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Post by Gardevoir Master on Dec 17, 2006 16:45:36 GMT -8
The following is copied from my blog. This board has been left open to everyone so they may assist in the brainstorming and ask questions. Now that the semester has ended for me I have been considering promoting my Pok?mon roleplaying board, Pok?mon: Special Operations. I'm not sure how I should go about it exactly, but I'm sure it involves going to like-minded boards and advertising my board there. Of course getting them to come is one thing, but getting them to stay is another kettle of fish entirely. With a ruleset inspired by PokeWars! and the board itself inspired by Mega Man Crosswars, I set out to create a Pok?dex for it but found I had no real drive to complete it. Now I'm thinking of adding something inspired by an aspect of Mega Man Crosswars that drew me in when I first arrived: The Reffed Arena. Since I don't have access to the data for it, though, I'll have to make my own Arena from scratch. I call it "Rift Stadium." Now, you may notice that PokeOps has a Stadium forum already. That one is set up for free-form battling that essentially ends when someone gives up. Rift Stadium, like Reffed Arena, will use a stat-based combat system and a Game Master to determine a victor. Also unlike normal Stadium, this will have some form of continuity and maybe a storyline. The first problem is coming up with stats. There are two systems I'm considering using and modifying. The first is the one that West End Games originally used for their Ghostbusters RPG. This one first asks the players to divide twelve points among four traits: Muscle (physical strength and endurance), Moves (speed, agility, accuracy, and perception), Brains (over-all intelligence), and Cool (grace under pressure), with each point representing how many dice they can roll when using said traits. Then for each trait they assign a talent, which can be anything as long as it fits the trait, which allows them three more dice when using that talent. For instance, if I had a Brains score of four, I could have an Occult Knowledge score of seven. Since this is all battle-based, though, I may do away with talents completely. Players are then given thirty Brownie Points, which, kinda like in the video game Killer 7, act as combination Health/Mana/Experience Points. I may do away with that, also. The other system I'm considering is kinda the same thing as above, but with more points and Pok?mon stats: Health, Speed, Physical Attack, Physical Defense, Special Attack, and Special Defense. However, Speed may seems a little inconequential as turn order in Rift Stadium, like Reffed Arena before it, is more or less determined by who manages to post first. But I've already been kicking something around in my head that could make good use of Speed... I call it the Momentum Meter. It has a minimum of zero, a maximum of 100, and all contenders start with fifty. At the beginning of each round, initiative is determined by rolling for each contender's Moves/Speed score. The highest roll gets a Momentum Bonus of Momentum Points equal to their Speed, but the lowest roll gets a Momentum Penalty and loses Momentum Points equal to their Speed. You can also gain your Speed score in Momentum Points by successfully damaging or casting spells on your opponent, but you can lose just as much by missing, failing spells, or getting damaged yourself. This is doubled for Critical Hits. Effects like Haste can earn you more Momentum per round, while effects like Slow or Paralyze can drain it. When your Momentum reaches zero, you become exhausted and can not act in the next round. Momentum Points can also have other uses. For instance, you can spend them to buff attacks, perform extra actions, substitute for mana, or on Signature Attacks /Abilities. The default will be to multiply your Muscle/Attack by your Moves/Speed, and use that as the base stat of an attack, which may cost upwards of 50 Momentum Points. Using it too soon or too often can result in exhaustion. If you spend Momentum Points, you won't be able to gain them in that round or win the Momentum Bonus next round. Something I assumed was unique to the Reffed Arena in Mega Man Crosswars is that, like the Blue Bomber that inspired the board, each character gets a Copy Unit that allows them to use the Signature Attacks/Abilities of fallen foes. This is alot like being a Blue Mage, which can copy the abilities of enemies. Since this will be on a Pok?mon board, Rift Stadium will give each character a complementary Snag Machine. This device, featured in the Pok?mon Colosseum and Pok?mon XD: Gale of Darkness games, will allow players to capture certain enemies using Pok?Balls, Dark Rings, Blank Cards, etc., and use them in later battles. I'm not sure how to implement their use just yet. Allowing each player to have a character's pet(s) fight along side them may make battles a tad character-heavy, while allowing the pets out for a single attack in any one round feels like I'm under-utilizing them. Maybe I'll find another solution, and I'll probably include a Beastmaster class anyway to specialize in their use. For the most part, I think giving your pet a command will cost Momentum Points. Last, but not least, is the part of the Reffed Arena that most appelaed to me: the Hazard and Wyld Surge systems. These were events with random effects that could help or hinder or just be plain weird, sort of like Chance cards in Monopoly and other games, only crazier. One round you could recieve an e-mail consisting of twenty-seven random words, the next Kirby could show up and swallow everyone whose names begin with the letter "D." This is the part I most want to replicate. It adds a touch of insanity to an otherwise plain system. Its also the part that makes me think I shouldn't work on this alone...
