View Full Version : The Rules so far... [old]
Okay, here's what I was doing in reconstructing the rules in an effort to revive the RP until it was revived anyway, hence the lack in Kidou techniques. Bits of it will be out of date, but please take time to read through it and give as many ideas as possible to help us improve this. There wasn't a single bit of this that I didn't change or alter or create in some way, so read through it all, even if you think you've read some of it before. Note that the crappy technique names were because I couldn't be bothered to look up loads of happy Japanese names - that can be changed at any time.
Contains:
Character creation rules
Core rules
Division Jobs
Division Shops and Services (new)
Status Effects
Hakuda techniques
Hohou techniques (new)
Zanjutsu techniques (new)
Me, maxi, snake and odanion have all put loads of effort into these, so credit to all of us equally =D. Credit to lunar for the pretty banner.
Download The Rules (http://www.geocities.com/calling_cat_rescue_squad/TheRules.pdf)
PLEASE POST LOADS OF IDEAS AND CRITICISM =D
The reason they're really simple is because DnD is difficult and we want people to be able to play easily who have no knowledge of DnD, so if you're a hardcore DnD fan, please don't shout at me because I took out your favourite bits of the system etc. We can always add those at a later date, but it's best to keep it simple to start with.
@ maxi - sticky?
Rising Phoenix
07-01-2006, 10:20 PM
I see that I'm a GM WOW!! And I didn't even ask for it!! Thank you guyz I won't fail you!!
*Calms down*
Right. I'll print them and read them tomorow. 12:20 am down here so I don't have a clear head at the moment!
Thanks again!
R.P.
Just a quick question re. Techniques and Tech. points:
http://forums.bleachportal.net/showthread.php?t=14717
We no longer gain tech. points according to class no? So Zanjutsu specialists gain tech. points @ lvs 1,2,4,6,8 and so forth not like the old rules?(In case of Zan. Weapon Points:10(+6 per lv) and general points:6(+3 per lv)).
I'm asking 'cause there's a TP (Tech Point cost??) at the end of the description of the Tech.
Like I said, a lot of it is old stuff. If any of the rules contradict with any new rules written since then, just ignore them - it's the new rules that count.
odanion
07-02-2006, 10:37 AM
exactly...and congratz on making a GM rising...I didn't know of this myself, but you won't hear me complaining about it one bit...you seem to be a good guy and I look forward to work with you...but one question...which division do you like the most?
maximoose666
07-02-2006, 11:26 AM
No, I didn't know about it either, but I'm happy to have you as a GM :winking56
As to the rules, I have a fairly radical set of simplifications which I am about to propose... you will see when I produce my list of 10 starter Kidou techniques later today.
Aah...yeah...sorry about that...I screwed up a little...because I thought I was only releasing the rules to you guys and not to everyone, I recommended a whole bunch of people to be GMs, and then forgot to delete them when I released the rules to everyone...should I delete them?
Although I reckon RP should stay as a GM anyway, with his in-depth knowledge of DnD.
maximoose666
07-02-2006, 01:21 PM
Yeah. In my opinion, the more open we are the better. If the Players can see work in progress, then they know that work is taking place, and they can alo make suggestions. So no need to delete the list IMO :)
odanion
07-02-2006, 01:44 PM
Aah...yeah...sorry about that...I screwed up a little...because I thought I was only releasing the rules to you guys and not to everyone, I recommended a whole bunch of people to be GMs, and then forgot to delete them when I released the rules to everyone...should I delete them?
Although I reckon RP should stay as a GM anyway, with his in-depth knowledge of DnD.
I agree with letting RP stay as a GM, even though it was a mistake, I think we should leave it...I wouldn't mind having him as a GM
Rising Phoenix
07-02-2006, 02:16 PM
Cheers Guyz Thanks. Odanion Ouer... my fav. division? Well I can't say that I have actualy a fav. one. But my character wouldn't mind any division that's more loose (he has a record of disobeying them) with the laws and allows him to go after his own interests and explore the living world. I suppose that he would like the 8th best of all...
Now then for the suggestion part :P. It's quite long so I hope I don't get tiring...:
Re-rolls.
Allow characters to reroll either theyr hp or theyr mp not theyr money. This because you can gain as much money as you want unlike mp which is much harder to come by. Perhaps it would be nice if evry character was allowed a reroll in each.
Character Classes.
Include how they gain tech. And how unarmed damage on Zanpaku-to and unarmed attacks increase were apropriate. This will make it neater and you won’t have to scroll through 20 pages till you find them.
