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(click to show/hide)Is positioning important at all? Are battles going to work like an early final fantasy game where the teams just line up and hit each other or is going to be more like in D&D where attacks have ranges and you need to move so that your attack is in range and doesn't have interference from trees/teammates/other enemies/etc.? Or is it one of the ones in between like Suikoden's system (enemies and allies are arranged on a grid. The player grid is 2x3 and has a front and back row while the enemy grid can vary. Certain attacks hit rows, columns, crosses, etc. and the character's weapon determines where they need to be placed in the grid as certain weapons can only attack from the front row and more can only hit the front of an enemy column.)I guess I forgot to mention that part, but an idea I had was that the party would arrange themselves on a 2x3 grid, which affects the damage of moves that hit more than one opponent but would otherwise have little to no impact on what happened. In a sense it's like how in Dr. Freeman's Cutstuff Adventure, the order of the party determines who takes radius damage from bomb attacks. I've never heard of Suikoden before but I like the idea, so it sounds like something I should be checking out!Do you sort of Auto-Collect after a battle? You mention that abilities have limited uses but can be recharged with Collect. So if I end a fight with a double attack at 2/4 charges, does it automatically refill or would I need to write out that I need to take an out of battle Collect or something?The original idea was that abilities would have plenty of uses (say, an average ability having 20 uses in a single slot) but that outside of the Collect command, you could only get more uses by resting up or visiting a Soul Crystal, the latter of the two only being present at dungeon midpoints or at the end of dungeons, before the boss. Obviously though, sometimes straight-up game mechanics don't really work that well:[5:45:26 PM] Korby: in a roleplaying setting, you're expecting people to only use their weapon 8 times in half an hour??[5:45:33 PM] Korby: "EPIC SWORD DUEL"[5:45:38 PM] Korby: "wait guys sorry i only have one use left"[5:45:41 PM] Korby: "guess i'll just go uh[5:45:44 PM] Korby: sit in the corner"So yeah, basically the abilities are going to have very limited uses (an average ability having 6 uses or so in a single slot) and things will recharge outside of battle. This also sort of makes Collecting a moot point outside of boss fights, but hey, I can't have people running out of attacks and being unable to do anything at all. That's just silly.And now onto more general questions, the first of which is that do you still need more characters to try and put through the classes system? I guess I could dig up a few old tabletop characters I have if you still do.I'd appreciate that, yeah. I'm not going to hold everything up for more characters, but it would be nice.This is more of a clarification than anything else but I take it you plan on having this play out similar to a tabletop game in that you play how your character would act in the situations they end up in but results of actions tend to be determined through mechanics set out by the system?winner winner chicken dinnerHow fast do you expect this to go exactly? What I mean is that I guess barring situations where characters are just talking to each other, we would need the GM (you I guess) to determine events and results so how often would that happen?Really the whole tabletop thing is just in place to avoid crazy shit from happening. "alright I'm writing this awesome monologue for my character and then he notices the ninjas mentioned in the last post even though my character shouldn't be able to notice them at all!! and then they DO AN EPIC BACKFLIP while throwing knives at the ninjas WITH THEIR FEET!!" Yeah no, that's really stupid. Then again I guess that's part of the reason I'm being kind of picky on who gets in the initial group, to avoid things like that, but for the most part I have faith in you guys being able to act sensibly and under control.
You've been talking this up on Skype recently (entirely my fault) and I've got a few questions because of it.1. What will you be doing with the characters submitted to this? Will they become classes, will you overlay classes onto them, or will they be NPCs?None of the above. Basically I was asking for people so I could sample run them through the different aspects of character creation: body type / "race", character class, skill bonuses and flaws, and a starting loadout.2. Where are the classes coming from? Are you making them? Are we making them? Are the characters submitted becoming them?For the most part, the classes are pretty set-in-stone. There has been one notable change to the roster between the time I first made this thread and the current time of posting (mainly, Trimaster became the much more interesting Hex Mage), but aside from that and some assorted small changes the classes are all predetermined.3. What exactly are you looking for in a character submitted to this?To be quite frank, not a whole lot. It's hard to peg down exactly, but Guild Quest has its own quirky flair about things. Characters like Argus the Picket Man are 'too' silly, but then you have things like Sendrel who are super serious. I guess you can describe it as "laid-back fantasy sci-fi"??? Regardless of flavor, I was only really looking for things to run through the character creation parts, so I'm not going to be using these guys for anything until I open up shop in a little while.