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Post by Gardevoir Master on Dec 17, 2006 16:53:14 GMT -8
These are the stats I'm considering for game:
Name: Class: Weapon: Armor: Accessory: Snag Machine: Elemental Type: Other Items:
You have 15 Stat Points to allot to the following stats except Evade. You must give at least one point to each stat, but no more than five. Health Points(HP): PA+PD*100 (that is to say, equal to your Physical Attack times your Physical Defense times 100) Special Points (SP): SA+SD*100 Physical Attack(PA): Physical Defense(PD): Special Attack(SA): Special Defense(SD): Speed(Spd): Evade: (PA+SA+Spd)/3, rounded down
Abilities: (Select up to three) Signature Move: (Only one. Must cost at least 50 Momentum Points)
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Post by Gardevoir Master on Dec 17, 2006 16:55:32 GMT -8
A short list of possible items and equipment. That is to say, I haven't written up any other items or equipment yet.
Edit: Prices have been changed to reflect those from the Pok?mon games.
Capture Media: (Dominate score indicates number of dice rolled in attempt to capture target, followed by the stats used by target to resist) -PokéBall: Standard red and white ball used to capture Pokémon. Dominate: 2, PD+SD. Accuracy: 2. Expendable. 200 Rift Cred -Great Ball: A PokéBall with a greater chance of capture. Dominate: 3, PD+SD. Accuracy: 2. Expendable. 600 Rift Cred -Ultra Ball: As a general-purpose PokéBall, this is the best money can buy. Dominate: 4, PD+SD. Accuracy: 2. Expendable. 1,200 Rift Cred -Heavy Ball: Specially designed to capture heavy Pokémon. Dominate: 2 (4 against large or heavy targets), PD+SD. Accuracy, 2. Expendable. 1,000 Rift Cred -Net Ball: Good for catching insects and aquatic enemies. Dominate: 2 (4 against insectoid targets), PD+SD. Accuracy: 2. Expendable. 1,000 Rift Cred -Nest Ball: Good for catching lower-level enemies. Dominate: 2 (4 against flying enemies), PD+SD. Accuracy: 2. Expendable. 1,000 Rift Cred -Love Ball: Good for catching Pokémon of the opposite gender. Dominate: 2 (4 against targets that are the opposite sex of the user or homosexuals of the same sex. Not applicable to targets with no sex or gender), PD+SD. Accuracy: 2. 1,000 Rift Cred -Dive Ball: Good for catching fish. Dominate: 2 (4 against aquatic enemies), PD+SD. Accuracy: 2. Expendable. 1,000 Rift Cred -Fast Ball: Good for catching speedy Pokémon. Dominate: 2 (4 against targets with high Spd), PD+SD. Accuracy: 4. Expendable. 1,000 Rift Cred -Moon Ball: Good for catching moon-related monsters. Dominate:2 (4 against targets influenced by the moon or Moon Stones), PD+SD. Accuracy: 4. Expendable. 1,000 Rift Cred -Sutra Ball: A PokéBall with strange writing on it. Dominate: 2 (4 against supernatural targets, including Ghost, Dark, and Psychic Pokémon), PD+SD. Accuracy: 2. Expendable. 1,000 Rift Cred -Luxury Ball: A sign of affluence, this all-white PokéBall is reportedly very comfortable but does little to ensure capture. Dominate: 2, PD+SD. Accuracy: 2. Expendable. 50,000 Rift Cred. -Premier Ball: Yours free with 5,000 Rift Cred purchase. Dominate: 2, PD+SD. Accuracy: 2. Expendable. Special Offer. -Repeat Ball: More effective against monsters you already captured. Dominate: 2 (4 against targets the user already has as pets), PD+SD. Accuracy: 2. Expendable. 1,000 Rift Cred. -Timer Ball: Chances increase with successive use. Dominate: 2+1 for every 3 Timer Balls used since beginning of the match, rounded down, PD+SD. Accuracy: 2. Expendable. 1,000 Rift Cred. -Master Ball: The most powerful PokéBall in existence. Captures without fail. Accuracy: 2. Display Only.