The abilities:
Inteligence.
All is fine but after the change in the Tech. Int. seems to lose out. Here are a few suggestions to fix it up:
Option 1:
Allow the players to gain a number of extra general Tech. at theyr first lv equal to theyr Int mod.This ,IMO, is the easiest to apply . However it will cause overpowering at the early lvs and Int loses importance after that.
Option 2:
The players gain the bonus General Tech. as they gain lvs.. Perhaps when they gain a new Tech. point they gain a bonus one if theyr Int is high enough?
Example: Lets say Character X has an Int. score of 16 (+3 mod). That means he’ll get 3 bonus general tech. points. Instead of getting them all in one go he gets them like this:
Lv. General Tech. Points
1 1+1bonus( another 2 to go)
3 1+1bonus (one left)
5 1+1 bonus (all 3 are aquired)
7 1 (All 3 have already been aquired)
This way is more balanced (1 extra general feat at lv isn’t a huge advantage but it’s there) but again Int. loses it’s imporatnce at higher lvs.
Option 3:
As option 2 but according to your Int mod you gain bonus throughout lv advancements at a speed according to your Int. mod:
Lv Bonus General Tech points gained.
1 +1 +1 +1 +1 +1
2
3 +1 +1 +1
4
5 +1 +1 +1
6
7 +1 +1 +1
8
9 +1
10 +1 +1 +1 +1
Blue: Int mod +1 (gains extra genral tech point evry 10 lvs)
Green: Int mod +2 (gains extra general tech point evry 5 lvs)
Yellow: Int mod +3 (gains extra general tech point evry 4-3 lvs)
Orange: Int mod +4 (gains extra general tech point evry 3-2 lvs)
Red: Int mod +5 (gains extra general tech. point evry 2 lvs)
I believe that this is the best method. The player gains tech points evenly throughout the lvs. And it also reflects the Int. and the learning ability of the players character ;). This makes the PC feel good. Of course you can modify as desired if you decide to accept the above.
(More to come)
Edit: Please note that the bonus tech point system is a suggested addition to Odanions rules for gaining general tech points. So if I was a first lv character and we used both systems and had an inteligent mod of 12 (+1). I'd gain, in addition to the tech points I gain normarly, an extra bonus general tech. point at 1st and 10th lv.
Rising Phoenix
07-02-2006, 02:22 PM
Reiryokou:
All is fine with this one. But I sugest that the Reiatsu is determined in this way:
Instead of rolling for reiatus during evry combat make it a fixed number. Your Reiatus always equals 10+your Reiryokou mod:
Rei=10+R mod.
This way we avoid rolling for Rei during evry combat (saves time) and I believe this way is much simpler for a noob to understand (no subtraction etc. Just a simple mathematical procedure and your done)
Keep the ‘to cut’ roll and other rules unchanged
Combat Actions:
We need more to make things more interesting. Trip attacks, Sundering attacks ( attacks that break your weapons (or armor) ), grapples will all add up making things more interesting. I’ll work on these as promised. More of these some other time.
Damage:
I believe that Zanpakutou damage should go this way:
Lv Damage
1-7 1d8
8-15 2d6
16-19 3d6
20 4d6
And the reason I suggest this: A d12 or a d20 do sound like good damage dice but remember that you can always roll a damage of 1 which is preety lame (and it IS lame when you are lv 20), but if you have roll 2d6 for damage you get a minimum of 2 damage. If you roll 3d6 you get a minimum of 3 and so forth. 4d6 does sound like a lot of damage but in fact it has a maximum of 24. Just 4 above 20. No big deal if your fighting a 400hp Hollow... You can get rid of the +1 to damage with Zanjutsu users this way. I would add it to the to hit roll...
As for damage rolls for shikai and bankai. In order not to end up with some overkilling combinations. I suggest that the damage rolls of shikai and bankai WON’T stack with the unreleased form of the Zanpakutou
As for Hakuda specialists and unarmed attacks:
For all classes other then hakuda: leave the penalty as it is but the damage for these classes when striking unarmed is always 1d6 regardless of lv. If they gain lvs. in hakuda later on the -3 penalty does not apply to them any more. As for damage rolls if theyr Hakuda lvs just that they get a damage roll dice higher then d6 they should get it.
Cocerning Hakuda: Give them only a +1 to hit. I suggest using the following table. Note that an unarmed attack should never do more damage on average then a Zanpakutou...
