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Posted: Fri Feb 11, 2005 6:37 pm
OtakuCyborg2 Wheres this thing you wanted to show me? two posts up from you.. you see all the stat matrix stuff for this strategy bar? roughly speaking, if you have all three areas lined up, you have created another strategy "without holes" in it, thus you are awarded the "bonuses" to the respective stats... for example... Ambition --> Initiative (Speed) Vs. Patience (Humility)
Agression (or other word) --> Ukeru (submissive) Vs. Semeru (dominant)
Temperance --> Brutality Vs. Finesse
X: will/int [finesse/brutality] = patience + Ukeru Y: stam/str [patience/initiative] = brutality + semeru Z: spd/agil [ukeru/semeru] = initiative + finesse
<!-- clockwise rotation > ___ ^ | | V | Ukeru = Z[0,-1,-2,-3,-4,-5,-6,-7,-8,-9,-10] -> wisdom (x axis) | | | semeru = Z[0,+1,+2,+4,+5,+6,+7,+8,+9,+10] -> stamina (y axis) | | | brutality = X[0,-1,-2,-3,-4,-5,-6,-7,-8,-9,-10] -> strength (y axis) | | | finesse = X[0,+1,+2,+4,+5,+6,+7,+8,+9,+10] -> agility (z axis) | | | initiative= Y[0,-1,-2,-3,-4,-5,-6,-7,-8,-9,-10] -> speed (z axis) | | | Patience = Y[0,+1,+2,+4,+5,+6,+7,+8,+9,+10] -> Intellect (x axis) | | | V <-- for example if you had +6x,-2y,-4z it would represent a primary focus in agility (finesse), a 2 point favor in speed (initiative), and a 4 point focus in Ukeru (Wisdom/Will). So that could be interpreted as a max of 6 AP to Agility 4 AP to Will 2 AP to Speed with a probably focus of just the 6 points to Agility 3nodding
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Posted: Fri Feb 11, 2005 6:48 pm
now the idea behind this is, when you are in combat, or a similar situation, (such as walking in neutral mode down through a city of cut throats), whenever an attribute/skill comes into play where you have focused your Strategy, in those areas, if you are "Chequed" in those areas (as in chess)
you gain that amount of AP that round...
the idea, though, is since you are going to gain AP in this way rapidly, especially in a single area if you become very very focused, you would want a much higher AP requirement to raise stats, otherwise, they would "fly up" to max in no time.
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Posted: Fri Feb 11, 2005 7:01 pm
Ah, I see. Thats makes sense. So how might this be used?
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Posted: Fri Feb 11, 2005 7:42 pm
OtakuCyborg2 Ah, I see. Thats makes sense. So how might this be used? the strategy bar is a "dice editor" look at it like this.. assume the tougher your opponent, the worse your chances, of course, the more you want to succeed at a particular task, the better your chances.. so how can you put that into a game? well, the dice editor, aka strategy bar/traingle... to make it balanced, as you favor one style (such as brutality) you are weakened in another area (such as finesse). lets say you had two warriors.. high level Bob, and mid level Jane. Jane has Attack 10, damage 10, and dodge 10 Bob has Attack 15, damage 15, and dodge 15 how can jane possibly win? well, the base "dice" bonus she gets is "0" as in "+1d0" added to the difference. thus she gets 10 +1d5, which means, at best, she can "match" Bob, of course, ties have about a 50/50 chance of going either way.. so she has about a 10% chance of victory, and a 20% chance of draw, with 80% chance of loss. Enter strategy bar..."Choice" what if you could edit what you rolled in a roleplaying table top game? You would "pwn" the game eek well here's what happens with strategy: you go up in one area of focus, and you automaticall go down in another.. the maximum bonus is 10, but Jane only thinks she needs "6" to even things out.. so she puts "+6" in dodge..which sets her at 10+1d11 (average 16) vs. Bob's 15, unfortunately, she needs to drop something else by 6 as well...so her damage (brutality) drops by d6.. meaning instead of 10 damage, she's got about a 4-9, perhaps just "4"... she does this though, because the theory states "even if you only do 1 damage every 10 attacks, if they do no damage on all attacks, you still win"
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Posted: Fri Feb 11, 2005 7:51 pm
you can also change your strategy round to round, but it takes up a "full round" to make the decision, in which you are considered to be at "full defensive" with only a -2 penalty. (slightly distracted) in the next round you continue fighting as if your strategy were the new one.
it may be theoretically possible to acquire the "strategy" or "tactics" skill, which would allow a person to change their strategy rapidly, perhaps multiple times per round, and if combined with a high Reaction/Initiative score, and multiple actions - the character could become unstoppable.
because every opponent is different, you would want to change your strategy regularly, and as you would often have no idea what to expect from new opponents, it is often best to remain "neutral" or defensive while tracking through new terrritory...