[11:28:36 AM] Myroc: Why have a class that's specific for swords, then?[11:28:55 AM] Myroc: You could instead make that class a Weapon Specialist and have its skills apply to the user's weapon of choice.[11:29:05 AM] Myroc: With different flavors for the skills.[11:29:31 AM] Myroc: (The skills would be identical mechanically but different cosmetically.)[11:30:05 AM] SmashMan: I'm adapting most of the tabletop things from Pathfinder to begin with[11:30:05 AM] SmashMan: and last time I checked their classes were better with certain weapons than others[11:30:15 AM] Myroc: Well, yeah.[11:31:14 AM] Myroc: I'm not saying that having a class that specifies in using a specific weapon is a bad thing, but it never hurts to make classes a bit flexible in that regard.[11:31:49 AM] Myroc: I think a refresher on what the classes are could help me here[12:43:37 PM] SmashMan: I'm probably going to change a few things to better incorporate the Flail subset[12:43:37 PM] SmashMan: but this is the most recent list of classesBlader > Great Knight, Soulblade, Marauder, RangerScholar > Cleric, Stargazer, Soulblade, Hex MageGrappler > Marauder, Brawler, BanditMelder > Deadshot, Holomancer, Machinist, ChameleonThief > Bandit, Ranger, Deadshot, Voidwalker, Chameleon[12:44:26 PM] Myroc: Let me guess, Base Classes and Advanced Classes?[12:44:31 PM] SmashMan: yiss[12:44:42 PM] Myroc: See, that's what I don't like[12:44:48 PM] Myroc: You have the obvious fighter-type class[12:44:53 PM] Myroc: Which is good and all[12:45:00 PM] Myroc: But then you make him focus on swords and only on swords[12:45:32 PM] Myroc: Which kind annoys me.[12:46:08 PM] Myroc: What if I want to be a barbarian fighter-type with a huge fuck-off axe? Or a knight-type with a lance or the like.[12:47:14 PM] Myroc: I still think the better idea would be for that class to pick a preferred weapon on a per-player basis.[12:47:58 PM] Myroc: The axe-specialist, lance-specialist, sword-specialist would all be functionally identical beyond the different weapons they wield, but you're no longer forced to bring a sword if you want to be the party's fighter.[10:12:19 PM] SmashMan: Myroc has me thinking about the universe[10:12:54 PM] SmashMan: how do you have classes with specific special moves and not have them locked to a certain weapon class or group of weapons[10:30:49 PM] Korby: depends on the special moves[10:31:44 PM] Korby: you could always have a generic set of special moves (e.g. mighty swing, hurricane spin, jump strike) and have specific ones for different categories[10:32:05 PM] Korby: so that the characters have even more customization, and also have similar playstyles[10:32:20 PM] * SmashMan raises hand[10:32:23 PM] * SmashMan stops[10:32:35 PM] SmashMan: god damn it that is -literally- Star Force[10:32:41 PM] SmashMan: why did I not think of that myself[10:33:25 PM] SmashMan: I'll have to retool the classes -again- but it'll probably be more than worth it
Quote from: "Waruigi"2. Where are the classes coming from? Are you making them? Are we making them? Are the characters submitted becoming them?For the most part, the classes are pretty set-in-stone. There has been one notable change to the roster between the time I first made this thread and the current time of posting (mainly, Trimaster became the much more interesting Hex Mage), but aside from that and some assorted small changes the classes are all predetermined.
2. Where are the classes coming from? Are you making them? Are we making them? Are the characters submitted becoming them?For the most part, the classes are pretty set-in-stone. There has been one notable change to the roster between the time I first made this thread and the current time of posting (mainly, Trimaster became the much more interesting Hex Mage), but aside from that and some assorted small changes the classes are all predetermined.
Spice of LifeDifficulty: ???Recently, a lack of random encounters has been observed in the northeastern area surrounding Mekkaden and Klernping. While it is true that an outbreak of monsters can increase enemy hostility levels and therefore lead to village raids and attacks on travelers, an absence of monsters is even more threatening to the area's balance. Without friendly encounters healing and carrying travelers, or enemy encounters providing a steady stream of Experience and M-Bits, the harsh desert sands quickly take their toll on the population. If the situation isn't resolved soon, we could soon be looking at some serious perma-deaths.Your task is simple. First, find and clear a random encounter in the desert. It doesn't matter what monster it is or how weak it may be; a monster is a monster at this point, and we'll take anything we can get. Once you have sufficient battle data, take it to the Guild Outpost situated in Mekkaden for analysis. Hopefully then we can find out what's causing the monster shortage, and put a stop to it. If you need any assistance or request further instruction, ask to meet with the Guild Master of the Guild Outpost. His name is Marcus Steel, though you may find him earlier by looking for "Mars".Good luck, and don't disappoint me.