Here’s the table:
Hakuda Lv. Unarmed damage rolls
1st-3rd 1d6
4th-7th 1d8
8th-11th 1d10
12th-15th 2d6
16th-19th 2d8
20th 2d10
This table makes the Hakuda deal average damage. A Hakuda specialist fighting unarmed will do more damage say then a Hohou but less then a Zanjutsu swinging around with a Zanpakutou. To make players enjoy theyr Hakuda character more I suggest giving them the Hakuda class the flurry of blows ability. Which allows the character to make 2 extra attacks but if he/she choses to do so all his attacks gain a -2 to hit penalty.
Resurection:
I suggest that this is:
a)Either very expensive to do and you lose a lv. each time your brough back from the dead
or b) Does not exist at all as an option. Yes, I know it sounds harsh, but 1)in the Bleach series you can’t bring back the dead. 2) It will make players THINK before they go of doing rash things (ex. A first lv character fighting a Menos...I’ve seen similar things happen in DnD) 3) adds the element of risk more widely and vividly to the game. 4) Makes self sacrifice a VERY noble thing to do.
( Player A: “ I sacrifise my life to save you”
Player B: *cries* “That’s so...um...”
Player A: “Quit crying. You’ll resurect me afterwards anyways. No big deal”.
Other Players and GMs: ........)
Status effects:
A few more suggestions for the list:
Poison: The character is under the effects of poison. The effects vary depending o the kind of poison ( from paralysis to ability damage to hp damage to instant death)
[I was quite suprised that poison wasn’t on the list]
Petrification: The character has been turned to stone. He can’t act or do anything and can’t sense if what’s happening around him.He/She has virtualy been transformed into a statue. However he can’t be suffocated/poisoned/paralyzed/diseased/sleep/Confused etc. However if his broken his as good as dead or will end up without an arm etc when his brought back to life... (Just an option in case someone is whacky enough to create a ‘medusa/gorgo/basilisk’ like shikai or bankai)
Diseased: The character is under the effects of an illnes . Again the effects vary according to the type of disease (Stat drain, hp damage etc)
Frozen: The character is frozen in an ice block. He can’t do anything and is subject to all status changes that can reach him through the ice. In adition he takes damage evry round he remains in trapt in Ice. He may even suffocate to death if he remains in there for too long (as a rule of thumb a character can hold his breath for a number of rounds equal to his Con. mod). Once he exits the ice his under the effects of slow for a while.
Techniques.
We need more. And Kidou has very few. Also of need is the creation of a list of general Tech. that evry class can use.
These for now. I’ll create the extra combatactions later on.
Hope you find the above useful!
R.P.
Edit: Sorry for double posting. But at 1500 words I don't know if we it would all fit in one looong post.
odanion
07-02-2006, 02:51 PM
I would appreciate it if you read the tech rules...it explains there how to get general tech points...
we are working on more and more kidou's...and hohou's...etc.
The damage of hpw everything works is undecided...but we were thinking of making it a static number...to further simplify the game play untill at least a later stage...so for example a level 1-7 would not do 1d8...but instead, he would do a set damage of 4 plus your strength modifier...
I will add more later...but I have to go and visit my grandmother who is in the hospitol right now
Rising Phoenix
07-02-2006, 03:07 PM
I would appreciate it if you read the tech rules...it explains there how to get general tech points...
we are working on more and more kidou's...and hohou's...etc.
The damage of hpw everything works is undecided...but we were thinking of making it a static number...to further simplify the game play untill at least a later stage...so for example a level 1-7 would not do 1d8...but instead, he would do a set damage of 4 plus your strength modifier...
I will add more later...but I have to go and visit my grandmother who is in the hospitol right now
Odanion, I have read the general tech rules. I should have said in my previous post were that those are a reward(bonus) for having a high Int. mod. and are in addition to the ones you get at lv 1,3,5,7 etc. I suggested this for it seems to me that Int. has been 'striped' of it's importance.
I look forward to seeing the new Kidou and Hohou techs.
As for the damage: Going on average numbers sounds ok for me as well.
Cheers and wish your grand mother get well from me as well.
Sorry if I sounded forceful when I posted my suggestions.