You'll find as people adjust their strategies to face new situations, they will of course, gain "AP" rapidly, and at first it may seem it would all balance out, but over the weeks, a person's "personality" will come out, as they compensate for the "holes" in their strategy and focus ever more on those uber AP stat awards.
Meanwhile, you can still increase the attributes through regular "training" XP, and Gold, but this is an added, and needed bonus, since attributes, at least in planning, are EXTREMELY expensive. whee
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Posted: Fri Feb 11, 2005 9:40 pm
Ah, now I actually do get it. 'mmkay. 3nodding
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Posted: Sat Feb 12, 2005 10:39 am
OtakuCyborg2 Ah, now I actually do get it. 'mmkay. 3nodding im going to make an animated GIF based upon the finalized triangle system, so people can see it in action, even if a bit crude... Before I do however, I would like to go over Perception/Ascension characteristics in battle. in a private message to doji, before the PMs went down, i came up with the following rough outline. I__ perception is directly connected to reaction II__ perception is connected to psychic ability III__ perception is connected to Intelligence IV__ you cannot willfully choose to dodge something you cannot percieve V__ The concept of the Cipher Faction of Planescape (Torment Video game & AD&D table top) as well as the concept of Zen Buddhism, and Tai chi Chuan's Taoist and Buddhist notions, all agree, a "6th sense" can allow someone to react to what their physical senses cannot percieve, but even the 6th sense is a form of perception. VI__ while tripping over shoes carrying a fork, I realized, that i was navigating by a mental map of my home, and not by the senses. This reminded me of frank Herbert's Dune, in which the Kwisats Hadderack Paul Moadib, after witnessing the flash of an atomic bomb, had become blind, but navigated through prescience, and other forms of clairvoyance, even in battle. VII__ a character can be blessed by the gods or other observant forces to "luck out" in certain situations, but this is a "blessing" or miracle, and therefore, the Perception still lies with something, even if a higher power. conclusion: Perception is absolutely essential to initiative, to dodging, to attacking, and thus, to all things combat related. surprised
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Posted: Sat Feb 12, 2005 11:24 am
Movement of the Mind & Body
Speed and Agility are extremely connected when it comes to avoiding a blow.. this is just a fact.
agility is akin to being like a strand of dust, the higher the agility, the smaller the person may as well be, since what matters in agility, is avoiding being hit. - moving the target, or making the target smaller.. this is why in wushu gung fu, they often stand straight instead of at an angle..
when you have a standard kata stansa, ask yourself if the way you are standing is for balance, to avoid being sweeped or knocked down, or if it is to minimize your receptive target area, thus reducing the locations a target can reach?
people also tend to think of themselves as lumps of hit points, which is false. in the army, they teach you when a nuclear bomb is going to hit, you dig a very small hole ( as deep as you can) and after the flash goes off, lay on your back, and bring your knees to your chest and your elbows and wrists together covering your face and head. the reason is radiation. Your back contains all the vital organs except your head. using that is a shield is just a bad idea.
When standing straight up, you are less likely to be struck by a falling rock than if laying flat on the ground. When standing straight up, and fighting a small target, you are more likely to be ankle bit, or attacked in the groin, than his in the chest or head.
ok, now that we have that out of the way, lets look at the purpose of Agility.
1. avoid a blow 2. minimize the force of a blow 3. minimize the damage of that force
Agility can be likened unto circular and fluid motions, while speed can be likened unto sudden acceleration, and long distance velocity.
Agility is 90% free will 10% dumb luck, in which the character makes choices to avoid blows, maneuver in, and move around or past an opponent.
Speed is 10% free will and 90% dumb luck when it comes to avoiding blows. The simple fact is, when a target is moving fast, it is harder to hit them. The fishing game should have taught you this, if "duck hunt" is before your time.
The motions of agility are potentially three dimensional, but humans are usually unable to fly, which limits them to an X-Z axis, unable to approach the "Y".
