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Shikairu Nara
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PostPosted: Tue Feb 28, 2012 8:21 am


Since I do not have enough crew in order to discuss this with I am opening this discussion to the entire guild.

I want to develop a system to limit not only the use of reiatsu based attacks but also to limit the use of Kido, Cero and Hierro. But I am not sure exactly how this will work, since I have yet to be in a Bleach guild that uses a system for fighting. I would appreciate it if everyone could pitch in some ideas, and just cause you are not crew doesn't mean I won't accept your ideas. I am in desperate need of help for this, and all submissions will be looked over. Please if you are in a guild that has a system, do not just post it here, rather PM the Captain of the guild and ask if you can use their system as a base for your own system.

I would also like to get a reiatsu limit for all the ranks of shinigami as well as hollow/arrancar. The other races aren't to important and will be thought up after the initial system is complete. So please everyone pitch in and lets get a good system as well as some rules to follow with it.
PostPosted: Tue Feb 28, 2012 10:53 am


I was in a Bleach Guild that gave you stats for your character. Sadly, there was no system for it but I'm going to try and swing it.

EX. Captain Shikairu Kuchiki has almost perfect stats of 100 or close to 100. Lieutenant Kimi Kyoraku has stats closer to 90 and Kido is at 100. Kimi rolls a 20-sided dice for accuracy with a melee attack. Captain Kuchiki also rolls a 20-sided dice for defense. Kimi rolls 16 and Captain Kuchiki rolls 13. If Kimi rolls higher than Captain Kuchiki, the attack progresses to a hit, anything lower and the attack will either miss or bounce off. That depends on whom is defending.

Take the roll for Kimi and add it with his attack, and do the same with Captain Kuchiki's, then subtract each result.

(13+89) - (16+94)

(102) - (110) = -8

Captain Kuchiki would take 8 damage to his life, say his life is 90 and Kimis' is 60, IF the number had been positive.
A negative will have no effect on the Captain and the attack will bounce off or miss.

((I'm trying to think of how to add weakness into this))

Kimi's weakness is light and let just say for the sake of it that Captain Kuchiki has a light based Zanpakuto. Kimi would roll a 10-sided dice for weakness and a 20-sided dice for attack/defense.

(13+89-10) - (16+94)

(92) - (110) = -18

Anything higher than -10, Kimi takes damage to it. The damage would be 8 to his 60, resulting in 52 health.

You may bend and mold it to fit the style you want. I'm hoping it works or it's a good idea to help kick off other ones.

BlueGold_Knight

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PostPosted: Tue Feb 28, 2012 11:15 am


SoifonShihoin

Personally I am not very fond of a dice based attack and defense system. But the stat idea is good, just basic stats to give some type of battle strategy to the system.

Such as if someone has good speed but bad defense getting hit would hurt worse but dodging the attacks could be easier. Plus if we have stats then making your character dodge things that are a certain speed when your character doesn't have good speed would alert MODs of GMing. This way dodging everything thrown at you would be impossible, as well as if someone has a high defense and the opponent has a low attack it would take longer and more strikes to affect the opponent.

I think a stat based system would be awesome, as well as a reiatsu based system. That way people will not only take into consideration the opponents weaknesses but their reiatsu levels as well. This way your character can become exhausted from battling for certain lengths but also by overexerting their reiatsu. I would love to implement a stat and reiatsu based system. Thank you for the idea.
PostPosted: Tue Feb 28, 2012 11:18 am


Shikairu Nara


You're very welcome. I did try with the dice but even the calculations got confusing for me.

BlueGold_Knight

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PostPosted: Tue Feb 28, 2012 11:47 am


SoifonShihoin
You're very welcome. I did try with the dice but even the calculations got confusing for me.


