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Old 02-24-2003, 09:56 PM   #1
heretic888
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Combat rules...

I would like to say something at this point.

In two RPGs I have participated in thus far, there has been controversy over who can do what and what can be done in combat situations. This hasen't occured in other rpgs (such as Fatal Attractions) because combat is not a very pivotal element in them (so far, anyway).

I propose that we institute formal rules to engaging combat in these more combat-driven RPGs. I suggest we first and foremost all need 'battle statistics' and 'combat bonuses' for our various characters. I would like them to be the Palladium rpg set-up, in that I am already very familiar with that system and the TMNT and other characters have already been 'written up' in there.

In addition, someone should be designated as a dice-roller. If a neutral person doesn't step up, I will be more than happy to do it myself. I promise absolutely impartiality in the dice-rolling process.

I think this needs to be done because at least two times thus far, with two different characters, they obviously went too far in the capabilities of their characters and we need to know the limitations of what the characters can do.

What do you guys think??
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Old 02-24-2003, 10:22 PM   #2
Jade Green
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One reason that I like Oneline games is that I don't have to worry about rolling initives or parrying or anything like that especially since Randi's highly 'in-tune' with telekenetic vibes... how would that be rolled? Its like a 75% chance or more that it will work! Think Xavier's power with Raph's attitude.

This is why, for example that she was able to 'catch' the ninja star Ookami threw at her, (though you will notice as she caught it, the large shards of glass that had been floating in the room crashed to the ground because all her attention was suddenly put on the star itself).

However, I do see your point... especially on how Ookami (what ever his SN name is) didn't even give us a chance to parry or coutner attack or even yell a few curses at him before he 'took us out'.

Some kind of system should be made... but rolling all battles? Wouldn't that make the roller the DM/GM? Not that having one is a bad idea--especially in problems like the ones that you have brought up...

There fore, my opinion is... undecided.
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Old 02-24-2003, 10:39 PM   #3
heretic888
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hmmm

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One reason that I like Oneline games is that I don't have to worry about rolling initives or parrying or anything like that
Well, I'm not suggesting that it has to be REALLY specific or specialized or anything. It would be like 'Aurora makes a tackle at Mike'. Then, we would simply roll Aurora's attack with whatever bonuses, and then counter that with Mike's roll to dodge and whatever bonuses. The higher one wins. Then we continue. We don't have to worry about initiative or number of attacks per melee or anything like that. It would be as simple as ending each post with an ATTEMPT to do an attack (with major characters that is). With minor characters (like Mike beating up some thugs), we wouldnt have to worry too much about this. The point is, we should end posts with 'Randi tried to kick Tiger in the head' as opposed to 'Randi kicked Tiger in the head'. The dice-roller (or GM or whatever you want to call him or her) would deal out the rolls. I volunteer for this position if no one else wants to.

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especially since Randi's highly 'in-tune' with telekenetic vibes... how would that be rolled? Its like a 75% chance or more that it will work!
Actually, that can be rolled too. You could possibly have it as a skill and use a skill percentile roll (out of 100%). You would just have to know what her 'skill percentile' in telekinesis would be. Or, we could use some other system..... remember, these need only be combat rolls when an attack (psionic or physical) is applied to someone else' character. If Randi feels like making the remote float to her hand, that's fine.

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Some kind of system should be made... but rolling all battles? Wouldn't that make the roller the DM/GM? Not that having one is a bad idea--especially in problems like the ones that you have brought up...
Bingo. Unless Kali or yourself or someone else fairly neutral and impartial does not want to do this, I will. I have the dice and the knowledge.
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Old 02-24-2003, 11:12 PM   #4
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Quote:
Actually, that can be rolled too. You could possibly have it as a skill and use a skill percentile roll (out of 100%). You would just have to know what her 'skill percentile' in telekinesis would be. Or, we could use some other system..... remember, these need only be combat rolls when an attack (psionic or physical) is applied to someone else' character. If Randi feels like making the remote float to her hand, that's fine.
Well I could figure out all her combat skills physical and psychic with your help...
Physically, Randi's above average compaired to a human girl her age(varied) and build (small)... she has had some martial arts training but most of her skills are military wise... i.e. guns, stategics and all of that crud.