(see, if you knew the answer to wh-Y, then you would be able to FLY, like in the song by Pearl Jam "given to fly" and you would have the answer to the most important question "why?")
the problem with the "X-Z" axis (North, south, east, west) is the fact that going directly through the opponent is not an option, so we assume that one of your Axis points is half severed...
Thus [x^0.5]Z becomes your new figure for dodging. Then there's the little problem of you still being within the field of view even after you dodge, so in the next round, they can easily try again.
lets look at these numbers: assume X/Y/Z are 1, 25, and finally, 100 (deity)
1^0.5 = 1 (the square route of 1 is still 1) x 1 = 1 dodge 25^0.5=5... 5x25 = 125 dodge 100^0.5 = 10, 10x100 =1000 dodge
meanwhile, speed functions on a pure X^2 level, no matter how you cut, as they move away from you, they get smaller, and your target continues to be out of alignment with your attack. This second half is so bad that it negates just about any penalties speed might otherwise incur.
1, 25, 100...
1x1 = 1 dodge (speed) 25x25 = 625 dodge (speed) 100x100 = 10,000 dodge (speed)
the point of this argument is simple: Speed DOES effect your ability to avoid being hit, just like perception effects your combat strategy.
speed however, uses the same bonus system as Blessings, Luck, and Divine Intervention, even though it is self generative.
this becomes important with Sniping, backstabbing, and surprise attacks. A Person who is always moving rapidly, or even moving across the land rapidly, is a much more difficult target than someone who is simply very flexable.
Agility, therefore, 90% of the time, will NOT contribute to your dodge ability if you cannot percieve the incoming attack.
Certain attacks, such as high velocity bullets, kinetic kill weapons (like a particle accelerator), a meteorite (such as from {Meteo} or worst of all, laser weapons, cannot be percieved by mundane mideval human methods. they exceed the sound barrier, and if too close or small, the visual perspective is too little too later. In these cases, agility is nearly useless, because even if the attacks are "obviously coming" they are still sneak attacks for Agility purposes.
Our mission is not to create a monstrosity of a log function, however, just to add the right stats in the right places. Needless to say, you would need a speed of around 85 to dodge a laser beam at close range (like a light saber, i suppose) and on a big map of say, 50x50 squares, at least a 68... still its better than "nuthin".
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Posted: Sat Feb 12, 2005 12:05 pm
movement of the mind & body, part II
so we have some things to think about.. what does a person use to avoid damage in combat?
Total Coverage Giant Mecha (marvel comic celestials, voltron, Gundum) Force field Power Armor/Hard Suit (BG Crisis, Iron man, Galactus, High Evolutionary)
Partial Coverage, occassionally Total Magical Armor Simbiotic goop (like Venom or Silver Surfer) possessed corpse (Necromancers, Fallen [Denzel Washington], Hi. Evolut.) Modern/Mideval Armor
Minimal Coverage Force shield/wall Shield Block Parry Disarm
Avoiding the Attack entirely Teleport Blink Dodge
And when they do get hit... Vampire Hunter D dimensional Screen reversal damage field (Argentosoma, Stephen Kings' Firestar, "destroys" attack) polarity immunity (Star sprite vs. fireball) Cheech & Chong twin damage swap (Musketeer Movie cool ) regeneration invulnerability (juggernaut, superman, - stopping power in Cyberpunk) skin tight force field (one of the superman theories) polarity resistance (mountain man vs. winter storm) cybernetic enhancement (simbiot and armor mix) simbiotic enhancement (extra hit points)
------------------------- Break --------------------------------
The objective here is to look at all the different possibilities, look past the fancy lights and special FX, and see mechanically, what they are trying to accomplish, and thus the most simple code possible, to govern them all.
it would seem that vampire hunter D power is identical to the fencing "riposte" technique, in function. Changing the name and special effects doesn't seem to make much difference.
meanwhile the "damage" shield, reminds me of a "fist on fist" reversal, but also reminds me of the proposed "security system" to prevent people from stealing demonic donation items. Even more specific, the damage shield is identical in function to the "weapon break" which often follows a parry or block.
moving on, the "angelic theft proof" is identical to the code used for polarity immunity for something like a fireball vs. a star sprite, and should somewhat resemble the "N/A" code used for Constitution and Hit points in the Ghost world.
The N/A flag for Strength is sketchy though... vs. Movement of self, (like passing through a wall) the Strength of N/A means you can pass through the wall/door, but it doesn't mean strength 100 - you break down any wall. Likewise you have zero encumbrance, but you also have zero equipment (although the illusion of some equipment like spiritual garments might exist - lots of religious metaphores about that "clothed in light & spendour" etc.)
