Yeah, this is technically allowed since its following a story (and because rules aren't that strict or anything), but it kind of bothers me because its not very structured or anything. There isn't much basis for any of the combat and Speed doesn't really have any real control in it; he just attacks constantly and then you move him to another fight instantly.
[highlight] Warning: Lecture [/highlight]
There are two types of Roleplaying used here; Controlled and Free-Play.
In controlled, the person who makes the topic comes up with whatever story there is, any locations visited, and almost all of what happens in battle. The person playing just says what they want to do between battles, and how they fight usually. Another thing about Controlled RPGs is that its generally based on statistics and a set number of abilities for characters; its not made up on the spot.
In Free-Play, the story is made up by everyone who is a part of it; the first person deciding the general theme of it. Its all about writing for the most part... Probably why its not really used here anymore. The Gunjin would probably be a better option if you're going to do something like this, if only because this forum is dead most of the time.
Anyway, since this looks like a Controlled RPG, I'd say you should make it a bit more controlled, while giving the player more say in what happens, where they go, ect.
[strike] First, stats could make things easier to understand, and it'd make it so the player isn't some sort of invincible juggernaut on the battlefield. It'd give some limits to the whole thing. Stats don't need to be difficult; really all you need is a form of health and a way to do damage, though something like magic points for skills could be easy enough too.
Adding to that, abilities need to have set effects or conditions to use them. You can either use something like MP, or a set number of uses per move.
Here's an example, using Mario and keeping it fairly basic.
Mario
HP - 10
FP - 5
Power - 1
-Abilities-
Jump - Jumps onto enemies. Ineffective against enemies made of fire or with spikes.
Super Jump - A jump with increased strength and no weaknesses. Deals Power +3 damage. 1FP.
Fireball - A fire attack that hits for 5HP damage. 2FP.
-Items-
Mushroom - Heals 5HP, boosts Power by 1 until hit.
Its not much, basically when he attacks, he takes health from enemies (you would determine that and their attacks) based on his Power stat. FP is used in his abilities and nothing more, but puts a limit on what he can do. [/strike]
Actually, it looks like you intended to have stats considering the first post mentioning HP; though it doesn't mean much since its been ignored since then. You need to let the player know changes iin them, and actually decide on damage when attacking and such. If you're going to post damage dealt without numbers, you should put more detail into the kind of damage someone recieves in battle.
Next up, you need to give a bit more control to the player. Just options on where to go or what to do next are good enough. As long as they have something to do though it will be okay.
Granted, you don't have to follow this if you want; but it would be a better RPG if it wasn't so unstructured I feel.
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THANK YOUspeed is OVER 9000 wrote:I actually like this RPG more for it's simplicity then anything else.
thanks for the tips, but for the stats, i don't completely under stand. i'm kind of new to roleplaying, so i'm not sure how i'm going to decide how much the player or the enemy will hit. i used to just roll simple dice.but then, it would be like the final boss could hit just as much as you. so that's why i'm doing the rpg like this.and i'm kind of just doing it for a story.KirbyBoy2000 wrote:Yeah, this is technically allowed since its following a story (and because rules aren't that strict or anything), but it kind of bothers me because its not very structured or anything. There isn't much basis for any of the combat and Speed doesn't really have any real control in it; he just attacks constantly and then you move him to another fight instantly.
[highlight] Warning: Lecture [/highlight]
There are two types of Roleplaying used here; Controlled and Free-Play.
In controlled, the person who makes the topic comes up with whatever story there is, any locations visited, and almost all of what happens in battle. The person playing just says what they want to do between battles, and how they fight usually. Another thing about Controlled RPGs is that its generally based on statistics and a set number of abilities for characters; its not made up on the spot.
In Free-Play, the story is made up by everyone who is a part of it; the first person deciding the general theme of it. Its all about writing for the most part... Probably why its not really used here anymore. The Gunjin would probably be a better option if you're going to do something like this, if only because this forum is dead most of the time.
Anyway, since this looks like a Controlled RPG, I'd say you should make it a bit more controlled, while giving the player more say in what happens, where they go, ect.
[strike] First, stats could make things easier to understand, and it'd make it so the player isn't some sort of invincible juggernaut on the battlefield. It'd give some limits to the whole thing. Stats don't need to be difficult; really all you need is a form of health and a way to do damage, though something like magic points for skills could be easy enough too.