Snag Machines: -Snag Arm: Basic Snag Machine. Allows user to capture enemies using PokéBalls. -Snag Buster: Advanced Snag Machine. Adds +1 to a PokéBall’s Dominate score. 50,000 Rift Cred -Command Arm: Gives user control over ally's pets. Ally's commands take priority. 75,000 Rift Cred -Punisher Arm: Causes Pok?Balls to explode when successfully resisted. Does damage equal to PokeBall's dominate score. 80,000 Rift Cred -Capture Styler: Allows users to capture enemies without PokéBalls, but only for one round. Dominate: 3, PD+SD. Accuracy: 1. 25,000 Rift Cred.
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Post by Gardevoir Master on Dec 19, 2006 19:34:46 GMT -8
Okay, here's how I think the battle system should work: First, every attack and weapon has its own accuracy score. The attacker rolls the attack's accuracy against the target's evade roll. If the attack roll is higher than the evade roll, then the attack lands. Otherwise, it is evaded. When it lands, depending on whether it's a physical attack or a special attack, the attacker's PA or SA or the attack's damage is rolled against the target's PD or SD roll. The damage is equal to the attack roll minus the defense roll. If the defense roll is higher than or equal to the attack roll, the attack is blocked and does zero damage.
I think that sounds a little obvious, but I feel I should put it out there. If anyone would like to do some simulations for me (not that I won't do some myself), do so and give me the results.
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Post by Gardevoir Master on Dec 19, 2006 19:46:23 GMT -8
Okay, I'll just toss together a couple test characters here...
Name: Wimpy the Dummy Class: Crash Test Dummy Weapon: none Armor: none Snag Machine: none Other Items: none
Health Points(HP): 100 Special Points (SP): 100 PA: 1 PD: 1 SA: 1 SD: 1 Spd: 1 Evade: 1
Abilities: none Signature Move: none
Name: Power Dummy Class: Crash Test Dummy Weapon: none Armor: none Snag Machine: none Other Items: none
Health Points(HP): 2500 Special Points (SP): 100 PA: 5 PD: 5 SA: 1 SD: 1 Spd: 1 Evade: 5
Abilities: none Signature Move: none
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Post by Gardevoir Master on Dec 19, 2006 19:55:45 GMT -8
Wimpy Dummy: 100 HP Power Dummy: 2500 HP
Wimpy Dummy attacks Power Dummy with Dummy Fist!
... Okay, I guess I'll need to come up with an accuracy score for the default attack. Suggestions?
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Post by Gardevoir Master on Dec 19, 2006 20:19:07 GMT -8
Okay, since the Power Dummy has an evade of 5, the default attack will have an accuracy of 5.
Round 1 Wimpy Dummy: 100 HP Power Dummy: 2500 HP
Wimpy Dummy attacks Power Dummy with Dummy Fist! Wimpy's Acc: 2+2+2+4+5 = 15 vs. Power's eva: 5+5+6+6+2+2 = 26 Power Dummy dodges Wimpy Dummy's attack!
Power Dummy attacks Wimpy Dummy with Dummy Fist! Power's acc: 2+2+6+6+3=19 vs. Wimpy's eva: 6 Power's PA: 1+2+2+4+6 = 15 vs. Wimpy's PD: 6 Wimpy takes 9 damage!