(the age in the rp determines on how much she knows... in 'dead' she's about 14 since its 2k3 turtles and they're only about 15 and 16... meaning she's not as well trained).

As for psychic abilites...
Telekineses and Telepathy are extremely high and she can control them quite well.
But these aren't her only abilities.
She is also a post/precognetic, a touch-know and an astral projector..

The first three: Post/pre and touch are low, and she cannot control them well at all... they can aslo be random. For example.

Randi may try to use Touch-know to see if a person she is tracking has been in a certain spot only to be plauged by a murder that occured there 30 odd years ago.

And astral Projection is like a 50-50 chance... and Randi doens't like to do this much because of what she has 'seen' while in this form.

Astral writing is like (10% or so) she almost never uses this...
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Old 02-24-2003, 11:50 PM   #5
heretic888
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hmmmm

Okay, that all sounds good. That is, if we choose to have psionics as 'skills' (in the same way that the turtles' 'prowl' is a skill) as opposed to independent powers or abilities in their own right.

Another option IS to have psionics as independent powers and abilities in their own right, though. This is what the TMNT rpg has to say about psionics (as the 'natural powers' of mutant animals as opposed to the kind of 'psionics' the tmnt use, which are a result of training):

"Mutant animals differ from other psionic characters in that they do not spend Inner Strength Points to use their powers. Each power can be used as often as the character likes (although no more than the number of attacks per minute/melee). No animal psionic can use more than one power at a time. For example, a character who is using Animal Control for the full five minutes can NOT use Telepathic Transmission at the same time.

Psionic attacks can sometimes be resisted though the force of will. Roll a 20 sided die to save against psionics. NON-PSIONICS must roll 15 or higher to save. PSIONICS must roll 10 or higher to save. Any character with any psionic ability can save as a psionic. Characters with a Mental Endurance of 16 or higher receive a bonus on all saves vs. psionics."

I would also like to add that we need to ponder if the TMNT are classified as 'psionics' or not. We have been playing them as having psionic-like powers so far, so I think they should roll to save vs. psionics AS psionic characters.

Regarding telekinesis, I think physical endurance should be the bonuz to save against that, not mental endurance. If the character is very intuitive or has some kind of sixth sense (like Mike), then the character should be given a handicapped roll to dodge a telekinetic 'attack'.

In summation, Randi could use all her powers as many times as you deem necessary. However, she could not use two at once. And whenever she used one against a major character, there would have to be a roll to save, with a possible mental endurance bonus (or physical endurance and/or dodge if it is telekinesis). Psionics would have to roll a 10 or higher. Non-psionics would have to roll a 15 or higher. These rolls include the bonuses.
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Old 02-25-2003, 08:58 PM   #6
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.....

uhhh... guys??? any comments??? i need a lil' input here.....
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Old 02-26-2003, 06:57 AM   #7
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this is what i think.

for combat i think all characters should have hitpoints. and all characters should have attack points.for hitpoints, you could have some neutral person from the forum roll 2 sixsided dice, the first one would be the tens place, the second would be the ones place. EX: you roll a 3 first, and then a 5, your hitpoints would be 35. and to keep track of everyones hitpoints and attack points ect... we could post a stickie and everyone would post there characters and a moderator would be the only person who could edit it. so when you gain hitpoints the moderator is the only person who can change it.

Or we could always use the old trusting bassis and let people roll there own dice also.hat do you think?????
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Old 02-26-2003, 07:04 AM   #8
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Re: this is what i think.