... that's all for now.
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Posted: Sun Feb 13, 2005 1:58 pm
Final Option list anatomy critical accuracy, damage melee weapons hit
mideval noble honorable oriental concealable dishonorable mecha Ancient small Tool/Improvisedexample: blacksmith (Hammers) missile weapons hit
archery bows concealable small firearms guns archaic old school like muskets heavy as in heavy weapons like rocket launchers unarmed fighting hit multi-attack speed (SPD) multi-task speed (INT) initiative speed disarm dodge defense block defense parry defense
stealth endurance hit points political powers social for mortals (cha) messenger military wealth religious status (Aristocracy) status (Monsters) usually reserved for blue mages only status (Authority) social for spirits (cha) noteriety social for evil mortals (cha) honor social for good mortals (cha) white magic
faith blessings symbols oaths artifacts miracles sun FX light FX anti undead FX black magic
elements sorcery pacts (opposite oaths) Necromancy Summoning (spirits, portals, Extradimensional) Charm Magic defense Animals
Equestrian/horsemanship (or similar mounts) Avian Mounts (Phoenix, dragon, Pegasus, Golden Eagles, etc.) Animal Training Animal Empathy Animal Telepathy Spiritual Totem/Affinity Armor Use may include shield parry, also can be used for selecting "object" targeted when struck, and reduces the encumbrance penalties for wearing armor
tactics
military strategy Aerial/Space Tactics (for mecha) Politics (Global Warfare) -sister to diplomacy tactics of magic nonlethal combat apply stun, can set damage to below fatal Transform
black out berserker Minor Shapeshift (example: within same aproximate race/mass) Major Shapeshift (from a human into a dragon, or bucket of water) Martial Arts
Fencing melee Archery missile kenjutsu melee jiujutsu unarmed taijutsu mixed nenpo unarmed koppo unarmed Wushu mixed Military HTH unarmed Soulbond
Weapon (daisho) spirit bound to item, grants metaphysical ki/chi bonuses but hurts if lost Twin/Relative same as reincarnation but with blood relative/twins Reincarnation can be created in ghost world with another PC using ghost powers or status
psychic powers
speed levitation super jumping flight super strength iron shirt/bell iron palm teleportation firewalking danger sense blind fighting mind over body mental/psychic defense phasing astral projection telepathy PK (psychokinesis) Empathy Clairvoyance lock picking/safe cracking security systems hacking drafting/architecture helps with dungeon maps, and designing houses for cheap cartography makes a map of dungeons, more skill = more details, bigger map linguistics ciphers/codecracking/encryption persuasion deception (lying) Grey Magic
Illusions (summoning(fake), elemental attacks(fake), Avatar Alt(fake), unreality, reality) Summoning (Higher, Lower, Elements) Chronomancy Geomancy/Feng Shui (attacks weaknesses, heals imbalances, exploit immunities) Scan (feng shui and other magics, much like Perception) Ley Lines (Mystic Healing, Travel, Wards & Seals) Enchantment Alchemy Disguise Ventriloquism Toxicology (poisons) Gymnastics (like acrobatics) Chemistry Metalurgy Forgery Prestidigitation Seduction Sniper
archery Wushu/thrown weapons firearms Demolitions Survival
Wilderness Deep Sea Mountain/Arctic Desert Outer Space WMD Direction Sense Lore choose specific "mobile/race/class" type (vampire, dragons, witches, etc.) Gun Zen (martial arts with fire arms) Hunting Fishing Tracking Mecha Pilot Beam Weapons Perception Leadership Sky Diving Singing Music Education cross between political status and synergy bonus for INT skills Blue Magic
Monster Spells Monster Abilities Herbalism Elemental Resistance/Immunity Elemental Regeneration Zoology Botany Bargain/Barter Merchant Mining Engineering Invention (Minor, Major) Blacksmithing
Mathematics chaos theory abilities, prediction, calculate (wekanesses, etc.) synergy bonuses Physics
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Posted: Tue Feb 15, 2005 10:02 am
ok, about polarities.. there are some things which aren't really polarity, or are "true" polarities. By this, we mean things which do not create attachments in and of themselves.