R.P.
odanion
07-02-2006, 04:53 PM
ok I understand what you mean...although int bonus was for skills...and as we are not using skills as it makes everything tougher...we may need to find something for that...and I agree we should deffinetly make it as some kind of 'bonus' for the techniques...at least for general...
as for dieing...I like b0 no resurrection...it does make the whole thing alot more like bleach...and it makes risks more worth it...as you said...acting all cool by throwing your life away just to get revived is stupid...
as for the rei saves...if we based it on what we had decided...it would be more like this:
defence amount (not to get cut) : 10 + rei + level + any special bonuses (captain, vc etc.)
and the attacker would then be : 1d20 + rei mod + level + any special bonuses (captain, vc etc.)
this way it is possible...but still hard to cut a higher level
Rising Phoenix
07-02-2006, 05:13 PM
as for the rei saves...if we based it on what we had decided...it would be more like this:
defence amount (not to get cut) : 10 + rei + level + any special bonuses (captain, vc etc.)
and the attacker would then be : 1d20 + rei mod + level + any special bonuses (captain, vc etc.)
this way it is possible...but still hard to cut a higher level
I get were you guyz are coming with this and I think that it's good. Perhaps if you only added one half your lv in both cases?
defence: 10+Rei mod+1/2 ur lv+special
offence: 1d20+Rei mod+1/2 ur lv+special
Ain't it easier to hit this way? And why do captains and VC get a bonus?They already have the lv and access to items. I believe it should be a general tech (so that evryone can aquire it):
"Iron Rei.: add+2 to all your rei rolls when rolling for rei and 'to cut rolls'.
Requires:None
Range: personal
Damage:-
Special: U may take this tech. multiple (???) times. The effects stack and are always active.
MP:-"
R.P.
I've been talking to maxi and Vampyrelord (who is also on the new GMs list) and we've been coming up with the Kidou starter techs. Because of this, we've decided that the rules need an overhaul. For damage, we are considering using a system similar to the one that RP proposed with damage dice based on level, and maxi says that he discussed something similar to this with odanion.
For a flavour of what these rules will be like, check out the new thread with these techniques. Thanks for all the suggestions so far, RP. You're already making a great contribution =D.
odanion
07-02-2006, 08:00 PM
yes me and maxi were talking about soemthing like that...although we had agreed on static damage being the best way to go as it requires the least amount of mathematical skills meaning less thinking time and more action time....on the other form I noticed to many posts like this:
I pick up my sword and thrust (rolls dice)
then I slash down wards (rolls dice)
it looks sloppy and it shouldn't be hard to just go like this:
With rage filling me from you last coment I charge towards you with hate filled eyes, while charging I lift up my sword and bring it down on your exposed left shoulder (rolls dice)
As my sword slashes down wards I bring it back for a thrust straight towards the soft flesh of your stomach (rolls dice)
see...it shouldn't be very hard to do...so it SHOULD be done...
maximoose666
07-02-2006, 09:24 PM
Yeah, I completely agree in principle Odanion, that's why we have fixed damage in the starter Kidou. I guess there's no reason why we can't extend that to regular attacks as well if need be, basing the damage on level, modified by strength; I remember now that that's what we had talked about. But we should still have dice rolls "to hit" of course XD
Rising Phoenix
07-02-2006, 10:07 PM
Okies guyz here are the first 3 of the aditional combat actions, They cost one attack to perform:
Anyone can use this actions. They do not require any techniques to use alouth some techs may improve them(?). As a rule they cost 1 of your attacks per turn in order to perform.
(Note to those who know DnD: I’ve removed the Attacks of oportunity for simplicity and dew to the fact that almost evryone in Bleach world seems accustomed to hand to hand combat. If the other GMs think otherwise we could always put them back)
Aid another:
In melee combat you can help a friend attack or defend by distracting or interfering with an opponent, If you’re in position to make a melee attack on an opponent that’s engaging a friend in melee combat, you can attempt to aid your friend as a standard action (in other words you ‘use’ up one of your attacks per round). You make an attack roll against 10. If you suceed, your friend gains either a +2 on his next attack roll against that opponent (and only that oponent) or a +2 bonus to AC against that opponent (and only that oponent), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
You can only use this action once per round on one of your friends.
Using aid another costs one of your attacks.
-------------------------
Disarm:
As a melee attack you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you do so unarmed you end up with his/hers/its weapon in your hands.
Disarming an oponent costs one of your attacks.
Step 1: Touch Attack.
Make a touch attack against the opponent you’ve chosen to disarm (see the core rules for touch attacks) if you hit move to step 2. (You attempt to grab your oponents arm during this action. Or you may try to knock it out by hitting your opponents weapon with your sword). If you miss you stop here. You can reattempt with your next attack.