Round 2 Wimpy Dummy: 91 HP Power Dummy: 2500 HP
Wimpy Dummy attacks Power Dummy with Dummy Fist! Wimpy's Acc: 4+4+3+5+6 = 22 vs. Power's eva: 1+5+5+5+6 = 22 Judge's decision? Hit! Wimpy's PA: 4 vs. Power's PD: 4+4+4... forget it. Power Dummy blocks!
Power Dummy attacks Wimpy Dummy with Dummy Fist! Power's acc: 3+5+6+whatever vs. Wimpy's eva: who cares? Power's PA: 1+3+6+6+4 = 20 vs. Wimpy's PD: 2 Wimpy takes 18 damage!
Round 3 Wimpy Dummy: 73 HP Power Dummy: 2500 HP
Wimpy Dummy attacks Power Dummy with Dummy Fist! Wimpy's Acc: 3+4+5+2+6 = 20 vs. Power's eva: 2+3+6+6+1 = 18 Wimpy's PA: 1 vs. Power's PD: minimum of five Power Dummy blocks!
Power Dummy attacks Wimpy Dummy with Dummy Fist! Power's acc: 3+3+6+6+6 = 24 vs. Wimpy's eva: maximum of 6 Power's PA: 1+1+3+4+6 vs. Wimpy's PD: 6 Wimpy takes 9 damage!
Round 4 Wimpy Dummy: 64 HP Power Dummy: 2500 HP
Wimpy Dummy attacks Power Dummy with Dummy Fist! Wimpy's Acc: 1+1+1+4+6 = 13 vs. Power's eva: 1+4+5+6+6 = 23 Power Dummy dodges!
Power Dummy attacks Wimpy Dummy with Dummy Fist! Power's acc: 6+... vs. Wimpy's eva: maximum of 6 Power's PA: 1+1+2+6+5 vs. Wimpy's PD: 2 Wimpy takes 13 damage!
Round 5 Wimpy Dummy: 51 HP Power Dummy: 2500 HP
Wimpy Dummy attacks Power Dummy with Dummy Fist! Wimpy's Acc: 4*3+5+6 = 23 vs. Power's eva: 6+6+4+2+2 =20 Wimpy's PA: 6 vs. Power's PD: 3+3+... Power Dummy blocks!
Power Dummy attacks Wimpy Dummy with Dummy Fist! Power's acc: 4+4+1+... vs. Wimpy's eva: maximum of 6 Power's PA: 3+4+4+5+5 = 21 vs. Wimpy's PD: 6 Wimpy takes 17 damage!
Round 6 Wimpy Dummy: 34 HP Power Dummy: 2500 HP
Wimpy Dummy attacks Power Dummy with Dummy Fist! Wimpy's Acc: 1+6+6+6+3 = 22 vs. Power's eva: 3+4+6+1+5 =19 Wimpy's PA: 4 vs. Power's PD: minimum of five Power Dummy blocks!
Power Dummy attacks Wimpy Dummy with Dummy Fist! Power's acc: 6+... vs. Wimpy's eva: maximum of 6 Power's PA: 2+4+5+5+6 vs. Wimpy's PD: 3 Wimpy takes 19 damage!
Round 7 Wimpy Dummy: 15 HP Power Dummy: 2500 HP
Wimpy Dummy attacks Power Dummy with Dummy Fist! Wimpy's Acc: 3+4+5+2+1 = 15 vs. Power's eva: 1+1+3+6+2 = 13 Wimpy's PA: 2 vs. Power's PD: minimum of five Power Dummy blocks!
Power Dummy attacks Wimpy Dummy with Dummy Fist! Power's acc: 6+... vs. Wimpy's eva: maximum of 6 Power's PA: 6+4+2+3+5 = 20 vs. Wimpy's PD: 4 Wimpy takes 16 damage!
Wimpy Dummy: -1 HP Power Dummy: 2500 HP
Power wins the match. Flawless victory after seven rounds.
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Post by Gardevoir Master on Dec 19, 2006 21:39:57 GMT -8
New dummy. This one will pit Special against Physical. Proper balance probably requires higher Speed to improve Evasion, or maybe more Physical to improve HP, but I want to test it this way first.
