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Azarel87 rolled 1 10-sided dice:
6
Total: 6 (1-10)
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Posted: Fri Feb 09, 2007 7:08 pm
Bandit grunt Attacks.  20/20 hp.
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Azarel87 rolled 2 10-sided dice:
1, 8
Total: 9 (2-20)
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Posted: Fri Feb 09, 2007 7:09 pm
Bandit leader takes 6 damage.  24/30 hp Bandit leader attacks.
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Azarel87 rolled 1 10-sided dice:
5
Total: 5 (1-10)
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Posted: Fri Feb 09, 2007 7:15 pm
Bandit grunt takes 9 damage.  11/20 hp. Bandit Grunt attacks.
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Azarel87 rolled 2 10-sided dice:
2, 10
Total: 12 (2-20)
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Posted: Fri Feb 09, 2007 7:18 pm
Bandit leader takes 5 damage.  19/30 hp Bandit leader Attacks.
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Posted: Fri Feb 09, 2007 7:19 pm
Bandit grunt takes 12 damage.  0/20 hp. Bandit grunt dies.
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Posted: Fri Feb 09, 2007 7:55 pm
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Posted: Fri Feb 09, 2007 8:02 pm
Don't really get how the dice thing works, but I like it.
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Posted: Sun Feb 11, 2007 6:59 pm
Still needs work. Attacker rolls dice, 10 sided. The faster rolls two, and the slower rolls one, excepting the use of brave weapons, giving four rolls to the attacker. The attacked is always assumed to be hit, which is a downfall of the system, I will work on that. The total of the dice roll is taken from the defender's hp. Who can then heal or counterattack, based on vulneraries or elixirs, which I will keep at their game constants. i.ie 10hp/full heal respectfully. Healer units take place of counterattack if used, and will roll one 20 sided dice, unless they are promoted class healers, which will roll two 20 sided dice. So... I have gotten down attacks, hp, and healing.
What I need to work on...
More avie's for use, hit and miss system, critical hit system, in general a more smooth way of running things, I will work on these all and keep you posted. ^_^
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Posted: Fri Feb 16, 2007 8:16 am
argh, makes me wish I was better at javascript and whatnot.
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Azarel87 rolled 3 10-sided dice:
5, 4, 10
Total: 19 (3-30)
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Posted: Wed Mar 07, 2007 5:33 pm
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Azarel87 rolled 3 20-sided dice:
14, 1, 14
Total: 29 (3-60)
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Posted: Thu Apr 26, 2007 11:26 am
Best case so far, damage only. Roll die 1-20. Class specific rolls? Feasible. Promoted classes two rolls, 1-20. ^_^ Critical hit. sweatdrop that's a toughie. ... ...... .............................. ! roll an extra for it, 1-2 for lower classes. 2-4 for promoted classes. Assuming same weapon stats. (i.e. all characters use the same strength weapons, ruling out weapon and for that matter magic triangles.) ........ ...................................... ! Non related idea for random stat game woo-hoo! ^_^
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