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GS Sailor Sapphire
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PostPosted: Sat Dec 03, 2011 5:17 pm


Maybe this is getting a little too ambitious, but I was trying to think of ways we could pan out the battles without making them too vague and unfair.

This may be a little too late into the game, but what if, during the main RP battles, we had a set amount of HP per poster, and had it so when an opponent makes a hit/attack, the HP of that poster is affected. Since some senshi have other special abilities, maybe those could be noted.

Basically, something like this:

Poster 1: [roleplay post here]

100/100 HP

Poster 2: [roleplay post here *includes attack against poster 1*]

100/100 HP

Poster 1: [roleplay post here *attack is successful and deals some damage* *hits Poster 2 with confusion spell that lasts for twenty seconds; deals a hit*]

80/100 HP

Poster 2: [*confusion spell works* roleplay post blahblahblah...]
85/100 HP
+ confused for 20 sec


Hope that made sense. As far as how many HP we would each receive... well, that could be another point of discussion. 100 HP doesn't have to be the highest amount, and of course, determining how much damage a certain attack deals could maybe be included in each poster's attack profile?

I'm getting choppy but I want to throw in that if you guys are interested in this idea, we could also include some sort of hierarchy thing; so, if a senshi is more powerful (like Sailor Moon, Sailor Jupiter, Uranus, etc...) then they could have more HP than another. Just an ideeeea...
PostPosted: Sat Dec 03, 2011 5:52 pm


I agree with this, but one flaw is this might cause my godmodding. D:
Then again, all fight scenes have godmodding.
A list of the senshi powers sounds good. o:
I think we stick at 100, it's the easiest to work with.

Fesuhnine


GS Sailor Sapphire
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PostPosted: Sat Dec 03, 2011 6:01 pm


Mm-hmm, true. I think that we should probably make it so you can not deal an attack that hits at -100. Maybe we could have a number limit to powerful attacks. If there is a prearranged scene where a specific person will be killed and the downfall of their character is caused by specific senshi/whatever, then that could be an exception.

Because of the fact that we have so many characters... idk, to me this would just be a little bit easier. We wouldn't have people constantly resisting/ignoring attacks as if they're not affected and we'd be able to know who we'd want to hit, heal, protect, etc.

Hmm... idk, considering we have so many senshi, maybe we should set it up to where 10 points is the highest damage one senshi can deal with their best attack? Then, if two senshi happen to have a combo attack that deals more damage, that can be multiplied by 2 to add to 20 damage. Idk. xD

Another thing... if a senshi reaches 0/100 HP, rather than having them necessarily be dead, they could have like some "I passed out" or time out moment and just simply cannot participate in the battle for the time being. We could talk about the battles here and how we want them to pan out which could also help influence these things, you know? So, if the Biyotiks are meant to win one battle and have a whole group of characters dead, maybe we could have one of the healer senshi start using that to help heal them slowly just because the storyline calls for it.
PostPosted: Sat Dec 03, 2011 6:12 pm


Gaaah I forgot about our immense amount of senshi.
I think that when its a one on one battle the highest should be around 30.
Cause there some senshi that are like: HERPDERP ONE HIT KILL, U MAD?
But if it's 2 senshi or more the limit should be 10 points.

I think the 0 HP, should be different for different situations. At 0 HP, I guess the opposing player kinda "wins" cause the senshi isn't able to attack anymore OR as you said, if planned beforehand 0 = dead.