1: Absolute Truth - absolute truth is not to be confused with epirical truth, scientific truth, or belief. It is not to be confused with Faith (which is acting on knowledge of the truth), or compred with "lies" and "telling the truth". Absolute truth is transuniversal in nature, and nature itself, is a word depicting truth. When an illusionist casts a spell to decieve the world, this is truth. Why? because the illusionist exists, (fact), the spell was cast (fact), and the effects of the action decieved the world (fact). There is nothing untrue about anything that took place, objectively speaking. The only thing that was "untrue" was the perspective, or delusion of the people. Yet even their delusion, was composed of a series of events arranged poorly. Truth therefore can be seen as a source of light, like a star in a 1 sun universe. lies are nothing more than bad mirrors, telescopes, and magnifying glasses which distort the light to the people who recieve it, but the Sun remains the sun, in this version of reality, there is no "polar opposite"
2. Choice, choice is the first distortion of truth, from which all other "non truth" takes place, even if it seems true. Good alone is not truth, nor is evil. They are both Choices, and thus, distortions of the absolute truth, yet, the distortion itself is a manifestation of truth. Obviously, the virtue of "choice" will not impare your freedom, and as long as you have choice, you ARE choice, and are as close to "truth" as is possible without literally being the embodiment of Truth itself.
3. Pride Vs. Charity, this is the first set of polarities, from which good and evil spring. Humility is not yet necessary, because at this point, you are still "omniscient" and humble means "teachable" Faith itself is action, based upon a "knowledge" or "science" (omni-science) of truth. Thus, Faith and Choice, are connected. Faith comes when a person experiences (experience points) Truth and then Acts on it. (increased wisdom by spending earned experience points). Hence, I can always illuminate a room by turning on a light switch, because i have faith, based upon previous experience, which was true- "if = then" Now to discuss Pride vs. charity: Pride, is the opposite of humility, only in respect of mortal understanding - "thinking you are all that an a bag of peanuts". only with delusion (false polarity level distortion of truth) as a person apporaches Truth, pride remains, and Humility changes from "teachable" to "realization of self and progressive path". At that point, the concept of humility is only perceptable to the wisest people in the cosmos, including earth. (which is why it was removed in stage 3). Humility is the opposite of Charity, and is Charity at the same time.
Say what? Humility, is teachable, it means you can progress, it means also to Serve, to be "meek" as it were. Meanwhile, Charity is to give selflessly, to be selfless. In order for a universe to exist, it must start with charity, since Truth, has to give something Self + Less. Less than self. = less than truth = distortion of Truth. First distortion = Choice, and first choice is Self + less = Delusion: aka polarity. Thus, charity = creation, like a "big bang" effect. Charity is also "the tie that binds". From an emotional or philosophical, or even geometric perspective, charity "binds us together" like gravity, and works not for itself, but for everyone else.
If you were in the center of a circle of people, and you ceased to exist, but still worked for that circle, that would be charity, a circle with an invisible dot in the middle.
Pride on the other hand, doesn't "attract", like gravity, it repulses, like anti-gravity, or two magnets of opposite poles. In pride, the objective is to build up the self, by standing on the shoulders of others.
So you have a pyramid, and an upside down pyramid. The charity "shoulders the weight of the world" and the pride is "king of the world". Ukeru / semeru. (on bottom/on top)
Consciously, while pride attempts to pull in people, its selfish, and expresses a lack of something. Thus, pride pushes people away, because in your mind you keep identifying "you" and "me" and separating the two. You seek to be king of the world, but still separate yourself from everyone in it. You are a loner in a crowded room, and have no friends, only fans and slaves.
- those who worship you and those who have no choice.
in a desire to fill the void of being alone, a prideful person seeks confirmation of Self, by removing the choices of others. If they then become "the Morning Star" - the center and life giver, then they have gained Power. The power of Darkness.
How is it the power of Darkness? The power of Light is sourced from an attempt to Approach the Intelligence of Truth, it is "ascending" and the final point before reaching ultimate truth is of course, CHOICE. Thus, if light = Truth, and the closest thing to Truth = choice, then choice = light.
And if Choice equals Light, (since all embodiments of Truth that we experience proceed from choice) then the opposite of Choice- slavery, is Darkness.
