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Thread: MoN Discussion

  1. #41
    Inactive Member Cavalier's Avatar
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    cool this is going well ^^

  2. #42
    Inactive Member Xellos's Avatar
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    Whoever eventually is the GM will haveta be on a few times a day.

    We need tos tart working out a system for battles, levels, stats, and stuff

  3. #43
    Inactive Member Cavalier's Avatar
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    definetely but im not good at that XD

  4. #44
    Inactive Member melfice's Avatar
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    Okay, there we go... i guess i'll have to lower some of the original Melfice's stats (9000 HP only for the sword? no way [img]tongue.gif[/img] )

    Name Melfice (it will be the same)
    Race Human/Human, but with enhanced parts if future
    Kind of character Magic Swordsman (like Zellgadiss) or bounty hunter if in the future, with an energy sword.

    Skills
    Specials Uses Special points:
    Tenseiken Slash Neo (1 foe) (Has cancel effect). 17 SP
    Wailling Soul Slash(1 foe) Multiple non elemental Attack to one enemy 45 SP
    Demon Horde Slash (All foes)Ultimate Esoteric Original Slash 99 SP
    Evil Horns Strike (Area) Attack with the horns of Valmar 50 SP

    Limit Break (i'd like to have one) when my life is low (under 25%) and i have all my special points
    Golden Eclipse (all foes): I turn golden and do the four specials one after another, but in a stronger way, and finishing with a Demon horde slash stronger All sp

    Magic I'll be using a mana egg. Will be the Sword Egg

    Heal 6 MP
    Alhealer 12 MP
    Fiora 12 MP
    Shhh! 10 MP
    Wow! 5 MP
    Stram 6 MP

    Hellburner 42 MP
    Crakling 52 MP
    Zap! 24 MP
    Ba-boom 75 MP
    Artema 80 MP
    Dragon Slave 75 MP

    Quick 3 MP
    Craze 10 MP
    Resurrect 40 MP
    Slow 5 MP
    Refresh 12 MP
    Diggin' 4 MP


    Of course, those will be when i'm maxed out, I'll start with:
    -Low----high--
    20 HP..300 HP
    50 MP..100 MP
    50 SP...120 SP

  5. #45
    Inactive Member melfice's Avatar
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    I'll post my background when the main story is done.

    Ahem, i also choose a "Melfice's theme" Duel of fates ! [img]tongue.gif[/img]

  6. #46
    Inactive Member Dragonrider's Avatar
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    I bet I can think up of a battle system real quick.... but right now they're kicking me off the computer.

    Either way, if I'm not GM I may just make a character, its really up to N, whether he's going to be getting on more for this (like make time for it) or not... really its up to him, I dont mind either way.

  7. #47
    Inactive Member Xellos's Avatar
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    Coolness!

    BTW, we have no white mage, which ya'llp know is extremely important,s o if OCB, or DR or N don't joina s white mage, someone may haveta take up a seperate role as white mage


    (No pressure meant, you 3, be whatever role you want doesn't matter, after all, I'm sure somehtign can be worked out if there is no white mage)

  8. #48
    Inactive Member Dragonrider's Avatar
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    Alright, after quite some thinking, I came up with a battle system, damage system, magic system, etc. Then I talked to Xel and he over-looked it, we made some changes, and now it is set. This is like the Constitution. It can be changed, its not set in stone. after reading it all vote whether you like it or not, and then post any comments or changes you'd like to see made. Here it goes.

    STATS

    HP: Hit points, health. Self-explanatory
    MP: Magic points. Self-explanatory
    SP: Special points, for special attacks.

    STR: Strength, determines attack damage
    DEF: Defense. Determines damage reduction. Can be increased by armor. Base defense goes up by level as well.
    MO: Magic Offense, determines elemental addage.
    MD: Magic Defense, determines elemental reduction.

    BATTLE

    OVERALL:
    Turn-based, so as to make sure that if people aren't on at the same time, it is still do-able. The GM will have to be present for battles to occur. They are randomly based upon GM discretion, and improvisation, etc. Some people playing may not be able to get on at the same time as most of the other team. We can get this fixed, just send a PM to the GM, when it is decided who will be GM.

    NORMAL ATTACK:

    A normal attack is executed immediately on your turn. Your damage equals a die roll (everything is done on a normal, 6 sided die) by the GM, times your STR. This plus any extra damage due to your weapon. (most early weapons will add one or two damage). The victim will then get the damage dealt to them MINUS their defense.

    MAGIC ATTACK:

    Each magic spell has a predetermined damage per level. There is no limit to what level a magic spell can reach. Magic Spells are inside of mana eggs. All magic spells have an element, and an elemental effect and a cure. They are:

    Fire: Catch on fire
    Acid: Poison
    Cold: Frozen
    Earth: Wounded
    Electric: Paralyzed
    Dark Magic: Diesesed

    There is also water magic, but this always heals. Now. When you cast a spell on a creature, the GM will roll a die for you, and multiply it by your MO (magic offense). Then he will roll a die for the creature and multiply it by their MD (magic dfense) and then multiply it by two. If the spell-caster's total is higher than the one of the victim, the vicim gets the elemental effect applied to it.