Quote:
Originally Posted by caspiantiger
for combat i think all characters should have hitpoints. and all characters should have attack points.for hitpoints, you could have some neutral person from the forum roll 2 sixsided dice, the first one would be the tens place, the second would be the ones place. EX: you roll a 3 first, and then a 5, your hitpoints would be 35. and to keep track of everyones hitpoints and attack points ect... we could post a stickie and everyone would post there characters and a moderator would be the only person who could edit it. so when you gain hitpoints the moderator is the only person who can change it.

Or we could always use the old trusting bassis and let people roll there own dice also.hat do you think?????
I thought a 18 di was supposed to be used ?!? Or was it 20?
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Old 02-26-2003, 08:16 AM   #9
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thought a 18 di was supposed to be used ?!? Or was it 20?
it was 20, but i dont think many people have 20 sided dice.
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Old 02-26-2003, 10:19 AM   #10
heretic888
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hmmmmm

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for combat i think all characters should have hitpoints.
I agree. I wish to incorporate the Palladium system into these matters, however.

Quote:
and all characters should have attack points.
No. A better alternative, one keeping in line with the Palladium system, would to give every weapon a set attack power (such as the nunchaku being 1D8, a human/humanoid fist being 1D4, and the sai being 1D6) and then adding on the character's damage bonus (based on either Physical Strength or Physical Prowess, depending on the character's training), which for example, for Mike, would be +11 the same as his total Strike bonus (when he's using nunchaku). By the way... when I say '1D8' that just means to roll one eight-sided die, so the attack points would be somewhere from 1 to 8 points.

Quote:
for hitpoints, you could have some neutral person from the forum roll 2 sixsided dice, the first one would be the tens place, the second would be the ones place. EX: you roll a 3 first, and then a 5, your hitpoints would be 35. and to keep track of everyones hitpoints and attack points ect... we could post a stickie and everyone would post there characters and a moderator would be the only person who could edit it. so when you gain hitpoints the moderator is the only person who can change it.
I am going to review the Palladium TMNT game to see how HP (hit points) and SDC (structural damage capacity) are dealt with. There are some unique conditions for certain mutant animals..... I'll get back to you on that one.

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Or we could always use the old trusting bassis and let people roll there own dice also.hat do you think?????
I volunteer myself as the dice-roller (but not the gamemaster). I am here very frequently (much more so than most anyone else) and am in possession of all the different kinds of dice needed.

Quote:
I thought a 18 di was supposed to be used ?!? Or was it 20?
A 20-sided die is used for the Strike, Parry, Dodge, and Roll rolls in combat situations, yes.

Quote:
it was 20, but i dont think many people have 20 sided dice.
I do, and I will be more than happy to use it.
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Old 02-26-2003, 11:45 AM   #11
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Now lets not get this all too complicated...

I'm more used to posted an open ended attack and letting my apponent decide (fairly of course... I try to role play with mature individuals) if the attack hits or if they dodge/parry/what ever.

I find that this works for the best, for all parties, (then again, think of the maturity factor here).

With rolling the dice, Heretic, you could possibly take out some of the fun in it all... for example I initiate an attack against Stryker, a jump kick or something.

I'll have to wait until you're on again to know if I actually hit the guy and what if I'm not on for a couple of days? What then?

Now, in a free rpg, if I made that same open-ended attack at Stryker, all I'd have to do is wait for Stryker to react with a dodge/block/parry or what not and initiate his own attack; but again, theres a maturity factor here and I've yet to see Stryker have any maturity in this kind of thing (no offense, dude.)

Over all:

Decide what you want, just as long as it doesn't take out the fun and cause more arguements I'm good to go.
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Old 02-26-2003, 12:17 PM   #12
caspiantiger
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yes

i agree with you mag.
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Old 02-26-2003, 01:30 PM   #13
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Quote:
I'm more used to posted an open ended attack and letting my apponent decide (fairly of course... I try to role play with mature individuals) if the attack hits or if they dodge/parry/what ever.

