|
Post by Twilight-Claw on Jul 18, 2020 15:46:52 GMT -6
Hopefully just three quick questions (with easy answers) that all relate towards combat. :) I’m a bit unsure on how things are done in combat when it relates to creatures using them and if anything is different. Would anyone be willing to answer them if they know the answer of one of them? Question 1.Complex Thought This ability is required for a creature to use "combat training". Only Martial skills are allowed with this ability, unless the creature also has "opposable thumbs". This ability allows the creature to spend up to 30 "combat points". Passive – Untrainable
| Keen Mind This ability is required for a creature to use "combat training". Only Martial skills are allowed with this ability, unless the creature also has "opposable thumbs". This ability allows the creature to spend up to 5 "combat points". Passive - Untrainable
|
Tsume (“Claw”) - OffensiveRequires: None Description: Using their fingers like a tiger's talons, the user lashes out at the foe, attempting to harm them. These attacks are usually made at the face.Effect: Add one 4-sided die for every point in dexterity you have to the damage total. Do creatures with these abilities that use an expertise also get the 1d4 of strength/dexterity when using an expertise that notes down it uses dices when attacking against other creatures and characters? Or would it be their normal strength/dexterity that they use without the dice while using its expertise? Question 2.What about characters using their expertise against creatures? Would anything be different for them? Or can they still use the 1d4? Question 3.Fury AspectThe creature prays to god of fire itself, imbuing itself with the power of the flame, making part of it's body have the "spirit of fury". When attacking a foe, this does elemental damage, rather than physical.Choose one of your own (physical) attacks. Until the end of combat, this attack now does fire damage instead of physical damage. Only works for damaging attacks. Fire - 5 Since the aspects talk about choosing a physical attack, and those expertise that clearly state whether you physically use your hands or feet to attack your opponent (like Tsume “Claw” for example), could they be picked as well to have the aspect be used on them?
|
|
Darky
Flea Market Artist
Veritas et Aequitas
Posts: 1,268
|
Post by Darky on Jul 19, 2020 4:00:38 GMT -6
Oh, just now realizing that Keen Mind didn't get properly updated (It should be giving you 10 CP to work with, otherwise the creature wouldn't be able to get a d10 to hit something with) o:
1. That depends on whether the battle is a Basic battle (the system we use with creatures) or an Advanced battle (the system we use with players). Keep in mind that all player attacks where you use dice for damage are Advanced battle mechanics (Since they're used against Health, which is higher than Stamina, thus balancing off the higher damage rate). If a creature were to use an expertise in Advanced battles, then it follows the same effects and rules as the expertise states, as if it were a player.
We currently don't have a cross-system thing in place yet (using Advanced in Basic conditions, and vice-versa) but at least in terms of damage, see the custom item guide here where it breaks down dice conversion into the equivalent flat damage (For example, 1d4 damage in Advanced battles would be 1 damage in Basic.)
2. Same as the above. While we don't have a specific cross-system in place just yet (in terms of hitting and other such rules, I've been fiddling but there's a lot of bases to cover) it comes down to whether you want to make it an Advanced battle (creature also uses Health) or Basic (in which case the damage is converted based on the guide above).
3. Hmm.. In the context of the move, it's been specific to moves, rather than expertises. But you would be correct in that it could be translated as "all attacks" in that sense. With expertises, there's a bit of a difference as 'Elemental attacks' have specific defensive expertises dedicated to them, meaning only some could block that kind of damage. In the interest of fairness, I would say yes, the creature can use Aspects to make their expertises have an elemental damage type as opposed to physical, but since it uses a non-elemental expertise as a base (It's still "Tsume", not "Flame Tsume" x3) it can be blocked by defensive expertises as normal (Doesn't have to be an 'elemental' defensive expertise).
