oases The Pack has claimed. It’s a small, almost island thing, and is the greenest part of their territory. Despite its positioning none outside the senior Shamans know precisely where it is. Instead, it’s taken on a mythical tinge and is revered as the home of The Pack’s god.
The Bright Stone - A huge stone that juts up from the ground. Think Pride Rock from The Lion King and you’ve just about got it. Now make Pride Rock mostly covered in sand and the remaining above sand look suspiciously like bones… and then make it give off a slight glow under the moonlight. Now you’ve got it completely! Everyone knows where The Bright Stone is!
There’s not really any true… festivals, not in the way other places have them. I’ll skip that bit for now. And typing out practices will make it not WBW anymore (also make me have to tag this with a thing ah), ahah, so I will stash those also in an upcoming post! There’s a biiig incoming post for this stuff though, I promise! ^^
On the topic of Niets, how was he able to overcome his sickness? In what ways does it still affect him? What lengths did he (or those close to him) go to in order to make himself better?
Sickness talk under the cut! Stuck it there because there is definite death mentions, as Niets is terminal.
He actually hasn’t overcome his sickness! The Pack’s closest thing to healthcare was basically “hope you die being memorable before you die of whatever sickness you’ve got“ if the Shamans couldn’t tend to it with their herbs and what little magic they had available. Which, happens to be the case with Niets. To be entirely honest, Niets is actually an unfortunate case of birth defects and illness the desert just isn’t equipped to handle.
As for how it still affects him... generally it’s in the form of semi-frequent coughing fits (and general shortness of breath that seems to set in abruptly..) and absolutely horrid night fevers, though there’s a few symptoms he just hasn’t noticed among the fervor of day to day Argent Dog life.
Like the chronic pain that he’s positive all other Argent Dogs have (they don’t, several did, but never complained about it to any of the Shamans, and so Niets simply didn’t either). Or the frequent nosebleeds, or the ease in which he bruises...
Pantser’s noticed one more symptom that’s escaped Niets’s notice. Odd little lumps that form on the smaller canine occasionally. Usually, when they’re present, Niets’s sickness gets even worse. But then, it’s been getting worse in general...
Niets holds to what The Shamans told him once. It can’t be healed, and he’s long accepted that and the fact that - especially after the big storm and the end of the first(?) iteration of The Pack - he’ll die from his sickness one day. He doesn’t know how long or little time he has left, but he’s determined to make life a little nicer for others in the meantime. If he can die doing something memorable and great, that’s even better.
Pantser instead does what he can. Including making sure Niets doesn’t hurt himself in the grips of the night fevers, or keeping enemies from attacking his partner while Niets is coughing and wheezing. He also makes sure Niets actually rests and eats and generally takes care of him, while also steadfastly trying to ignore the fact that his partner is getting weaker and weaker over time and there’s nothing he can do to make it easier on Niets...
((While neither of them know it and in fact The Pack doesn’t have a word for it, I think the hints above are enough to just flat out state it - Niets has cancer. A very specific sort that I’m striving to depict properly. That, in tandem with how badly Argent Dogs were actually fed (see: not always at all, and sometimes things that were going to make them sick(er) ) and the less than optimal conditions and the birth defects he’s dealt with all his life, means he doesn’t have very high chances of things getting any better as things stand right this moment. Once he founds Proxima Skulk, he’ll be in a better place than the desert for his own care at the very least.))
Relmril is back again! Not necessarily a question, but I was and still am a huge fan of the movie, so I'd like to know what you've got in store for Fury Raptor!
I love the movie okay, so very much.
To put it simplest - Fury Raptor will be a literal band of raptors with musical instruments, lead by Menace! And yes, they are absolutely going to play said instruments while chasing things down.
To be a bit more detailed - Menace is a former Grower from The Pack. Well, perhaps more accurately, she was destined to be a Grower when she was stolen as a (what the hell do you call baby raptors? I’m gonna call them Cheepers because that’s entirely what Fury Raptor will call their young. That’s a thing now.) cheeper. I mean, she looked very different from any other raptor that the Argent Dogs that did the stealing had ever seen. They figured she was clearly healthier and would give Alpha better children.
In alll truth, Menace has a number of birth defects - several being the result of a curse on her birth clan by a kistune clan. She’s closer in appearance to Jurassic World/Jurassic Park style raptors, with a very sparse amount of feathers at all. Realizing this, Alpha made her an Argent Dog instead - but not before he’d given her a precious gift.
And then came the events of After the Storm! While Niets (and also Pantser) remained within the territory directly after the storm itself, Menace packed up the guitar that Alpha had gifted her ages ago, and took off.
However, unlike Niets - who remembers his days as an Argent Dog with fondness and seeks to somewhat emulate what he grew up with - Menace has viciously divorced most things from The Pack. Except for music. That she enjoys, and reclaims. Since her forepaws are actually much closer to claw tipped human hands than raptor claws, Menace is also the one who’ll make the instruments for the other raptors she adopts into her care. The rest? Why that’s spoilers~
Feel free to ask questions about The Pack, Proxima Skulk, or Fury Raptor! Or any of the known members of those ^^ (that last is a wip name don’t mind me). I’ll fling questions y’alls way in return for questions my way, if you’re wanting questions also ^^
Not a lot of the Argent Dogs from The Pack even know how to read, despite having tags with their names carved into them. And leaving messages in sand is hard to ensure it’ll be there when the one who needs to see it gets to it.
So instead, the Argent Dogs devised a system of symbols made of various things that can be found in the desert. No one outside of that part of The Pack actually understands the symbols, and most of them could easily be mistaken as something that happened by accident at best or some sort of wordless threat at worst if one doesn’t know the inner language of the Argent Dogs.
draketeeth answered your question:Torn on a thing so maybe could I get thoughts from...
If the flashback stuff is all going to be in the present time story anyway, go to current time, then glance back if needed.
Yeah the flashback stuff is all from, well, before the storm and the attack. While the rest is ...after it, hence the title. Though now I have a pretty nice idea that could tie in with it also, since the present time stuff is mostly trying to figure out what to do and such. Maybe once it’s all done, I can post the flashback stuff in one continuous story, so those who want to read it that way can without the current stuff?
Torn on a thing so maybe could I get thoughts from anyone that’s around and not busy?
With After the Storm, I can either keep going flashbacks because this is all information that’s going to be shared through this story anyway, or I can jump back to current time and then go back to the flashbacks again in spurts once they start traveling. Which would be better?