Or if they're meant to be dead it could just be x/100 HP

Fesuhnine


Silent Dreamer Nozomi

Shadowy Rogue

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PostPosted: Sat Dec 03, 2011 6:16 pm


I am not really good when it comes to doing something like this >.< sorry its just something I don't really like doing >.<
PostPosted: Sat Dec 03, 2011 6:23 pm


*Hi, I'm rei XD; *

Well, don't forget, we also have the Dice function too. I think *Not sure. We should have it. o-o*

Phoreo


Saren Tyndall

Omnipresent Powerhouse

PostPosted: Sat Dec 03, 2011 6:31 pm


Phoreo
*Hi, I'm rei XD; *

Well, don't forget, we also have the Dice function too. I think *Not sure. We should have it. o-o*


Utilizing the dice function. It's super-effective. [/no pun intended]

But seriously. It's actually a great idea. Map out a list of attacks, roll the dice, and deduct the result from the attackee's HP. Depending on the relative power of said attack (or said combo), you either roll 1 or 2 10-sided dice.
PostPosted: Sat Dec 03, 2011 6:34 pm


I was thinkign of something even simpler. Mostly because - I am no good at math outside of school.

I was thinking mostly of hit-no hit range.
1-5.

One number, randomize

Evens(or Odds) can be hits.
Odds (or evens) can be misses.

As for Hp/ect It should be handled by someone outside of the fight itself that isn't partial to any side or something. I dunno.

Mostly because I'm not a D&D person so I would have no idea how it would work out.

Phoreo


Sailor Asteria
Crew

Survivor

PostPosted: Mon Dec 05, 2011 3:45 pm


I'm super bad at this kind of thing, but if we are going to do it we should definitely use the dice function. It's real simple to use and it will spar us from cheaters or unnecessary fights. Someone could post a blank post with a dice roll, then edit that post with the rp post depending on the rolls outcome. Does that make sense? o.oa
PostPosted: Mon Dec 05, 2011 4:51 pm


I agree with the dice. The only thing is I would only feel comfortable with a crew member rolling the dice. On the other hand, rolling dice could get complicated and slow down the RP

Prince of Corona

Dapper Codger


Pretty Soldier Sardonyx

PostPosted: Tue Dec 06, 2011 5:38 am


We should just do it sailor moon table-top style Lolz, so easy. three stats, a few powers and 3d6!

I happen to love fighting systems but they can get complicated and because of the amount of people in this guild it could get.....troublesome trying to get everyone to understand it D;

If we do this, I think we need to really balance out attacks adding in damage, duration, how many times it can be used per/battle/day and special effects.

And we might as well throw in some simple stat system, so some senshi have more hp than others, while some have more attack, or power supply?

Aaand it does seem a waste not use the dice, we could roll a D10 like a percent dice, so if your attack has a 80% percent hit chance you need to roll an 8 or below, 20% would be 2 and below, (or you could do it opposite and you need a 8 or more to hit at 20%) But I think we need to regulate hit and miss chance. If every attack hits, it will just be whoever attacked first wins D;

Oh man, I am resisting the urge to qoute all these D&D rules lolz
GS Sailor Sapphire generated a random number between 1 and 4 ... 2!
PostPosted: Tue Dec 06, 2011 8:48 pm


I see what you guys are saying with the dice, and I do like the idea Saren has with the 1 or 2 10-sided dice, though I do think the dice option could get really complicated unless someone could find a way to make it extra simplified.

That's why, as of now, I personally am leaning more towards the randomized number option instead, just because it would be easier for all users who aren't experienced with D&D (*coughmecough*) or who simply don't have time to really do anything other than make a post. I really like where Rei is going with the randomized number thing, though if you guys reeeally wanna do dice then I'm sure we can work that out as you guys already are.

What we should do, either way, is apply the evens = hits, odds = misses, and maybe just have it so that the only exception to that rule is when the battle has a predetermined outcome (like the very last battle with the Biyotiks losing and all of that). In cases like that, I'm assuming we wouldn't even have a number thing, and players would just have to keep in mind who is going to win and who is going to lose in the end.

Really, I think this is aimed more at those in-between battles. We could have a randomized number range, with the highest number being the limited amount of damage someone could deal to another user.

If we apply the odd = miss idea, then we could go by this:
1 = miss
2 = 10 damage
3 = miss
4 = 20 damage
5 = miss
6 = 30 damage
etc. etc.