At least for now x3 If it turns out to not work out through testing and trials, it can be changed in future.
|
|
|
Post by Twilight-Claw on Jul 19, 2020 4:43:09 GMT -6
(Actually, there isn't a skill yet for the new beast expertise line either, but I'm assuming that is still being worked on with just how many skill points it would cost, and the text.) Question 1 & 2 That makes so much sense! Thanks for clarifying it to me! As I wasn't sure how it would be handled! <3 Will there one day come a cross-system in place at some point do you think? :D
Question 3 That makes sense in other skills that are not elemental still being able to defend themselves against it, plus, the creature would still need to attack from a melee distance too in order to make it work. And the damage that is inflicted also isn't a [Nrs] type either. So I definitely think that would be more then fair with it yeah. Thanks for clarifying this one as well to me Darky! <3
|
|
Darky
Flea Market Artist
Veritas et Aequitas
Posts: 1,268
|
Post by Darky on Jul 19, 2020 5:30:41 GMT -6
You mean Primal Expertise hasn't been added as a skill? Well, heck, I'll poke people about that for sure xD;
1. / 2. I hope to get one done, yes :3 It's just very fiddly since the two systems are balanced for different emphasis (Basic is intended for quick battles, Advanced for long) as well as waaaay different stat parameters (Players are Power 3 (Power 4 at best with item boosts), while most creatures are way above that) so it's going to take a lot of testing to find that 'middle ground' that lets both players and creatures be at least a little effective against one another.
Big beefy creatures of very high power levels will likely still have advantage over player's alone, but given the player is the linchpin of a battle (If they go down, there's no-one to command their creatures to continue fighting) it also sucks to make them completely out of tissue paper. Ya gotta have some ways of defending yourself somehow, which is part of the tricky balancing part.
|
|
|
Post by Riku on Jul 19, 2020 23:46:46 GMT -6
Well, I mean....many creatures will likely get the point of a fight and won’t just be like -sees commander dies, sits and waits like a good boy while being pummeled- I never thought a creature wouldn’t fight - they would just not be commanded by the character. Depending on the cunning, I’d imagine they’d either choose their own moves (by the user) or roll to see. Note that creatures aren’t stupid, so rolling isn’t always realistic. I mean, if something is coming at them they are going to dodge or fight back, not just randomly use swim cuz it’s in their moveset. Lol
#JustRandomlyInterjecting #Proceed #wink
|
|
Darky
Flea Market Artist
Veritas et Aequitas
Posts: 1,268
|
Post by Darky on Jul 20, 2020 1:51:12 GMT -6
That's a fair point and really there isn't any set regulation on that at the moment. The only set precedent are Pit fights, where a creature won't attack unless commanded (The only exception being unbroken sarane, who randomly roll to use something instead). Cunning and training can obviously come in handy, but keep in mind it isn't just "fight or die" x3 The creature can also flee once it isn't being actively commanded (the smart ones might take their owner with them), kind of similar to the "you fainted" mechanic of some games.
So yeah, there's *a lot* of different bases to cover and see what works and what doesn't x3 By their nature, characters are the core of the system since everything on the site works through them, which means there definitely needs to be some consequences to them going down in a fight one way or another, just not sure those specifically are at the moment.
|
|
|
Post by Twilight-Claw on Aug 8, 2020 6:02:08 GMT -6
I’ve been checking it out and waiting for this all to get added/edited when the new combat system came in, since it’s such an obvious thing to do. XD (but with the times we live in, can easily be understood why it might have slipped the mind) So something like this under spoiler might have been considered and seen as inefficient for the middle ground perhaps? Reflexes A stat that combines current Stamina with Dexterity, and gives a penalty past the 5 Strength points, as the more strength one has the ‘buffer’ they are considered in body build and the slower they can react. Should the penalty be for every point past it a -2 or -4 that it takes away from Reflexes? Points that get taken away from reflexes can never go past the 0 and in the negatives at least.
