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makuta_icarax

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Everything posted by makuta_icarax

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. Awesome! I'll link to it in my sig.
  6. Wow, that was excellent. Everything seems to be in order.As far as I know, each weapon has a range (close, mid, long), and leaving the weapons range will give you penalties on your attack roll. (Unless you have a melee. Then you just can't attack).The Spellcraft could just be called "Power Control" or something like that. And... hmm. Use Magic Device could be tricky. I suppose Use Powered Device works fine, I mean, the name won't really do much.
  7. I was under the impression that we were going to stick pretty close to the D&D rules, with the fortitude/will/reflex rolls. Its much easier to manage then separate attributes for each one.
  8. I'm gonna be gone too for tonight, but that all sounds great to me! Good progress! There's definitely going to be a Bionicle-feel to this whole RPG.
  9. For the movement, I don't think we'll need to get too specific, since it's going to be primarily text based. The 1 bio is totally fine, I don;t see it causing that much trouble.For this damage thing, are you saying an attacker can choose between lethal/nonlethal damage? And that lethal will go against both endurance an vitality? I'm a little unclear on that one, but I think that's a good idea, especially with the whole "Toa do not kill." And you're saying a character's vitality could be at -1, and still be conscious? I like that, it makes sense. I think at that point there should definitely be penalties involved, as a dying character is not as strong as a healthy one. (Unless there's a Berserk skill or something)I think Will should primarily be mental, simply for keeping the process streamlined and easy, but maybe there could be a skill or something that allows one to resist physical effects with Will? That might work.
  10. Oh hm! Interesting, this actually works out quite well. So you're saying the defender has a choice between dodging or blocking every attack... I like that a lot. Yes, I agree with all of that. Good call!
  11. Dodge/evade is more or less the defense roll, above so yeah, that's all good. I'm pretty sure I have a mechanic for Block floating around somewhere, I'm just not really sure where at all... but yeah, that's definitely doable too. And resistances could just operate like "natural" armor. So sounds good!As for the "class" bonus, I planned on changing that to "species" bonus, or "Type" bonus, depending on what the character is. Slower character = less bonus.
  12. What'd you think of the whole combat thing? Make sense? Sound satisfactory?Mind you, it was pretty basic.
  13. An very wide eyeball with a very odd tattoo around.My mind works in weird ways.
  14. Well, I haven't yet confirmed it, but in my 110 hours of playing so far, I haven't yet seen a Strange, and I believe it's a Premium-only drop, maybe even only from Crates. =/This... this makes me sad. But that's ok. I don't have anywhere near 110 hours of play and I'm still having a great time with no stranges. Sure would like one though...
  15. Oh, wait, you can't get a strange as a F2Per? That explains a lot... oops. Oh well, I guess Valve is going to be getting some of my money.
  16. Oh boy. That was the obvious solution to that. Let's file that one away for the finished project. The whole re-rolling thing could eventually be applied to a lot of masks.One thing I wanted to put out there- we don't necessarily need to have every species,mask, and power in the first rulebook. We could release "expansions" later on.
  17. Oh well now that's a good point... Those mask powers are gonna make things difficult now.. I'm not quite sure. I suppose for the purposes of our game we'll have to depower the mask of accuracy a bit so it just gives a small bonus or something of that nature.
  18. Depends... is Toughness the same thing as Fortitude?And you bring up a good point there... hang on, I'm gonna look it up...*Flips through a bunch of rulebooks*Well, according to the base d20 rules, its just the defense roll (which is essentially the evade roll), and if it hits, you just roll for damage depending on what weapon you're using. Now granted, if the defender has armor on, the damage will be reduced depending on the DR (Damage Resistance) of the armor.I think this is trying to say that if you get hit by a sword and you're not wearing armor, its dealing you damage, regardless of how tough you are.
  19. Yup! I got this! (Simplified heavily for ease)First, everyone rolls for Initiative and adds any (if there are any) relevant modifiers. The only time this doesn't happen is if some characters are unaware of the attack. Like an ambush.Then you have the order of each character.Each character (or mob, cuz if you're fighting 15 Visorak, its probably better to group them by 5s or something), will take their turn. A turn consists of: -An attack action: Pretty self explanatory, but it can also include skills/feats. So for us that would be elemental powers/masks/etc. -A move action: move, climb, draw/holster weapon (I dunno if you want to include that one), pick something up, etc. -Full round action: This will take up your entire turn and usually has to do with something in the environment (fixing a vehicle, setting a bomb, etc.) -Free action: You can have as many of these as you want. Talking, dropping something, little things that take hardly any time.You can move AND attack each turn. You can move before OR after attacking, but not both.Combat itself is fairly simple at the core. The attacker makes an attack roll and adds their bonus. So, 1d20 + Base attack bonus + Strength modifier.You compare that result to the victim's defense roll, which is 1d20 + Dexterity modifier + Class bonus + Equipment bonus.If the attacker's roll is higher, the blow is successful and you roll for damage depending on the weapon/skill/whatever.For ranged weapons, its the exact same, but instead of the attacker adding their strength modifier, they add their dexterity modifier.For mental attacks, its the will modifier.
  20. It pretty much fits really well into FATE, but not so much into d20. I basically see now where you want to go with this (basically D&D with Bionicle styling), which is great! It will definitely be epic to play and there will be so many options! On the other hand, however, it means a whole lot of rules, etc that we need to come up with. But that's the fun part, anyway.Ok, so we have the attributes. What's next on the list?
  21. Yeah, he's saying if someone's on fire and you want the effect damage to carry on for more than one turn, you use the FATE token to have the fire damage keep hurting them.
  22. Oh, man, that probably would be best, and we could just post updates in here, but I don't want to make you spend money! That's up to you, but thank you for offering!And thanks for the recap! That helped quite nicely!
  23. I'm a bit confused as to what is definitely confirmed (sorry to be annoying :/ ) but if I'm correct, we have-Attributes (not sure which ones exactly)-Movement (with the zones and such?)-Combat range (maybe? I'm not sure entirely)Again, I am sorry to be uninformed! Just want to help as best as I can :biggrin:EDIT: Ok, so I've got a specific question- when you're talking about Endurance points/Elemental Energy points/power, which are the ones you spend to make an ability stronger? As soon as that's cleared up I could start coming up with abilities/masks/whatever. Actually be productive.
  24. I'd pay some serious money for Bleach LEGO Bricks.Come to think of it, that'd be pretty doable, I'd think.Or Final Fantasy. Now THAT would empty my wallet.
  25. Well, that's at least confirmation it can work... so tomorrow I'll start going through the d20 rules haha. I've always wanted to do a d20 without miniatures.
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