Name: Gunner Dummy Class: Crash Test Dummy Weapon: Dummy Gun Armor: none Snag Machine: none Other Items: none
You have 18 Stat Points to allot to the following stats except Evade. You must give at least one point to each stat, but no more than five. HP: 100 SP: 2500 PA: 1 PD: 1 SA: 5 SD: 5 Spd: 1 Evade: 1
Abilities: none Signature Move: none
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Post by Gardevoir Master on Dec 19, 2006 21:52:54 GMT -8
Round 1 Gunner Dummy: 100 HP Power Dummy: 2500 HP
Gunner Dummy attacks Power Dummy with Dummy Shot! Gunner's Acc: 3+4+4+5+5=21 vs. Power's Eva: 3+3+5+2+2=15 Gunner's SA: 1+2+2+4+3 = 12 vs. Power's SD: 6 Power takes 6 damage!
The thought occurs to me that if the projectile is physical and not energy or something, it should still be blocked using PD. That quibble aside, I continue with my original plans...
Power Dummy attacks Gunner Dummy with Dummy Fist! Power's Acc: 5+3+... vs. Gunner's Eva: Maximum of 6 Power's PA: 1+2+6+4+5=18 vs. Gunner's PD: 4 Gunner takes 14 damage!
Round 2 Gunner Dummy: 86 HP Power Dummy: 2494 HP
Gunner Dummy attacks Power Dummy with Dummy Shot! Gunner's Acc: 2+6+6+1+3+3=21 vs. Power's Eva: 1+1+2+3+6=13 Gunner's SA: 2+1+1+4+6=14 vs. Power's SD: 4 Power takes 10 damage!
Power Dummy attacks Gunner Dummy with Dummy Fist! Power's Acc: 4+2+... vs. Gunner's Eva: Maximum of 6 Power's PA: 2+2+3+6+1=14 vs. Gunner's PD: 3 Gunner takes 11 damage!
Round 3 Gunner Dummy: 75 HP Power Dummy: 2484 HP
Gunner Dummy attacks Power Dummy with Dummy Shot! Gunner's Acc: 3+4+4+5+5=21 vs. Power's Eva: 2+3+3+3+1=12 Gunner's SA: 2+5+6+6+1=20 vs. Power's SD: 1 Power takes 19 damage!
Power Dummy attacks Gunner Dummy with Dummy Fist! Power's Acc: 2+4+... vs. Gunner's Eva: Maximum of 6 Power's PA: 2+4+6+6+1=19 vs. Gunner's PD: 6 Gunner takes 13 damage!
Round 4 Gunner Dummy: 62 HP Power Dummy: 2465 HP
Hmm... Yeah... If Power didn't start with 25 times Gunner's HP, they'd probably be considered neck-and-neck by now.
Gunner Dummy attacks Power Dummy with Dummy Shot! Gunner's Acc: 3+3+6+6+6=24 vs. Power's Eva: 4+4+5+5+3=21 Gunner's SA: 1+1+6+5+5=18 vs. Power's SD: 4 Power takes 14 damage!
Power Dummy attacks Gunner Dummy with Dummy Fist! Power's Acc: 3+2+1+... vs. Gunner's Eva: Maximum of 6 Power's PA: 6+6+2+1+5=20 vs. Gunner's PD: 5 Gunner takes 15 damage!
Round 5 Gunner Dummy: 47 HP Power Dummy: 2451 HP
Gunner Dummy attacks Power Dummy with Dummy Shot! Gunner's Acc: 1+2+5+2+1=11 vs. Power's Eva: 5+5+1... Power dodges!
Power Dummy attacks Gunner Dummy with Dummy Fist! Power's Acc: 6+... vs. Gunner's Eva: Maximum of 6 Power's PA: 6+6+6+4+3=25 vs. Gunner's PD: 1 Gunner takes 24 damage!
Round 6 Gunner Dummy: 23 HP Power Dummy: 2451 HP
Gunner Dummy attacks Power Dummy with Dummy Shot! Gunner's Acc: 2+5+6+4+4=21 vs. Power's Eva: 4+3+5+5+2=19 Gunner's SA: 1+5+6+2+4=18 vs. Power's SD: 4 Power takes 14 damage!