4. Light vs. Darkness. Clearly, darkness is not not defined until stage 3, with pride, and Light, technically being Stage 1, is not comprehendable until stage 3. So what we have, is the first contrast in power. The powers of light, and the powers of Darkness. Retranslated from Stage 2: Freedom Vs. Slavery The concept of Slavery must begin with choice, then pride, therefore it is not on the same level AS choice, or the same level as pride, for in pride, there is also other aspects besides slavery. It is at this point, that Attachment becomes more obvious, and being a manifestation of Darkness, caused by Delusion, or severe distortion of truth.
From Light and Darkness, you have contrast, true polarity, the first emmanation of Good and evil, Gods and worshippers, masters and slaves. You also have the point of no return. Anything beyond this point, is no longer relavant to the discussion of attachment, for attachment supercedes them, thus we have clearly defined the separation point of polarities.
5. Phi & Pi. Once you have light and darkness, you can then proceed with the fibonacci sequence, from which all mathematics will ultimately bend, when combnied with Pi, everything else exists which didn't alredy exist.
From the fibonacci sequence 0,1 light, darkness 0,1,1,2 polarity 0,1,1,2,3 3 dimensions, triangle, mathematically the most powerful number in creation. (discussed this earlier when figuring out how to produce lots of character classes by using variable option lists.. 10 questions with 3 choices generates (30 total numbers) more possibilites than 15 questions with 2 choices, and more than 5 questions with 6 choices, and more than 6 questions with 5 choices, and so on. Hence, literally "3 is a magic number". 0,1,1,2,3,5 you have 5 fingers, pentagram, elements, etc. 5 is also the 5th true number in the phi sequence (0 doesn't count as a real number) 0,1,1,2,3,5,8 Feng shui, number of points on a cube, the center of a st. terahedron (double tetrahdedrom) which forms a star of david, Geometry continues, and you have the beginnings of math. note that all musical chords when properly tuned, (do re mi fa so.. etc.) are Phi sequence numbers, so at this point you have Music
6. From phi, you get the whole of music, and the whole of geometry, like platonic solids, (dice). From these units, we derive LIFE, and FORM. Once you have life, you can then have mortality and immortality, life and death, necromancy and vitomancy. Once you have music, you can have sound, and silence, harmony, and discord. Once you have Geometry and Music, you can have Beauty - the Socratic "Ideal" the Dialectic, Plato's "Form" "what is a tree?" etc. Here then, you have perfection, and imperfection, Beauty, and therefore, that which is not Beautiful.
At this level, you also have the first conscious form, such as a ghost. After this, principles of Gender, sex, etc., come into play.
7. By mixing the principle of Gender with the Principle of Charity, you can produce Love, and its counter part, Hate.
8. Once you have love and hate, by combining them with the priciples of Charity/Pride Freedom/Slavery Light/Darkness Love/Hate
you get "Good/Evil".
9. By taking Good/Evil and the spiritual/geometric/musical plane, and the sex/generative plane of existence, you can create religions and Deities.
10. The physical world: Lethe. Total ignorance = ultimate darkness, if Truth is omniscience, and omniscience is also omnipotence, then darkness is impotence. And thus you are born.
But if you remember the spiral (the spiral is a fibonacci equation, by the way) you have to hit rock bottom before you can reach a higher level than the one you left.
which means, mortality, in its infinite ignorance, is designed to expand the definition of Truth.. by creating new Truth...
How? " Truth is the knowledge of things which are, which were, and which will come"
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Posted: Mon Mar 21, 2005 10:00 pm
Meta Meta BST skills
hi random people who read this ^_^
today I'm going to atttempt to solve a problem that has been bothering me.
it would be nice if we could be teachers
it would be nice if we could be teachers of skills we knew
it would be nice if we could be teachers of skills we custom designed
it would be nice if we could go to multiple teachers to learn different parts of a skill.
ok, that's about it in a nutshell. The goal, is to have both costumized skills and the ability to teach them, without there being too much of a "clash"
if my name is Pyro, and I want to learn Nukem 3 from Bazooka Bob, and then travel up to Plasmoid the Pyromancer for training, I should be able to do this.
They are both teraching fire magic, right? it would be really stupid to have to learn 9 different pyromancy skills that all do pretty much the same thing.
It would be even more stupid to have to learn the same exact spells or abilities twice.
How many times have you...
how many times have you run into a game like 3rd edition where you take on a new class and you get the same ability twice, and worse still, knowing it doesn't stack? How many times have you gained a class ability when you already had the same ability?