Step 2: Oposed Rolls
You and the defender make opposed attack rolls with your respective weapons. The wileder of a two handed weapon (ex. Ichigos sword) gets a +4 bonus on this roll. Those with a light(small) weapon (Dagger, Fist) takes a -4 penalty ( An unarmed attack is always considered as a light weapon, so you always take a penalty when attempting to disarm with an unarmed attack.). Those with normal one handed weapons (ex. Your normal katana or longsword) recieve no penalty or bonus. If the combatants are of different sizes , the larger combatant gets a bonus on the attack roll equal to +4. (ex. Your fighting a menos :-P )
Step 3: Consequences
If you beat the defender, the defender is disarmed . If you attempted the disarm action unarmed, you now have the weapon. If you attempted while you were armed, the defenders weapon is thrown to the ground. (It takes 1 action to retrieve the fallen weapon)
If the defender beat you. The defender can imediatly (at no attack cost) attempt to disarm you with the same sort of opposed melee attack roll. If he fails ,you cannot react and get a free disarm attempt against him.
You can never disarm natural weapons (claws, bite attacks, unarmed attacks etc) at least with this method.
----------
Feint (Bluffing in combat):
You attempt to fool your enemy so that he can’t defend against you effectively (he loses his dex. to AC).
You and the target make oposed Cha. checks (1d20+Cha mod). If you win your oponent believes your bluff and loses his Dex. mod from his AC for your next attack. If the enemy succeeds he see’s through the ruse and dosen’t recieve any penalties.
If you attempt to bluff the same opponent again you recieve a -4 to your check because the opponet isn’t as ‘trusting’ anymore. The -4 applies regardeless if you were succesfull during your last feinting attempt.
Feinting costs one of your attacks.
Next will be: Grapling, Triping and breaking your opponents weapon. Grapling is very complicated...
Any comments welcome!
R.P.
maximoose666
07-02-2006, 10:26 PM
RP, these are fairly complicated. I'm not against them myself, but I'm wondering if you should hold off on creating more until we have a clearer version of the new rules available... for example, we don't even know that we will be including CHA as a stat... and do we really need these to not cost a technique? In the interests of simplicity I think we should make these into techniques/feats if we use them. But good work all the same, they look well-thought-out :)
Rising Phoenix
07-02-2006, 10:39 PM
RP, these are fairly complicated. I'm not against them myself, but I'm wondering if you should hold off on creating more until we have a clearer version of the new rules available... for example, we don't even know that we will be including CHA as a stat... and do we really need these to not cost a technique? In the interests of simplicity I htink we should make these into techniques/feats if we use them. But good work all the same, they look well-thought-out :)
Cheers and thanks for the comments. (Though I don't really deserve them as they're just simplified versions of the rules found in the DnD players handbook)
Ok I'll wait to see how things turn out. I wouldn't want to write the rules and then have to rewrite them again in a completly different manner.
I thought that these should be open to evry1 just to allow some veristality and so that evry1 can do something aside from tech. uses, spells and attack rolls. But you are right in stating that it will be simpler if they're tech. The players will just scroll through them, take what the want and 'forget' 'bout the rest.
We can always subtitude Cha for Int (or even R) ,makes sense too.
Jaran
07-03-2006, 06:27 AM
Whoa, RP, you're really getting deep into the rules. Seeing as how disarming a Shinigami is pretty much impossible, I don't know if you would want to include that in the rules, but Bluff is a good one. The touch attack would still be a necessary mechanic, due to the unarmed combat users, but you might want to think about leaving Disarm out.
Just a suggestion :)
Rising Phoenix
07-03-2006, 09:28 AM
LOL Jaran. Well some people say that I'm a perfectionist when it comes to rpgs. I just want evrything to be there in case some player comes up with a 'strange' idea that dosen't quite fit in the rules. I always try for maximum flexibility with rules and players.
Edit:
I've simplified them further and written them in a 'step by step' way. I think that they're much easier to comprehend now:
----------------------------
All these cost 1 of your attacks per round and you must be in melee combat to attempt these actions.
All these rules are meant for human sized and shaped characters.
----------------------------
Disarm:
Step 1: Make a touch attack against your opponent.
If you succeed move to step 2.
If this fails the disarming attempt fails.
Step 2: Make opposed attack rolls.(Make attack rolls and compare them) Move to step 3
Step 3: Consequenuences.
- If you beat your opponent: You have disarmed him. His weapon's on the ground if you disamed while you were armed or in your hands if you did so unarmed.
-If he/she/it beat you:He/she/it may imediately attempt to disarm you ,as a free action, with the same attack roll as step 2. If his/hers/its attempt fail you cannot react to and attempt a free attempt your self.
