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 FG Lounge 
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: FG Lounge
I've gotten terrible at rolling. Rolls tomorrow, I promise.


Sat Oct 12, 2013 5:06 am
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Data Realms Elite
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Post Re: FG Lounge
Hlep, dungeon too big in rough draft, what doooooo?


Sat Oct 12, 2013 9:51 am
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Post Re: FG Lounge
Cave-ins? :???:


Sun Oct 13, 2013 2:41 am
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Post Re: FG Lounge
Me-ins.


Sun Oct 13, 2013 2:45 am
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Data Realms Elite
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Post Re: FG Lounge
Foa wrote:
Hlep, dungeon too big in rough draft, what doooooo?

Cut it up into several separate dungeons and use the cut off sections to be other dungeons.

Or, give the players an incorrect map. Say, something hand drawn by some guy in the town with missing or incorrect details.


Sun Oct 13, 2013 3:31 am
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Post Re: FG Lounge
Anyone got ideas for exotic, interesting, and/or unique super powers?
I can do without help, but the more the merrier and all.


Tue Nov 12, 2013 12:39 am
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Post Re: FG Lounge
TorrentHKU wrote:
Anyone got ideas for exotic, interesting, and/or unique super powers?
I can do without help, but the more the merrier and all.

Dozens.

My planned RtD Fantasy features demonic possession, demonic pacts, transmogrification, purity of heart based light/darkness system and a few others.

Hit me up on Steam, we can have a chat about some powers maybe?


Tue Nov 12, 2013 12:44 am
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Post Re: FG Lounge
Coming up with new roll system that Equilibrium reboot and RtD Ultima will use, trying to keep it from being too simple and at the same time not too complex. This is all gonna be dumped in a spreadsheet to help automate things.

5 main dice rolls a turn, either being d6 or d10:
Speed - determines turn order
Evasion - dodging (doesn't apply to AoEs like explosions)
Accuracy - if you land an attack
Attack - how strong your attacks are
Defense - how well you resist damage

2 secondary dice rolls (d100 (0-99 inclusive)):
Critical - deals random additional damage based on a dice roll between 0 and your Aim stat
Heroic - you have to roll a 0 to get this, and if you do, your main dice rolls are max'd for the turn


You have 6 stats that you can build:

Health:
Strength: Increases physical strength and stamina
Arcane: Increases magic potency and mana pool
Aim: Accuracy for landing attacks and critical damage
Speed: How quickly you'll act before others and how well you evade
Will: How well debuffs and damage are resisted


There are four damage types:
Slash - edged weapons and kinetic/air blades
Blunt - impacts from hammers/concussive explosions
Thermic - fire/ice
Magic - direct magic/telepathy

Armor that you wear will protect against some damage types but not others. Buffs will also reduce certain damage types.

Figuring out distance, still gotta work on that.


Last edited by CaveCricket48 on Tue Nov 12, 2013 3:37 am, edited 1 time in total.



Tue Nov 12, 2013 3:06 am
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Post Re: FG Lounge
Oooh, man, you're delving into a dangerous realm, Cave. I was trying to develop a system that used specific types of defense and stats and stuff, and it ended up being hella difficult to keep track of everything. If I had used it, it would have taken me four hours or more to do one roll with six people.

I settled for a much simpler system that just uses passive abilities/skill levels instead of predetermined stats. Because separating the ability to hit and the ability to deal more damage forced me to make two dice rolls for each attack that occurred, I decide to just mash everything together into one. Basically, everything increases either "ability to hit and hurt stuff" (Attack) or "ability to keep from getting hit and hurt" (Defense), but only in situations where your passive applies (so having physical strength doesn't make magic better).

Defense can be increased by raising your skill at dodging, raising your ability to block with a held weapon, or by simply wearing armor.
Attack can be increased by raising your overall strength, increasing your skill with your held weapon, or by equipping a stronger/sharper/better weapon.

Works a lot like classic RtD, but I also made passives less stupid to obtain by coming up with a system that lets players "buy" whatever passives they want with XP they obtain... and XP is gained by making any action, not just combat actions. The effect of this system is twofold: it encourages players to do more than just kill stuff, and it gets rid of spending turns just training your abilities with nothing fun happening.

If you really intend to go through with your system, I wish you luck, because I know all too well that coming up with efficient methods for all that stuff is absolute hell.
Of course, you'll probably do much better than I did, because you're not trying to incorporate ridiculous stuff like differentiating between dodging and blocking, knockback, ignoring blocking ability by using heavier weapons, etc.

Yeah, I tried that. 'Twas painful.


Tue Nov 12, 2013 3:25 am
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Post Re: FG Lounge
Yo whatup kids. Passin' through, seein' what's new.


Mon Dec 02, 2013 11:41 am
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Post Re: FG Lounge
Me being really lazy and not doing anything RtD-related for several months, mostly.

Meanwhile, the others truck on. :/


Mon Dec 02, 2013 9:53 pm
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Post Re: Roll to Dodge - Tiny Gods
Has anyone thought of using Non-Transitive Die in their games?



Mon Dec 02, 2013 9:59 pm
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Post Re: FG Lounge
Nighthawk wrote:
Me being really lazy and not doing anything RtD-related for several months, mostly.

Meanwhile, the others truck on. :/

In 4 days, Infidi turns 3 years old.

GOTTA FINISH MY FIRST RTD


Mon Dec 02, 2013 11:28 pm
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Post Re: FG Lounge
guys fail flail is very sick at the moment and cannot attend to his rtd responsibilities
he wants me to assure you all that he will indeed one day finish these rtds
get well soon fail


Tue Dec 17, 2013 10:13 am
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Post Re: FG Lounge
Oh ♥♥♥♥, that's bad.
Get well soon dude.


Tue Dec 17, 2013 10:09 pm
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