Reflexes itself would be considered that the blow one could feel when hit is more in the glancing category and not entirely in the Resistance/Armor type as the creature just ‘barely dodges’ it. If a creature hits one that passes through the resistance, but not afterwards at the Reflexes in that moment since it is higher than the damage result, it would only do 1 damage, this is also the only category where any move type of the [Nrs} quality gets affected by it in how much damage they can still give since if the Reflexes are higher than the damage, its scrapes against the targets body but not fully hits them.
Reflexes Current Stamina: Dexterity: Added is: Halved into 2 (if it becomes a 0.5, round it up) Points left: Dice 1d4 per point (Roll for each turn)
Strength Penalty past 5 for every point above is: -2 or -4?
(Abilities such as Flame body or Electrical Body would still do 2 damage against the creature since it is based on the creature who gets the damage attacking such a creature with that ability (or a move such as Fire Shield since it has nothing to do with trying to dodge and only affects the creature who attacks the other deliberately) and same goes for any move that is [DoT - E].
What if it is also a bit based on loyalty that a creature would still try to continue fighting and knows based on loyalty some of the strategy that their owner uses? With loyalty 50 being that you can still fully control it, but anything under it a flip of the coin after loyalty twenty determines if the creature either does something random (because while the owner is dead, they still might want to try and get revenge since they -in the loyalty description- will never attack you, and will defend you to the best of it's ability, never abandoning you, even in peril.) or you will be allowed to choose the move/ability as they have at least some understanding on what strategies their owner used. And under loyalty 20 tries to flee or does nothing? Something like this would make sense to me in why they’d still continue the fight, and gives even more reason why one would like to have more loyalty as this would be the reward for it (besides Empathic Link). X3 Question 4,I’ve also got a new question when it comes to creature battles and Complex Thought, when it is the fast paced battles and a creature trained in either a defense, but most especially a attack that has 20 CP in it. Would there be two dices rolled for it? Or just one?
|
|
Darky
Flea Market Artist
Veritas et Aequitas
Posts: 1,268
|
Post by Darky on Aug 8, 2020 6:29:36 GMT -6
I have been toying with the idea of making Dexterity work two-part rather than the same number for both rolls, so a 'reflex' thing could fit into that :3 However, this particular method is a bit too much math, I fear (Not because it's bad to have too much math, but because feedback has shown people really don't want to do any more math than is necessary during battles, it's kind of a 'scare off' factor in most cases).
My main question would be how would Reflexes be used? Is it's like 'armor call' in DnD in that the enemy has to exceed it or is it rolled against something else? On a personal note, I wouldn't give a penalty based on Strength because if anything buffer physiques mean better bodily control. There's room to play around with size (the larger the creature, the harder it can be to hit something smaller and vice versa) but that would need a unified codification of what are size categories and who falls into which one.
I would like to see the loyalty chart incorporated more, but the main issue there is not all species are aggressive by nature. So something like a Seeker could indeed want to get revenge and keep fighting, but more calmer/tamer creatures like a Kinoko might not necessarily want to. Plus, Cunning would need to come into play as well (A Loyalty 50 creature with Cunning 2 would not be able to strategize like their owner, even with the loyalty x3). A high loyalty can also a flipside negative effect as well: if you're so well bonded to your owner, and they go down, that can cause some major emotional backlash so it could likewise be harder to focus on the fight while your owner's bleeding out x3;
The compromise there would have to be between Loyalty and Cunning charts, but not as a guarantee, more of a chance. This is not to say a creature shouldn't do anything at all, I can see allowing them to use defensive moves or abilities in order to help the owner, protect them from further harm or escape the battle with their owner's body and get them to safety just fine, but attacking the enemy might be a % chance.
4. Basic battles you mean? That's the part that still needs figuring x3 Advanced battle uses Attack/Defense as specific options based on whose turn it is in a round. In Basic, you normally have to choose to either attack or defend, so there's a middle ground to be found there in what comes into play. In terms of dice, Basic battles wouldn't use the same rules as Advanced battles because the two systems aren't currently cross-compatible. However I do have an idea on how to make the CP affect the dice rolls in Basic, if used, but it would require further testing to see how it affects balance.
|
|