Special: You can never disarm natural attacks (Bite Attacks, Claw Attacks etc) with this method.
------------------------------
Aid another:
Step 1: Select an ally who’s fighting an opponent in melee.
Step 2: Make an attack roll vs 10.
-If you suceed decide wether to give a +2 bonus on attack or a +2 to defence to your friend. These bonuses are active until your next turn.
-If you fail the attack roll there’s no effect.
Special: Multiple characters can help a single ally and similar bonuses stack (attack with attack, defence with defence). You can only aid one ally per turn.
---------------------------
Feint:
Step 1: Select an enemy opponent.
Step 2: Make oposed Charisma checks with that enemy (1d20+Cha mod).
-If you succeed your opponent loses his Dex to AC for your next attack (and only that attack).
-If you fail the enemy sees through the ruse and takes no penalties.
Special: You may make as many bluff checks as you like vs an opponent. However evry time you try against the same enemy, that enemy recieves a +4 bonus to his Cha check dew to previous experiences...
You cannot attempt to Feint any creature that dosen’t have human like senses. (ex. Animals)
--------------------------
Trip:
Step 1: Make an unarmed touch attack against your selected target.
-If it hits move to step 2.
-If it misses the trip attempt fails.
Step 2: Make a Strength Check (1d20+2 Str mod) Vs your opponents Dex or Str check (1d20+ Dex OR Str mod., whicever is higher).
-If you win the check. You trip your opponent.
-If your opponent beats you. He can imediately attempt (as a free action) to trip you by repeating step 2. If he fails you may not react and attempt to trip him.
Effects of beeing tripped: You fall down (prone). While you are prone you recieve a -4 penalty to AC Vs melee attacks and a +4 bonus to AC Vs ranged attacks. Getting up costs one attack.
-----------
What do you guys think of them now? I'v added trip attacks as well. :)
R.P.
Jaran
07-03-2006, 07:52 PM
One thing I would modify for the Feint. Maybe you should make the modifier for Feint be DEX instead of CHA, just because...we might not even have that stat, y'know? Plus I think it makes more sense to have it be DEX. :D
Rising Phoenix
07-03-2006, 09:09 PM
Hi Jaran,
You think so? In my eyes bluffing/telling lies etc has to do purely to do with force of personality, in other words Cha. ("Look at your shoe laces!" or "Behind you!"). Of course you can always trick someone with technique as well.(swift parrys,blining speed etc). So I suppose it really depends on what you choose to do.
BTW. Are the disarming rules still dificult or are they easy to understand now?
Cheers,
R.P.
Night Prowler
07-03-2006, 09:17 PM
I always though feint was a move to lure the enermy into a defencless state then get a free Attack in,
but yea their cool enough R.P.
Jaran
07-03-2006, 09:44 PM
Well, in an actual fight, a feint is like a parry, it's a motion you make with your weapon to make your opponent thing that you are attacking in a way that you are not. This opens up their defenses, and allows you to gain the advantage.
So technically, I guess that Feint would rely on your craftiness, or your INT modifier... :P
Oh, about Disarm, I understood it fine at first, I was just saying, Shinigami and other people in the Bleach world are so attached to their zanpaku-to or other weapons that they are generally never disarmed, other than by extremely strong opponents. So maybe we should just have a set DC for Disarm, like a DC 25 or something outrageous, y'know, so that only really strong opponents can disarm you. :)
Rising Phoenix
07-03-2006, 10:25 PM
Thanks for the comments guys!
I think I'll take note and change the feint one to Int (you may have a high Dex. but if you aren't crafty you won't know how to use it IMO) if in the end they get accepted and of course we must see what stats there will be in the end.
@Jaran. That sounds like a good idea. But a static score ain't that good IMO. Perhaps a +4 bonus to the roll be better or something along those lines...
R.P.
Jaran
07-04-2006, 01:00 AM
Eh, yeah, static scores generally aren't good, but we could have it be a level thing. Y'know, at level one, your Disarm DC is like 10, with a +5 if you are a Zanjutsu class, at level 5 you go up to 15, retaining your +5 as Zanjutsu, and so on, maxing at a DC of 30 (Zanjutsu +5 = 35) at lvl 20. :P Y'know, kinda like the Base Attack Bonus. :D
maximoose666
07-04-2006, 01:38 AM
Static scores are good when you are using a forum and do no want to have to wait an extra 12 hours between posts in a battle against someone in a different timezone where you have to wait for them to roll for a particular non-static value. Obviously we are keeping as many dynamic elements as possible, but a balance has to be struck.