In cyberpunk this was especially lame. You would learn three martial arts at full IP cost and the bonuses didn't stack at all. FFXI is even more lame, where you magically become stupid to gain a new class for that all powerful holy monstrosity called "game balance"
screw game balance. Its retarted. Common sense beats necessity for game balance any day of the week. "Well know with that power you can move 20 timers more weight, but th4e damage doesn't increase, because it would be game imbalancing" WTH? how does that one work? so if I drop a 500 lb rock on the titan, it does 5d6, but if I drop a 10,000 pound rock on the titan, it also does 5d6? mnnnnkay...
back to Skill building... this is going to be a horrible mess.. but here goes..
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Posted: Mon Mar 21, 2005 10:13 pm
Option List Part 1 Edited.anatomy Int based, incrases damage, increases healing
critical accuracy, damage melee weapons hit
mideval noble honorable oriental concealable dishonorable mecha Ancient small Tool/Improvisedexample: blacksmith (Hammers) missile weapons hit
archery bows concealable small firearms guns archaic old school like muskets heavy as in heavy weapons like rocket launchers unarmed fighting hit multi-attack speed (SPD) multi-task speed (INT) initiative speed disarm dodge defense block defense parry defense
stealth endurance hit points political powers social for mortals (cha) messenger military wealth religious status (Aristocracy) status (Monsters) usually reserved for blue mages only status (Authority) social for spirits (cha) noteriety social for evil mortals (cha) honor social for good mortals (cha) white magic
faith blessings symbols oaths artifacts miracles sun FX light FX anti undead FX black magic
elements sorcery pacts (opposite oaths) Necromancy Summoning (spirits, portals, Extradimensional) Charm Magic defense Animals
Equestrian/horsemanship (or similar mounts) Avian Mounts (Phoenix, dragon, Pegasus, Golden Eagles, etc.) Animal Training Animal Empathy Animal Telepathy Spiritual Totem/Affinity Armor Use may include shield parry, also can be used for selecting "object" targeted when struck, and reduces the encumbrance penalties for wearing armor
tactics
military strategy Aerial/Space Tactics (for mecha) Politics (Global Warfare) -sister to diplomacy tactics of magic nonlethal combat apply stun, can set damage to below fatal Transform
black out berserker Minor Shapeshift (example: within same aproximate race/mass) Major Shapeshift (from a human into a dragon, or bucket of water) Martial Arts
Fencing melee Archery missile kenjutsu melee jiujutsu unarmed taijutsu mixed nenpo unarmed koppo unarmed Wushu mixed Military HTH unarmed Soulbond
Weapon (daisho) spirit bound to item, grants metaphysical ki/chi bonuses but hurts if lost Twin/Relative same as reincarnation but with blood relative/twins Reincarnation can be created in ghost world with another PC using ghost powers or status
psychic powers
speed levitation super jumping flight super strength iron shirt/bell iron palm teleportation firewalking danger sense blind fighting mind over body mental/psychic defense phasing astral projection telepathy PK (psychokinesis) Empathy Clairvoyance lock picking/safe cracking security systems hacking drafting/architecture helps with dungeon maps, and designing houses for cheap cartography makes a map of dungeons, more skill = more details, bigger map linguistics ciphers/codecracking/encryption persuasion deception (lying) Grey Magic
Illusions (summoning(fake), elemental attacks(fake), Avatar Alt(fake), unreality, reality) Summoning (Higher, Lower, Elements) Chronomancy Geomancy/Feng Shui (attacks weaknesses, heals imbalances, exploit immunities) Scan (feng shui and other magics, much like Perception) Ley Lines (Mystic Healing, Travel, Wards & Seals) Enchantment Alchemy Disguise Ventriloquism Toxicology (poisons) Gymnastics (like acrobatics) Chemistry Metalurgy Forgery Prestidigitation Seduction Sniper
archery Wushu/thrown weapons firearms Demolitions Survival Int based, synergy herbalism, toxicology, hunting, tracking, fishing, first aid, allows environment resistance for 1 environment + special
Wilderness Deep Sea (special = high pressure, swimming, scuba) Mountain/Arctic (special = climbing, cold, low oxygen, flash defense) Desert (special = dehydration, heat, sandstorms, mirages) Outer Space (special = vacuum, cold, flash def, radiation, zero G) WMD (special = radiation, poisons, gas, biohazards) Direction Sense Lore choose specific "mobile/race/class" type (vampire, dragons, witches, etc.) Gun Zen (martial arts with fire arms) Hunting Fishing Tracking Mecha Pilot Beam Weapons Perception Leadership Sky Diving Singing Music Education cross between political status and synergy bonus for INT skills Blue Magic
Monster Spells Monster Abilities Herbalism Elemental Resistance/Immunity Elemental Regeneration Zoology Botany Bargain/Barter Merchant Mining Engineering Invention (Minor, Major) Blacksmithing
Mathematics Int based, chaos theory abilities, prediction, calculate (wekanesses, etc.) synergy bonuses Physics Int based, Invention, Synergy Bnous w/ physical combat
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Posted: Tue Mar 22, 2005 12:22 am
Do you mind if I comment? Remember that suggestion I once made for a 'Memory Layer' system? I was just thinking about that. Lets say that there are two categories of abilities. Body type and Mind type. Lets discuss Mind type right now. Now, imagine that each player's avatar had a memory with 3 layers: Short Term Main Memory Stored Memory
Short Term has the most limited capacity. Basically, you can read a book/scroll/whatever, overhear some magickal words, watch somebody else's moves, or listen/watch lessons by an instructor. An ability will then be added to your Short Term memory. Each time you use an ability from Short Term memory, you gain AP for it. Your Short Term memory is wiped clean periodically, but AP is stored (though it will gradually deplete). When you gain enough AP for an ability, its moved from Short Term to Main Memory.