Since we don't want people causing large amounts of damage to people due to the fact that we have so many members, we could limit the number range to be from 1 - 4, that way the chances of a hit or miss move would be split by 50/50 and be more fair. Then, if the attack has any additional side-effects, that will be included in the "hit," if it's a miss, then it won't be. Idk, what do you guys think?

Orrr,
what we can do is have a system of power strength. We can go on a "system range" of be 1-6, with 6 being the highest amount of damage a senshi can deal.

Then, we can split this range into three groups and apply the even=hit, odd=miss idea to them.

If you have your basic, "weak" power, you randomize a 1-2 number range. If you get a 2, then your attack is a hit and you can deal 10 damage. If you get a one, it's a miss.

"Medium" strength powers will get a randomized number range of 3-4. If you get a 4, then your attack is a hit and you can deal 20 damage. If it's a 3, it's a miss and nothing happens.

For the strongest abilities each senshi has, you would then roll a 5-6 randomized number range. 5= miss, 6= 30 damage.

We could have a rule where you are only allowed to use your strongest power once per day or once per battle, so as to avoid people constantly randomizing 5-6 ranges every post they make. We already have the posting limit anyways, so that should also help with the godmodding stuff.

GS Sailor Sapphire
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GS Sailor Sapphire
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PostPosted: Tue Dec 06, 2011 9:02 pm


By the way you guys, we should test whatever scoring system we come up with for the battles in this subforum first before applying them to the roleplay. I know things are going very slowly right now, but we're adjusting so hopefully it'll pick up after all of these kinks are worked out. Plus, some key members have been dealing with life issues which is another reason why things haven't been as quick as expected.

Rest assured though, I refuse to let this guild die. xd
PostPosted: Tue Dec 06, 2011 11:53 pm


The guild ain't dead.. its just waiting on the fighting to start..or something...

ANYWHO

Being a lover of Table Top RPs.. I tried to create a system like this once...
all I got was I got alot of confused players....And annoyance that no matter how much I tried to keep it simple... it kept getting more and more complicated xD

Ask Ruby, she tried it. xD

I do think fighters would better off deciding who wins and roughly what happens in PMs before they RP the fight.

If we want some randomness, or if a pair can't agree on who wins based on RP value:

Both roll 1-20 in their first post. Whomever rolls highest wins the fight. The bigger the difference, the worse the beating the loser gets before getting away. (up to interpretation). Once they know the ultimate outcome of the fight, they can RP it out in whatever manner makes it the most interesting based on the abilities they have.

Sailor Charoite


Guardian Sailor Topaz
Crew

Fashionable Agent

PostPosted: Thu Dec 08, 2011 5:25 am


GS Sailor Sapphire
If we apply the odd = miss idea, then we could go by this:
1 = miss
2 = 10 damage
3 = miss
4 = 20 damage
5 = miss
6 = 30 damage


What if we just use this and set up a simple system? Everyone has 100 hitpoints, and 30 damage is the most an attack can do. For your post you roll a 6-sided die, and adjust accordingly. Odds are misses, evens hit for the given damage. When someone's hitpoints reach 0, they "faint"... as in, they can no longer use their abilities and must withdraw from the battle, either under their own power or with the help of an ally.

If an ally senshi has healing powers, the "fainted" person can be healed, but can no longer fight in this particular battle since he/she has already been brought down to 0. They could stay around and taunt people, or they could withdraw, whatever their particular personality is like.

This will hopefully help with godmodding since the dice are random and will keep people from constantly using powers that are too strong. Everyone is the same level.

The only powers that wouldn't fit this system are utility powers. I'll use Topaz as an example, one of her powers involves brightening nearby light sources enough to blind opponents. In that case, the odd dice roll would mean that Topaz doesn't brighten up enough light to blind anyone (she fails) and the even dice roll means that she succeeds.

This would probably keep it simple enough that even people who don't play tabletops and/or Pokemon can follow along.
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