Other thing is that the VBulletin dice addon has no facility to add or subtract from a dice roll. So modified rolls are not an option at present.
Rising Phoenix
07-04-2006, 02:38 PM
OK Maxi static it is.
@ Jaran and evryone. How abou this:The DC for disarming a Shinigami is:
10+STR mod of the Shinigami+Shinigami Lv.
For evry other class it's:
10+Str Mod of the character?
Simpler and u don't have to be a monster with STR to disarm...
I'll update the rules soon.
R.P.
@ RP - I really like them, and they're certainly useful...I'm just still not sure about having them in at the beginning...they are quite complicated and they're exactly the sort of thing that inexperienced people would get confused with...we can definitely add them in later on...
Sorry if I'm being a killjoy =( - if nobody else agrees with me on this by all means add them in.
Rising Phoenix
07-04-2006, 07:36 PM
Thanks itsover.
I suggest we put them on the 'side' saying that "you can do these as well, but you don't have to know them in order to play". That way fast learners can go after them when they're ready and we as Captains can show off our skill when teaching the recruits. :P
I do believe that they add a new dimension to the game.
R.P.
I agree with you there. Possibly a minor level limit on them - something like level 3 - so that players have plenty of time to really learn the basics before they start using the more advanced rules?
I agree that they do add a whole new depth to fighting, though =D. It would be fun to use them if we could.
maximoose666
07-04-2006, 08:45 PM
A level limit on them seems like a great idea to me. Give players time to get accustomed. I will work on producing a simplified ruleset tonight :)
Rising Phoenix
07-04-2006, 09:01 PM
A lv cap is a good idea and lv. 3 is perfect me thinks for learning purposes.
Jaran
07-04-2006, 09:07 PM
Sounds good to me... :D
Sad about the inability to add to the dice roll though...I wonder if we could get someone who knows VBasic to mod that for us?
I know VB, but I haven't done anything in VBscript yet, which I presume is what you'd need for the mod. I could learn it if need be...
maximoose666
07-04-2006, 10:05 PM
Nah, I think you'd need PHP to write the mod, and a knowledge of VBscript to make it work with VBulletin. Not sure though. Anyway, don't be downhearted, because I found another Dice mod which I'll ask Unholy to install, hopefully he'll do this :)
KazeofWinds
07-05-2006, 09:40 PM
A few random sugguestions from someone that plays plenty of DnD and reads through supplements for fun.
For the magic system, get a copy of "The slayers D20"(Gaurdians of Order), It has an incantation/skillcheck based, slotless spellcasting system that seems to mach up to Kidoh Spells pretty IMO.
For melee combat classes, Iron Heroes (Monte Cook) has one of the best D20 combat systems I've seen, and covers everything from Sniper Archers to Berserkers quite well, and without the use of X/day abilities and Magic Items that regular DnD is based off of.
Of course, both of those things (Especially Iron Heroes) May be a bit more rules-intensive than you'd like. But I'd recommend digging up copies of them at least to take a look at.
Hattori
07-07-2006, 06:28 AM
@KazeofWinds: Haven't I seen you at Warboards somewhere? You tried to make a Warcraft RP but it didn't quite work out and I was the only good player that joined (Thereisnocowlevel on WB).
Monte Cook's DND systems are brilliant. Period.
However, I think that players who are better at RPing and who put more thought into their posts should be given the flexibility to post free-flow and make fighting creative and beyond the numbers. A GM could decide which actions could and could not occur, and if a violation occurs, we just work around it. On almost every single forum-based RP I've played (and that is a lot), this system works flawlessly.
http://infrarift.net/phpBB/viewtopic.php?t=649&postdays=0&postorder=asc&start=15
For an example.
Also, reiatsu as temporary invulnerability - I don't think this is entirely applicable to the Bleach universe. Remember that in Kurosaki's fight against Kenpachi, his first attacks did no damage; his next ones did minor damage; and his successive ones did full damage. Don't make reiatsu differences something as restrictive as 100% immunity - make it DR. Thus, if my reiatsu is 31 compared to your 28, I gain 3/- DR against your attacks. I don't think it'd be much of a hassle and RPing evading an opponent's attacks while unable to damage them at all is no fun.
You mean better players should be able to play without dice rolls? Sorry...I doubt that will work =).
We can't do additions and subtractions to dice rolls - our mod can't do that. Reiatsu - that will be changed, but made more simple, not more complex XD. You have to remember that we have to cater for everyone, and most people haven't used DnD. The last thing we want is for everyone to keep getting the rules wrong...