Adding to that, abilities need to have set effects or conditions to use them. You can either use something like MP, or a set number of uses per move.
Here's an example, using Mario and keeping it fairly basic.
Mario
HP - 10
FP - 5
Power - 1
-Abilities-
Jump - Jumps onto enemies. Ineffective against enemies made of fire or with spikes.
Super Jump - A jump with increased strength and no weaknesses. Deals Power +3 damage. 1FP.
Fireball - A fire attack that hits for 5HP damage. 2FP.
-Items-
Mushroom - Heals 5HP, boosts Power by 1 until hit.
Its not much, basically when he attacks, he takes health from enemies (you would determine that and their attacks) based on his Power stat. FP is used in his abilities and nothing more, but puts a limit on what he can do. [/strike]
Actually, it looks like you intended to have stats considering the first post mentioning HP; though it doesn't mean much since its been ignored since then. You need to let the player know changes iin them, and actually decide on damage when attacking and such. If you're going to post damage dealt without numbers, you should put more detail into the kind of damage someone recieves in battle.
Next up, you need to give a bit more control to the player. Just options on where to go or what to do next are good enough. As long as they have something to do though it will be okay.
Granted, you don't have to follow this if you want; but it would be a better RPG if it wasn't so unstructured I feel.
- SephirothKirby
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Unarmed damage: a four sided dice + Strength
Weapon damage: Depends on the weapon. They take a -4 penalty on accuracy rolls (SEE BELOW) for weapons they are not proficient with. +Enchantments on the weapon (if any).
Accuracy: Let's be simple. Roll a 20 sided dice. 1 = Miss, 20 = Critical (x2 damage).
Defensive items: A slightly more complex Accuracy system. Armor = Accuracy. Accuracy is applied to the weapon, +any enchantments on the weapon. Armor determines the amount the opponent has to roll to hit (or rather, not be blocked) and also can have enchantments. However, heavier armor slows them down more. Although with your system, I don't think speed really matters.
Special Abilities: Deal various damage, can only be used so many times (MP/FP, or so many times per level). The more damage it deals/conditions it inflicts, the more MP/less times it can be used.
See? It's not that difficult. Just try some kind of system.
Weapon damage: Depends on the weapon. They take a -4 penalty on accuracy rolls (SEE BELOW) for weapons they are not proficient with. +Enchantments on the weapon (if any).
Accuracy: Let's be simple. Roll a 20 sided dice. 1 = Miss, 20 = Critical (x2 damage).
Defensive items: A slightly more complex Accuracy system. Armor = Accuracy. Accuracy is applied to the weapon, +any enchantments on the weapon. Armor determines the amount the opponent has to roll to hit (or rather, not be blocked) and also can have enchantments. However, heavier armor slows them down more. Although with your system, I don't think speed really matters.
Special Abilities: Deal various damage, can only be used so many times (MP/FP, or so many times per level). The more damage it deals/conditions it inflicts, the more MP/less times it can be used.
See? It's not that difficult. Just try some kind of system.
- KirbyBoy2000
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Technically you don't even need dice when doing this, though it does help out a lot if you're including accuracy or have abilities with a chance to do something. A lot of the older RPGs here didn't even bother with that sort of thing (except for abilities).
Really all you need though are a few stats to base everything off of. Health and Magic Points, and a bunch of other stats for physical damage(Attack and Defense), magical damage (Intelligence and Resistance), and Speed to determine who attacks when during battles. You can do a lot more than that too, and have the stats work for multiple things if you want, though how you do them is kind of dependant on what type of RPG you are making.
If you have any other questions just ask I suppose. I'll be glad to help you work out any systems you want to try in your RPGs.
Really all you need though are a few stats to base everything off of. Health and Magic Points, and a bunch of other stats for physical damage(Attack and Defense), magical damage (Intelligence and Resistance), and Speed to determine who attacks when during battles. You can do a lot more than that too, and have the stats work for multiple things if you want, though how you do them is kind of dependant on what type of RPG you are making.
If you have any other questions just ask I suppose. I'll be glad to help you work out any systems you want to try in your RPGs.