Lol, Yeah I think many people especially those newer to RPing would have trouble with dice based systems. But I am happy someone already gave me an idea that I might use in the future, I thought the first few posts would be just discussion more than anything. So I thank you for setting the pace for later submissions.
PostPosted: Tue Feb 28, 2012 1:09 pm


Hmm can't really say that I've seen a battle system ever really used in a bleach rp, it's normally so longs as it's in the realm of realism it's accepted since adding something along the lines of mp and hp is normally just a hassle especially for something along the lines of placing what's an attacks base damage along with defense percentage, then worrying about abilities against what the situation is looking like, putting a lot factors against one situations get's complicated to quick and lead to null involvement. So if each person knows they aren't god (because god is dead (Nietzsche) and believe that not every attack is avoidable and describe there attack to a certain extent it should be ok, but then again that is because I never seen an actual battle system work efficiently once a guild becomes a certain size

Dein-zu

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PostPosted: Tue Feb 28, 2012 1:36 pm


Dein-zu
Hmm can't really say that I've seen a battle system ever really used in a bleach rp, it's normally so longs as it's in the realm of realism it's accepted since adding something along the lines of mp and hp is normally just a hassle especially for something along the lines of placing what's an attacks base damage along with defense percentage, then worrying about abilities against what the situation is looking like, putting a lot factors against one situations get's complicated to quick and lead to null involvement. So if each person knows they aren't god (because god is dead (Nietzsche) and believe that not every attack is avoidable and describe there attack to a certain extent it should be ok, but then again that is because I never seen an actual battle system work efficiently once a guild becomes a certain size

I am not wanting a battle system as you are describing, rather a reiatsu system to limit people to a certain amount of attacks that are enhanced with reiatsu. I would rather not implement four systems to cover reiatsu, battle, stats, and character limitations. Rather I would like to implement stats to give people a basic set of limitations to their character(s), and a reiatsu system so the people aren't in Bankai for 30 posts and use their most powerful attack 20 times making their opponent unable to last. Cause even in the show the characters could only enter their most powerful state for a limited amount of time and they could only use their most powerful attack a certain amount of times before it would take its toll on them. So instead of a complicated system I just want a basic system to limit GMing.
PostPosted: Tue Feb 28, 2012 2:44 pm


SInce you're the alpha dog of the guild if you can answers these question you'll have you system pretty much in the bag, though I will admit it still gets trifling

1) What is the base level for health and reiatsu for everyone (before putting there characters strengths and faults together)

2) How will Health and reiatsu be administered per rank/level (then figure out how humans will be put in the bunch as well as hybrids)

3) How much is each stat measured (how much +/x points a strength against -points of faults)

4) How much will each technique require as well as is how much is the techniques required amount decreased/increased through personal strengths and default, as well as the recovery rate

5)What will be the formula for attack against health (since simple subtraction is the last step) in accordance with x (x being stat boost plus/times any personal abilities (such as enhance hierro/ defensive maneuvers) etc ((couldn't finish got to go to class)

just some things to think of while you're thinking of a basic system, I'll probably put more today or closer to the weekend

Dein-zu

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PostPosted: Tue Feb 28, 2012 3:22 pm


Dein-zu
SInce you're the alpha dog of the guild if you can answers these question you'll have you system pretty much in the bag, though I will admit it still gets trifling

1) What is the base level for health and reiatsu for everyone (before putting there characters strengths and faults together)

2) How will Health and reiatsu be administered per rank/level (then figure out how humans will be put in the bunch as well as hybrids)

3) How much is each stat measured (how much +/x points a strength against -points of faults)

4) How much will each technique require as well as is how much is the techniques required amount decreased/increased through personal strengths and default, as well as the recovery rate

5)What will be the formula for attack against health (since simple subtraction is the last step) in accordance with x (x being stat boost plus/times any personal abilities (such as enhance hierro/ defensive maneuvers) etc ((couldn't finish got to go to class)

just some things to think of while you're thinking of a basic system, I'll probably put more today or closer to the weekend


1) There is no set base stat each person will place a number desired next to them as long as it doesn't exceed the limit of their character.

