The Areana Test Battle 2

Started by Durza, November 17, 2011, 03:12:45 PM

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The Masked Wolf

The Mask trips and rolls in front of Rakar...with equally mathced speed Rakar stabs The Mask five times in the legs...lossing concious The Mask thrust up and catches Rakar in his other sholder.

[Rakar wins the Match]...(let's start tha real one)
Quote from: cloud on February 02, 2012, 06:40:08 PM
Aggressive and weak have no correlation. I know a bunch of weak people that are aggressive, and if they get aggressive towards the wrong people they get put in their place. Know your place.

Let's go, say that to mah face...5 words: I don't give a crap! >:

Durza

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Life is chaos, some of it is just more orderly.
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The Masked Wolf

Quote from: cloud on February 02, 2012, 06:40:08 PM
Aggressive and weak have no correlation. I know a bunch of weak people that are aggressive, and if they get aggressive towards the wrong people they get put in their place. Know your place.

Let's go, say that to mah face...5 words: I don't give a crap! >:

Rakefur

Very good.

Could you please explain how to insert the values into the dice again?
Quote from: Pippin on October 13, 2011, 04:40:07 PM
RAKEFUR IS 8% PIRATE 90% SMACK TALK AND 2% STOOPID
Quote from: Kilkenne on January 30, 2012, 08:23:56 PM
"I want in. Only I want to be a nazi."-Rakefur 2012

The Masked Wolf

Quote from: cloud on February 02, 2012, 06:40:08 PM
Aggressive and weak have no correlation. I know a bunch of weak people that are aggressive, and if they get aggressive towards the wrong people they get put in their place. Know your place.

Let's go, say that to mah face...5 words: I don't give a crap! >:

Durza

go to the dice roller URL which is in the development.  The attack bonus is the sum of strength and speed.  Put that into the modifier and roll.  This roll needs to beath the enemies armor bouns(armor + speed) or resistance(resistance + speed). 

if it is successful, the defender loses an armor point.  If it is not, then the attacker loses an attack point(maby modify this one?). 

When attack points are zero, the player needs to spend time reganing attack point(s) and cannot attack until they do so. 

When armor is zero, the player is open to direct damage(which we really need to create), and the player can spen time regaining armor points to prevent this damage(shoud that really be, i don't think so personally)
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Life is chaos, some of it is just more orderly.
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Rakefur

All right, so simply put:

QuoteStrength + Speed

VS.

Armor + Speed

I'm not sure what you mean by your comments...

Quote from: Pippin on October 13, 2011, 04:40:07 PM
RAKEFUR IS 8% PIRATE 90% SMACK TALK AND 2% STOOPID
Quote from: Kilkenne on January 30, 2012, 08:23:56 PM
"I want in. Only I want to be a nazi."-Rakefur 2012

The Masked Wolf

Quote from: cloud on February 02, 2012, 06:40:08 PM
Aggressive and weak have no correlation. I know a bunch of weak people that are aggressive, and if they get aggressive towards the wrong people they get put in their place. Know your place.

Let's go, say that to mah face...5 words: I don't give a crap! >:

Durza

What I mean is:
Should the attacker lose an attack point when they miss? OR
Should you be able to recover armor points easily.

Also a development of wepon damages, which should be based on type(size). I though a little when we got to that and posted some info at the bottom of the first post


Review and improve, that's why this was a test
Question Mark (?)
Life is chaos, some of it is just more orderly.
Not liable for anything a Spa mod may change in my posts

The Masked Wolf

Quote from: cloud on February 02, 2012, 06:40:08 PM
Aggressive and weak have no correlation. I know a bunch of weak people that are aggressive, and if they get aggressive towards the wrong people they get put in their place. Know your place.

Let's go, say that to mah face...5 words: I don't give a crap! >:

Rakefur

#55
Quote from: Durza on December 02, 2011, 01:49:56 PM
What I mean is:
Should the attacker lose an attack point when they miss? OR
Should you be able to recover armor points easily.

Also a development of wepon damages, which should be based on type(size). damage is 2/medium sized weapons(swords/javelins), 1/small weapon(daggers etc.), and 3/large weapon(great swords, war hammers, large maces/flails).
I am thinking no to the first, yes to the second.

How about four classes, each having 5 weapons:
Swords: Dagger, Gladius, Scimitar, Claymore, Katana
Spears/polearms: Harpoon, Boar Spear, Halberd, Half Pike, Great Polearm
Maces/axes: Club, Splitting Axe, Knight's Mace, Battle Axe, War Hammer
Ranged: Sling, Throwing Knife, Throwing Axe, Bow, Javelin

Add another field. A level up weapon is ten points in the weapon field.
Quote from: Pippin on October 13, 2011, 04:40:07 PM
RAKEFUR IS 8% PIRATE 90% SMACK TALK AND 2% STOOPID
Quote from: Kilkenne on January 30, 2012, 08:23:56 PM
"I want in. Only I want to be a nazi."-Rakefur 2012

Durza

I like the class idea, but I was thinking on finding out how to determine the amount of damage a weapon does.  The level up field for weapon would, as i see it, increase one of two things either damage(which means a fix on the amount of health per HP) or proficiency(which would just add a bonus to the attack roll)

It that what you are saying?
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Life is chaos, some of it is just more orderly.
Not liable for anything a Spa mod may change in my posts

Rakefur

No, each weapon has a damage amount.

The level 1 wepons have 1 damage, etc...
Quote from: Pippin on October 13, 2011, 04:40:07 PM
RAKEFUR IS 8% PIRATE 90% SMACK TALK AND 2% STOOPID
Quote from: Kilkenne on January 30, 2012, 08:23:56 PM
"I want in. Only I want to be a nazi."-Rakefur 2012

Durza

Question Mark (?)
Life is chaos, some of it is just more orderly.
Not liable for anything a Spa mod may change in my posts

Rakefur

All right, so any questions?

If not, make a master topic with all rules and such.
Quote from: Pippin on October 13, 2011, 04:40:07 PM
RAKEFUR IS 8% PIRATE 90% SMACK TALK AND 2% STOOPID
Quote from: Kilkenne on January 30, 2012, 08:23:56 PM
"I want in. Only I want to be a nazi."-Rakefur 2012