Main memory is less limited than Short Term memory, but its still limited by your INT. If you run out of space however, you can always just move abilities to Stored Memory.
Abilities are not immediately accessible from Stored Memory, but can be temporarily recalled. You can move abilities from Stored Memory to Short Term, and instead of being 'wiped away' like any other ability, they are returned to Stored Memory after a period of time. AP is reset though, so it's possible to move abilities that were Stored and Recalled to Main Memory.
Teaching People: You can simply click EXPLAIN/DEMONSTRATE when sending somebody a PM to add one of your abilities to their Short Term memory if they wish to listen/watch. Also, you can record abilities to Books/Scrolls/Tapes if you have the Write or Illustrate abilities. People can then add these abilities to their Short Term memory by Reading/Listening/Watching.
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Posted: Tue Mar 22, 2005 10:18 am
hmnn. you know with your idea i was imagining little "life meters" draining down like in those video games where the weapon you wield eats your life bar. this could represent short term memory, at least, and as long as the meter is still partially full, you can attempt to use the info. meanwhile, long term memory might reflect percentage of recall, the computer gets a random number 1-100, and if the number is small than your percentage, then you recall all of it, if however, the percentage is bigger, the difference is subtracted from the percentage of complete information. So if the computer rolls a 73% and you are at 66% recollection, 73-66=7% lossy (a physics term) so the portion learned would only be at 93% power. If you communicated a "phrase" the computer could apply the percentage to character count, starting with whole small words and spaces first thus a phrase like the_king_sent_me_to_tell_you_not_to_kill_the_ bartenders_wife_she_is_a_spy;_kill_the_admiral_instead!
= the_king_sent_me_to_tell_you__to_kill_the_ bartenders_wife_she_is_a_spy;_kill_themal_instead!
93% meanwhile... ive been working on Qabalah Stamina= Yesod + Beth Charisma= Malkhut + Tav Beauty= Tiferet +Resh Speed= Lamed + Nun Agility= Resh + Nun Wisdom= Daleth + Chakhmah Intelligence= Binah + Tzadi Strength= Gevurah + Lamed while im not sure if it will contain absolutely everything we need, it does seem to cover ALOT of ground.. it also occured to me that the above attributes could be broken either into pairs or triads.. Pairs 1-50+1-50 = 100 max Triads = 1-33 + 1-33 + 1-33 = 99 max something interesting about "Daath" it seems to be a balance between the two Wisdom and Intelligence (Chakhmah/Binah) and is a window to the Qelipot (dark side) it seems that Daath can also represent Knowledge without understanding. Sort of like a madman with a nuclear bomb recipe making "waffles". as far as balance is concerned, we could set it up so that Daath = the average of the two but is subtractive doubly if out of balance. for example: level 1/1 = level 1, level 99/99 = level 99 level 99/98 = level 97 level 99/1 = negative 98 level 50/25 = 0 level 33/22 = 11 or we could do it slightly different average the two, round down, then subtract the difference between the two originals, minimum zero. This value could sort of reflect "enlightenment"/"Tree of Knowledge" thus, 60/40 = 50 average -20 = 30... hmnnn confused needs work...
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