I find that this works for the best, for all parties, (then again, think of the maturity factor here).
Agreed, but about the maturity factor...
Its hard to judge who's mature and who's not... is AngelQueen a Mature roleplayer? Is Stryker? Am I? Are you? Is Heretic? How about TMNT571, Kali, Horseturtle and well I could go on...

Another problem is like the one in Sins of the Dead when TMNT571 decided to take control over Gray, Mike and Raph with out so much as asking permission first! He has appologized for this, but he has not been the only one who has gone to such an extreme. Tell me, how do we handle this... we can't just say 'hey thats not fair' each and every time.
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Old 02-26-2003, 01:39 PM   #14
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Agreed, but about the maturity factor...
Its hard to judge who's mature and who's not... is AngelQueen a Mature roleplayer? Is Stryker? Am I? Are you? Is Heretic? How about TMNT571, Kali, Horseturtle and well I could go on...
AngelQueen is a new roleplayer, give her time.
Stryker? In in my opinion he has some work cut out for him; so does TMNT571. Remember, this is merely my opinion.
You, you're good, so's Heretic.
Tiger is an okay role player.
Kali, I can't say anything bad about her nor can I sayanthing about Horseturtle...
As for me? I try to be mature, thats all I can say.

Quote:
Another problem is like the one in Sins of the Dead when TMNT571 decided to take control over Gray, Mike and Raph with out so much as asking permission first! He has appologized for this, but he has not been the only one who has gone to such an extreme. Tell me, how do we handle this... we can't just say 'hey thats not fair' each and every time
if the majority agrees that what ever was posted was not fair then, that is the verdict.
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Old 02-26-2003, 01:55 PM   #15
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HMMMM

I have to say something here.....

I think we most definitely SHOULD incorporate at least SOME of the combat rules. First off, this makes it more realistic and true to the characters. Not all characters are equal in everything, you know. Secondly, I think it makes it more fun.... sort of like a little competition whenever the fight is happening. Again, this is all at your discretion.

Another important reason IS the unpredictability factor. Yes, said parties have apologized but how are we to know when this will happen again?? Some people have a tendency to make their characters god-like. This can act as a buffer.

All I know is that when someone's character takes a swing at Mike I want to have a chance to dodge it. At the same time, I also don't want Mike to be the combat god that can dodge ANY attack. I think the combat rules (even if only some of them) should be implemented to balance this out.

Besides, I think it will be more fun this way!!
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Old 02-26-2003, 01:57 PM   #16
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Re: HMMMM

Quote:
Originally Posted by heretic888
I have to say something here.....

I think we most definitely SHOULD incorporate at least SOME of the combat rules. First off, this makes it more realistic and true to the characters. Not all characters are equal in everything, you know. Secondly, I think it makes it more fun.... sort of like a little competition whenever the fight is happening. Again, this is all at your discretion.

Another important reason IS the unpredictability factor. Yes, said parties have apologized but how are we to know when this will happen again?? Some people have a tendency to make their characters god-like. This can act as a buffer.

All I know is that when someone's character takes a swing at Mike I want to have a chance to dodge it. At the same time, I also don't want Mike to be the combat god that can dodge ANY attack. I think the combat rules (even if only some of them) should be implemented to balance this out.

Besides, I think it will be more fun this way!!
Hrn... okay... but we have to get all in which ever rpg it is to agree to this... or be like MS and not care either way.
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Old 02-26-2003, 02:05 PM   #17
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hmmmm

Alright.
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Old 02-28-2003, 10:40 AM   #18
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.....

uhh.... anyone??
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Old 03-02-2003, 01:00 PM   #19
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ugh

c'mon guys... i need more than jade's input here.... hard to make a group consensus without group feedback....
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Old 03-02-2003, 03:06 PM   #20
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I, honestly, don't have much of an opinion. I've never played numbers and dice RPs before. And truthfully, not many of the RPs I'm in here include a great deal of combat.

I agree that some rules are needed, and if everyone in the RP agrees to them, I see no problem with them as long as they're fair.
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