2) Again heath and Reiatsu will be administered differently for each person.

3) It will be measured up to 100, that will allow us to keep a simple format for our systems. placing the number beside your faults lower and your strengths higher.

4) I am going to limit the attacks to three per release, your 1st attack will be weak, your second will be moderate, and your last will be strong. This will make it easier to not only decide a set amount of reiatsu per use of the attack but also a good base for how strong it will be when used.

5) As for attacks against heath it will indeed be simple subtraction, but once we get a formula for the basic stats and how the normal attacks will be calculated for damage as well as the attacks from a shikai/bankai, we will only need to subtract a number from the heath stat when landing an attack. and if defended then we will take into consideration how it was defended as well as the comparison of the attacker strength and the defenders defense. Then a simple system will allow a certain number to be decreased on ones heath even if they defend against the attack.
PostPosted: Tue Feb 28, 2012 4:01 pm


This is already sounding like it's about to become a point system guild. Before things hit the fan may I suggest my idea? There was a guild I was in, in which it balanced strengths and weaknesses along with points. Generally like Tite Kubo did with his characters. Captain's were allowed 540 points and spread it along the same stats the system Tite did. Offense, Defense, Mobility, Kido/Reiatsu, Intelligence, and physical Strength.

Their uses of stats depended on what they did in battle. Such as this example.
Daisuke; O: 100 D:50 M:100 PS: 80
Toshiro; O: 50 D: 100 M: 100 PS: 80
Daisuke quickly approached Toshiro slashing downward at him rapidly like a madman. Although Daisuke's strikes were quick and powerful Toshiro was just as fast and parrying each strike with the same amount of strength that Daisuke put forward.

It's a crappy example but none the less it's there to help illustrate my point. When two people are matched on one stat, In this case mobility, They would move onto another stat in an attempt to overcome their opponent. However in this post Daisuke's offense and strength are great, But where Toshiro lacks he excels within his defense standing toe to toe with Daisuke due to the fact he's defending rather than attacking.

I found this to be a fair way to avoid god mod as well as keep the creativity going no?

Ayane Kumo


Shikairu Nara
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PostPosted: Tue Feb 28, 2012 4:10 pm


Ayane Kumo
This is already sounding like it's about to become a point system guild. Before things hit the fan may I suggest my idea? There was a guild I was in, in which it balanced strengths and weaknesses along with points. Generally like Tite Kubo did with his characters. Captain's were allowed 540 points and spread it along the same stats the system Tite did. Offense, Defense, Mobility, Kido/Reiatsu, Intelligence, and physical Strength.

Their uses of stats depended on what they did in battle. Such as this example.
Daisuke; O: 100 D:50 M:100 PS: 80
Toshiro; O: 50 D: 100 M: 100 PS: 80
Daisuke quickly approached Toshiro slashing downward at him rapidly like a madman. Although Daisuke's strikes were quick and powerful Toshiro was just as fast and parrying each strike with the same amount of strength that Daisuke put forward.

It's a crappy example but none the less it's there to help illustrate my point. When two people are matched on one stat, In this case mobility, They would move onto another stat in an attempt to overcome their opponent. However in this post Daisuke's offense and strength are great, But where Toshiro lacks he excels within his defense standing toe to toe with Daisuke due to the fact he's defending rather than attacking.

I found this to be a fair way to avoid god mod as well as keep the creativity going no?

That is what I was thinking but I added to the stats and agility and speed together would be the same as mobility so I guess I will combine them in order to make it easier to decide which stats you want to pick.
PostPosted: Tue Feb 28, 2012 4:11 pm


Shikairu Nara
Ayane Kumo
This is already sounding like it's about to become a point system guild. Before things hit the fan may I suggest my idea? There was a guild I was in, in which it balanced strengths and weaknesses along with points. Generally like Tite Kubo did with his characters. Captain's were allowed 540 points and spread it along the same stats the system Tite did. Offense, Defense, Mobility, Kido/Reiatsu, Intelligence, and physical Strength.