    Fire: burns you, deals damage every turn. If a water heal spell is used, it goes away.
    Poison: deals damage every turn. If an antidote is used, it goes away.
    Frozen: Cannot move or attack. Your defense however, doubles. Doesn't go away unless a fire spell is casted on you, by an enemy or teammember.
    Wounded: character bleeds. if a bandage is not used or a character is not healed to full health (must be at full for it to go away) in 7 turns, the character DIES.
    Electric: character cannot move or attack. This effect wears off on its own, but certain potions and herbs may heal it automatically.
    Diesese: This may have multiple random effects, such as confusion and applied damage. Medicine cures this.
    That's it for magic. Each spell costs MP, btw.


    SPECIAL ATTACKS

    This either works as a normal attack or as a magic attack, but usually a combination of both. It depends more on which special attack it is exactly. On special abilities such as cancelling, they will be do-able, but wont be worked out until we get everything else going. But THEY WILL be applied in due time.

    DEATH

    When you are knocked down to 0 hit points, you begin to lose 1 HP per turn. Once you hit -10 HP, you're dead. As the game progresses, (and enemies deal more damage...) this will be changed to losing 2 hp per turn and -20 is death. Many people may say it doesnt make a difference but it does. Lets say youre at 13 HP. An enemy deals you 20 damage. That means you're at -7. That means in 3 turns you're dead, which isnt much time to get healed. Anyways. At 0 HP, you feint and cant do anything, but if you are healed to 1 HP, you're back in buisness. If you hit death point, you're beyond help, and then penalties will be put it. These will not be set now, but later once the whole team is put together and we agree on respawning, elixering, etc.

    LEARNING THINGS

    Points will be rewarded each level up to the levelling up player. They will be able to use certain points for stats, others for magics, and then finally some for skills. Skills are just like extra things to help your character. These will be set later. Some skills that will definitely be included will be skills for weapon specializations, and maybe a couple of skills for evading and dodging attacks (with a die roll, if you roll a 6 you evaded the attack) and stuff like that.

    This concludes it. I'm pretty sure I missed something on accident, but there are some things I missed purposely because of the fact it isnt worked out yet. Please vote whether you like it or not. So far I think Xel likes it. :-) Any questions just PM or vote.. same with suggestions. THIS IS IN NO WAY SET IN STONE. You can edit posts on this thread. :-D lol. Also please check out the GM voting thread. Thank you for reading this hugely long post.

    NOTE: Monsters die at 0 HP. Only players feint.

    <font color="#a62a2a" size="1">[ December 11, 2002 06:40 PM: Message edited by: Dragonrider ]</font>

  9. #49
    Inactive Member Dragonrider's Avatar
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    Here's a very simple battle. This was randomly generated by me with a real die and everything. I was being GM, and I sort of simulated Xel. so that I dont have to post a bunch of make up stats, I'll just put things in parentheses. (this isnt exactly how battles are going to be, as there will be more than one party member, this is FULLY hypothetical, just to sorta show how damage will work)

    EVERYTHING IN ** is what GM does.


    Xel vs. Huge Rat

    Xel surprises huge rat. Xel gets first attack.

    Xel: normal attack

    *Rolls a 2, xel has 4 str, has dagger equipped, which adds 1 damage, thus 2 times 4, plus 1, equals 9*

    *rat has 2 defense*

    Xel deals 7 damage to rat. (lets say rat has 30 HP)

    Rat attacks Xel.

    *rat rolls 3, has 1 str, plus 2 damage cos of fangs*

    *xel has 2 defense*

    Rat deals 3 damage to xel.

    Xel uses BOOM (preset 10 damage at level 1, xel uses up 4 MP)

    Xel deals rat 10 damage.

    *xel has 6 MO, rolls a 4. 24.*
    *rat has 4 MD, rolls a 6. times 2. 48.*

    Rat doesnt catch on fire.

    Rat attacks.
    (lets say he rolls the same thing)
    Rat deals xel three damage.

    Xel casts BOOM again.

    Xel deals rat 10 damage.

    *X has 6 MO, rolls a 6*
    *R has 4 MD, rolls a 2*

    Rat is on fire.

    Rat attacks, burns deal 3 damage, because of fire. Rat dies.

    Of course battles will be shorter, most of this stuff you wont even see. This post took like 2 seconds. These arent big calculations, so this looks like a lot more complicated than it really is. But there you have it..

  10. #50
    Inactive Member Nevan's Avatar
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    Sounds good to me. I like it, good job.

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