Hattori
07-07-2006, 05:11 PM
You mean better players should be able to play without dice rolls? Sorry...I doubt that will work =).
We can't do additions and subtractions to dice rolls - our mod can't do that. Reiatsu - that will be changed, but made more simple, not more complex XD. You have to remember that we have to cater for everyone, and most people haven't used DnD. The last thing we want is for everyone to keep getting the rules wrong...
You can keep the dice rolls, but just let players describe their actions as well. The DND system is really pretty limited in terms of actions - really, at high levels, all anyone ever does is spam knockdown or disarm (speaking from PvP and some PvM experience). The RP would be pretty boring if it went straight like this:
P1: I attack. 1d20+16 damage. AB +34, I roll a 19
P2: AC is 46, you hit.
P1: Yay.
P2: I attack. 1d12+24 damage. AB +32, I roll a 12
P1: AC is 34, you hit.
P2: Yay.
Oh, sorry, I misunderstood =D. Sure - we were gonna let (and encourage) everyone describe their actions anyway. The current huge dilemma is whether it should be 1st person or 3rd person...everyone wants different things...and battles would look stupid if one person wrote in 3rd and one in 1st...
KazeofWinds
07-07-2006, 06:55 PM
Yeah, I'm at warboards as well. Dont remember making a warcraft RP though.
As for posting prespective, third person is more common in general.
Rising Phoenix
07-07-2006, 07:07 PM
... and less awkward to use as well. But 1st person does add a lot of action and 'livens' up the whole thing.
However I had problems saying 'I' all the time in the last rpg:
"I walk into... then I do..." etc.
R.P.
1st person is better if people are prepared to use it, because you can add in emotions and it's more involving, and it's not difficult to adapt to, but because it's not most people's normal writing style for fiction they don't like the idea of using it.
Fortunately I don't have that problem, because I always write fiction in 1st person anyway :D.
odanion
07-07-2006, 07:20 PM
I write in a little bit of both...the way I write can't be said as 3rd or 1st...
Rising Phoenix
07-07-2006, 07:21 PM
I was getting used to it as well. In any case I'm happy with either. :D
Sakura
07-07-2006, 09:13 PM
i write in 3rd person for stories (and sometimes i talk in 3rd person :p:) but 1st is fine... i can do either one... just not 2nd... that i can't do so well :p:
I quite like 2nd person...but only for really condensed fiction...like a short story over a period of time of about 5 minutes...other than that it's next to useless.
Hattori
07-07-2006, 09:56 PM
I know of boards where some people use first and some people use third and no one has any problems. Sorry about the mixup, Kaze. Have you frequented WB in a while? I've half a mind to start RPing there again if they got more people.
What's wrong with allowing people to use whichever writing style suits them? It worked here: http://www.warboards.org/showthread.php?t=6177&highlight=Beginning
meh. I don't like it. It may work, but it looks cluttered and confused imo. Much neater and simpler to just have one style and stick with it. I don't mind whether it's 1st or 3rd (although I'd prefer 1st), but the one thing I really don't want is both.
KazeofWinds
07-08-2006, 03:35 AM
Warboards is a bitr more ative than it used to be, nothing of interest to me though atm.
And this may be an odd idea to some, but anyone consider running the game stat/diceless like most regular forum RPs are? Stats and Dice tend to bog forum RP down more than they're worth IMO.
Or, possibly running both of them, one for the number munchers and one for the freeformers, and seeing wich one dies first?
Dont get me wrong, I love dice, goofy mechanics, and swinging batches of math at eachother, but well, dice have their place and forums just aren't it from my experience.
EDIT2: If nobody else wants to, I'm willing to GM the trial of the diceless version, but well, I haven't any plot at the moment anyways.
Hattori
07-08-2006, 04:47 AM
Check out the battleground forum. You can find it in the rules - they have a dice-rolling system already implemented into the system for HP/MP rolls. Of course, it may be prudent to make the link to the forum a bit more visible, so that everyone can get to it before this RP starts. I'm willing to help in the creation of a diceless RP as well.
Tyenkrovy
07-10-2006, 08:12 AM
Hola, amigos. Just been reading over this thread, and glanced over the PDF that was posted on the first page as well.
@R.P.: I like your ideas for the inclusion of basic combat actions from D&D, though I think there should probably be a tech to counter the trip action for hohou or hakuda specialists. I would tentatively call said technique "kip-up", and it would allow one to get up from prone as a free action instead of a standard (i.e., move/attack) action.
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