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Blog Comments posted by makuta_icarax
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Yeah, probably. Typically, its set up first by species, then by class, which includes traits. Since we don't have class, we can just have traits.
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I'll review them for balance once they are finished. Combat is being worked on.
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Totally good idea! Probably one blog post for each major topic will be best.
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I don't think to activate a Kanohi (except for the first time), it should be difficult. Unless there's some negative effect on the mask-wearer, generally the effect should be easy to use. of course, for the first time, it should be very difficult, and decrease from there.
As for the Matoran becoming Toa... I would imagine most players will want to be Toa. I know I would. Keep that in mind.
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Oh, definitely! Better to keep things more balanced, I think. If you're working on that, I'll take time to spell out combat. Which may take awhile. But I want to make sure I cover everything, so it'll be worth it.
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Average in D&D is about 11-12, if I recall correctly. Maybe 12-13. 10 is starting to go below average.
I do like those stats though... it seems very personalized. Maybe we could rework the ability modifiers to reset it so that 10 is average or something?
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The Iron Toa sort of did design the Toa race in the above post (I missed it too). First you make a Matoran, and then you add on stats, etc to "power" them up. Good idea, I think.
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Ok, for the Toa, the only concern I have (and I just speed-read this, gotta get some sleep), but the +10 dexterity will result in some very very dextrous Toa. A score of 18 is considered very high. Granted, not all Toa will be that high, but that's something to consider. I'm gonna print this out and look over it tomorrow (in class. Of course).
I'll try and come up with some other stuff, too.
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Woo! That's excellent! If there's any races you'd like me to do, just give the word!
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I think it would probably be best to do an attack and a defense roll. Without the roll, it takes away the bit of randomness that makes combat, especially with blocking.
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I figure for races we should get the most basic and obvious ones don first, just to provide a basis to work everything else around. So Toa, Matoran, Turaga, Skakdi, etc.
I have no idea how we could possibly do a Makuta. That ought to be interesting...
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Hm! I like that! It will make Matoran a viable character to play as and not get walked over by the rest of the characters. Let's see what The Iron Toa says, but I think this could be a good way to give Matoran that needed boost.
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I like those elemental values! Nice job!
Yeah, I agree, we do probably need different names for some stuff... But I'm fresh out of names for skills haha.
As for the expertise dice, that seems to be decent idea. Could I have an example to make sure I fully understand it?
And for Resistance, I think that should be fine, at least for most characters. THere might be some exceptions or something.
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When you put the XP like that.... that makes a lot of sense. That's not difficult to do at all. The only problem I can see now is that in D&D there are a lot of things that depend on character level.
And the damage thing sounds good to me! That's completely reasonable, and only makes sense.
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Personally, I feel the XP per skill thing will become very complicated, very fast. But that's just my opinion.
As for the resistances... eh. I'm not so sure. That works well in MMORPGs or video games, but keeping track of that in the middle of player-run combat can be very hard.
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Instead of the above equation, let's say if an elemental or similar type of attack ends up with an attack roll of 1 or less, then the character will lose control of his gathered power and release it randomly. Maybe if you get a natural 1, too.
Perfect. Yes. The equation was just not clicking in my head, and this works wonderfully.
As for XP, maybe it would be best to keep track... I wasn't thinking about the lack of levels. I have an XP chart that could basically do the work for us.
Power = Intensity * Duration * Area * Ranged * ZThat seems fair enough. How would one calculate area, though? And what is ranged (I'm assuming its how far the attack reaches)?
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Melee Attack Roll
1d20 + Base attack bonus + Strength modifier
Ranged Attack roll
1d20 + Base attack bonus + Dexterity modifier
Dodge Roll
1d20 + Dexterity modifier + species/race/whatever bonus + Equipment bonus
Block Roll
1d20 + Strength modifier + species/race/whatever bonus + Equipment bonus
Not sure if I'm missing anything
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Yeah, I like that idea for the organic/mechanical. I just don't really know how to implement that in the actual rules...
There definitely are artificial dice rollers, I use some of them, the problem is exactly what you said. I don't want to tick off the mods.
That's fine on the Mask of Healing.
I did look at the equations, but I don't really remember them all that well. If I recall correctly they were pretty basic, so a review/redo couldn't hurt at all.
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I was meaning to ask you about the cost for the powers... I'm not really sure how to balance that. We would need to come up with a base amount or something like that, and then from there we could sort of determine how much an increase would "cost".
I can sort of make charts... I don't actually have Excel though, so I'd be really limited.
The dice rolls on the internet is definitely an issue. I have no idea how we could do such a thing, beyond the honor system. I mean, if someone really want to cheat at an online RPG based on a toy line... I think they already lost.
The difference between damage is a fair point, but:
1. That would require us to figure out mechanical/biological values for each species
2. Make combat really, really difficult
I personally don't think it is necessary. The Mask of Healing could be used to restore HP or something (limited, of course), and we could work rules around this. The alternative would be very tough to do.
In the event that, say, there's an attack that only hurts organic tissue, then we could have it only be able to target people with organics.
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I don't think we were really going to use FATE points anymore, or aspects. I'm not sure about the rest, but I was under the impression we were going for D&D spells too.
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The relative positioning system works for me, I feel like that's the only reasonable option.
As for weight, I don't know metric at all (uneducated American here), but I think it would be unnecessary and overly complicated to create a new system. Maybe we could do a relative weight system based around the weight of a Toa or a Matoran?
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Cool. So let's talk about combat. Distance and size of the target should affect chance to hit, so how will we include that?
Ok, well, size modifiers on an attack roll usually go like this: (The size is the size of the target)
-Colossal +8
-Gargantuan +4
-Huge +2
-Large +1
-Medium/normal +0
-Small -1
-Tiny -2
-Diminutive -4
-Fine -8
As for range, I think as soon as you leave the "ideal" range of your weapon, you take a -2 penalty for each range "increment" away from your target you are. I'm not sure how we would define ranges, though.
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Awesome! I'll link to it in my sig.
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Greg shows his infinite wisdom once more. He is truly amazing and wise.
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GregF, gotta say this is too great. The serial's are my favorite part, AND I was just wondering about Sahmad. EPIC!
Bionicle RPG Rule System
in blogs_blog_1814
A blog by The Iron Toa in General
Posted
I think to ensure that the Toa run out of energy, we would just need to make the eventual costs of the energy attacks very large. In other words, it takes lots of effort to properly use elemental power.