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The School of Dedicated Roleplayers [closed]

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A general roleplay guild with emphasis on improving RPers. 

Tags: Roleplaying, Tutoring, School, School of Dedicated Role Players, RPing 

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folchinator

PostPosted: Mon May 21, 2007 6:47 pm


Boss Battles

Though random encounters may take up the bulk of your time, nothing will kick your a** more than a big, honking boss battle. Seriously. They suck hardcore.

There are three types of boss battles: Normal, Event, and Impossible.

Normal boss battles fight like pumped up enemies. They'll have a wide range of skills, high HP and MP, and usually carry decent items and XP to steal and/or drop. You can't flee from bosses, and it's best to lower the improvisation once you figure that it's a "normal" type boss.

Event boss battles help you gain introspection to yourself, further the plot, or just introduce a plot twist. Once you realize how unmatched the fight is, try improvising. Think of skills related to your power that remain unknown. Use the environment. Taunt the boss! Anything and anything will get you closer to the trigger I'm looking for. If you don't find it soon...you're dead. Plain and simple. You also will not get XP from these bosses unless the monsters actually end up dead by your hands.

Impossible boss battles are...impossible. You can't win, no matter what. I've God-Modded them so that you CAN'T. You can't. Just let yourself die. Don't waste items or magic or words. However. A new feature here: Influence. You can, by speech or determination and resolve, eventually alter the disposition of the boss to change the type of encounter you have with them in the future. So if you think you'll be hearing from an impossible boss pretty soon, try a little bit of wordplay if you must.

Strategies for Boss Battles

-Make sure you can always heal.
-Assign tasks or positions to certain members; a team must work like clock...work.
-Try anything. There may be something you've (or I've) missed.
-Find a weakpoint. Many bosses have 'em.
-If you can't win, STOP USING RESTORATIVE ITEMS. They're expensive.


Stay tuned for Saving and Data!
 
PostPosted: Tue May 22, 2007 5:10 pm


Saving and Data

There are ways to keep your existence from completely faltering in this game. If your party all perishes without being in an impossible boss battle or in proximity of a life-giving event or character, SAVE data might help.

Save files can be created in major Subania cloning systems, so far. There will be other places, but you have not seen these yet. By providing the machine with a sample of your DNA and letting it process your memory, you can allow it to "re-create" you when it remotely senses you've lost all vital signs. If you find a mainframe computer, try to get access to this feature. It could stand between you and well...severely ******** up.

Data will be stored in the "Game Data" thread, once someone makes a save file. To put a file in there, you must put info in a certain format for it to be process-ready.


.:Name:.
.:Char. Lvl:.
.:Time Saved:.
.:Location of Save:.
. biggrin ata processing code:.
.:Thread previously playing in:.


Simple, right? Just put the data in the thread and when you die, you may select which one you want to start from by entering the code in the thread you died in, in brackets.

REMEMBER, if you die but your party does not, DO NOT use a save file. You can still be revived.

This is the end of the chapter 1-3 prompter. Good luck in the future!
 

folchinator


folchinator

PostPosted: Mon Jun 18, 2007 2:09 pm


I guess I forgot this:


Levelling up (all):

You will get a new max XP based on this formula...

(Level squared)x(10)+40....until level 50.

And other stats will be assigned.



As for FATE...all you know is that there's some kind of point system. Odd, huh?
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06 General Archives (non-RP inactive threads)

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