Their uses of stats depended on what they did in battle. Such as this example.
Daisuke; O: 100 D:50 M:100 PS: 80
Toshiro; O: 50 D: 100 M: 100 PS: 80
Daisuke quickly approached Toshiro slashing downward at him rapidly like a madman. Although Daisuke's strikes were quick and powerful Toshiro was just as fast and parrying each strike with the same amount of strength that Daisuke put forward.

It's a crappy example but none the less it's there to help illustrate my point. When two people are matched on one stat, In this case mobility, They would move onto another stat in an attempt to overcome their opponent. However in this post Daisuke's offense and strength are great, But where Toshiro lacks he excels within his defense standing toe to toe with Daisuke due to the fact he's defending rather than attacking.

I found this to be a fair way to avoid god mod as well as keep the creativity going no?

That is what I was thinking but I added to the stats and agility and speed together would be the same as mobility so I guess I will combine them in order to make it easier to decide which stats you want to pick.

My thoughts. Go with Kubo's system. That's how he does it honestly. He uses those six stats. Gives them an amount of points and bingo.

Ayane Kumo


Shikairu Nara
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PostPosted: Tue Feb 28, 2012 4:17 pm


Ayane Kumo
Shikairu Nara
Ayane Kumo
This is already sounding like it's about to become a point system guild. Before things hit the fan may I suggest my idea? There was a guild I was in, in which it balanced strengths and weaknesses along with points. Generally like Tite Kubo did with his characters. Captain's were allowed 540 points and spread it along the same stats the system Tite did. Offense, Defense, Mobility, Kido/Reiatsu, Intelligence, and physical Strength.

Their uses of stats depended on what they did in battle. Such as this example.
Daisuke; O: 100 D:50 M:100 PS: 80
Toshiro; O: 50 D: 100 M: 100 PS: 80
Daisuke quickly approached Toshiro slashing downward at him rapidly like a madman. Although Daisuke's strikes were quick and powerful Toshiro was just as fast and parrying each strike with the same amount of strength that Daisuke put forward.

It's a crappy example but none the less it's there to help illustrate my point. When two people are matched on one stat, In this case mobility, They would move onto another stat in an attempt to overcome their opponent. However in this post Daisuke's offense and strength are great, But where Toshiro lacks he excels within his defense standing toe to toe with Daisuke due to the fact he's defending rather than attacking.

I found this to be a fair way to avoid god mod as well as keep the creativity going no?

That is what I was thinking but I added to the stats and agility and speed together would be the same as mobility so I guess I will combine them in order to make it easier to decide which stats you want to pick.

My thoughts. Go with Kubo's system. That's how he does it honestly. He uses those six stats. Gives them an amount of points and bingo.

I think once I combine the speed and agility this guild will have 9 stats so it will just be a few more and I will create a cap for each rank as well so they are limited to their ranks.
PostPosted: Wed Feb 29, 2012 2:26 am


I am not sure what to say here, as a Member of the crew, I will go with whatever you decide, but it has been my experience that stats never work out in a guild of this nature. Certain ones have pulled it off yes, but not long enough to stay popular.  

Kunesume2

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PostPosted: Wed Feb 29, 2012 7:24 am


Kunesume2
I am not sure what to say here, as a Member of the crew, I will go with whatever you decide, but it has been my experience that stats never work out in a guild of this nature. Certain ones have pulled it off yes, but not long enough to stay popular.

Yes, but I am tired in 90% of the Bleach guilds the people GM and then arguments burst out every day. It makes it hard to keep a guild running when everyone argues about someone else GMing. So I would rather get a system down to avoid it, and I do not see why simple systems seem so hard to follow for people. It is not brain surgery, I mean maybe if it was a complicated system then fine hate it but simple systems get a bad rap. I enjoy a system that further keeps people from GMing and is not hard to follow.
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