Power Dummy attacks Gunner Dummy with Dummy Fist! Power's Acc: 2+3+5+... vs. Gunner's Eva: Maximum of 6 Power's PA: 1+4+4+3+5=17 vs. Gunner's PD: 4 Gunner takes 13 damage!
Round 7 Gunner Dummy: 10 HP Power Dummy: 2437 HP
Gunner Dummy attacks Power Dummy with Dummy Shot! Gunner's Acc: 1+4+4+6+6=21 vs. Power's Eva: 2+5+5+5+6=23 Power dodges!
Power Dummy attacks Gunner Dummy with Dummy Fist! Power's Acc: 1+5+... vs. Gunner's Eva: Maximum of 6 Power's PA: 2+2+4+5+3=16 vs. Gunner's PD: 3 Gunner takes 13 damage!
Round 8 Gunner Dummy: -3 HP Power Dummy: 2437 HP
After seven round, Power Dummy is again the victor.
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Post by Gardevoir Master on Dec 19, 2006 22:45:40 GMT -8
While I have no doubt Gunner dummy has the possibility of victory in a more even bout, I'm going to tune him up a bit anyway. I don't think I'll test him right now, though. Maybe tomorrow, if ever.
Name: Gunner Dummy 2.0 Class: Crash Test Dummy Weapon: Dummy Gun Armor: none Snag Machine: none Other Items: none
HP: 1000 SP: 2500 PA: 2 PD: 5 SA: 5 SD: 5 Spd: 1 Evade: 2
Abilities: none Signature Move: none
While I'm at it, I think I'll make a couple dummies for the PokeBall test...
Name: Evasion Dummy Class: Crash Test Dummy Weapon: none Armor: none Snag Machine: Basic Other Items: PokeBall generator
HP: 500 SP: 100 PA: 5 PD: 1 SA: 1 SD: 1 Spd: 5 Evade: 25
Abilities: none Signature Move: none
Name: Escape Dummy Class: Crash Test Dummy Weapon: none Armor: none Snag Machine: Basic Other Items: PokeBall generator
You have 18 Stat Points to allot to the following stats except Evade. You must give at least one point to each stat, but no more than five. HP: 500 SP: 500 PA: 1 PD: 5 SA: 1 SD: 5 Spd: 1 Evade: 1
Abilities: none Signature Move: none
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Post by Gardevoir Master on Dec 20, 2006 14:31:06 GMT -8
A couple things occurred to me yesterday since my last post:
1. 25 Evade is WAY too high.
2. I should probably test my Momentum system next.
Clearly, my tacked-on evasion mechanic is unbalanced as it is too easy to create a character that is nearly untouchable. Also, there's no way I'm rolling twenty-five dice (which I plan to replace with a random number generator, but I digress). From now on, evade will be the average of PA, SA, and Spd, rounded down to the nearest whole. This will make for lower Evade scores, so I may need to lower accuracy while I'm at it. I will alter the stat list to reflect this, and make new dummies.
The Momentum Meter is what I'm really worried about. I'm afraid that it'll either be really, really easy or really, really hard to build or lose Momentum. You could lose Momentum as soon as you've earned it, or be driven down to zero momentum and stay there. I'll build a couple dummies with equal stats and have them throw down. That'll clear things up.
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Post by Gardevoir Master on Dec 20, 2006 14:38:19 GMT -8
Dummy reconfigurations...
Name: Power Dummy Class: Crash Test Dummy Weapon: none Armor: none Snag Machine: none Other Items: none
Health Points(HP): 2500 Special Points (SP): 100 PA: 5 PD: 5 SA: 1 SD: 1 Spd: 1 Evade: 1
Abilities: none Signature Move: none
Name: Gunner Dummy 2.0 Class: Crash Test Dummy Weapon: Dummy Gun Armor: none Snag Machine: none Other Items: none
HP: 1000 SP: 2500 PA: 2 PD: 5 SA: 5 SD: 5 Spd: 1 Evade: 2
Abilities: none Signature Move: none
While I'm at it, I think I'll make a couple dummies for the PokeBall test...
Name: Evasion Dummy Class: Crash Test Dummy Weapon: none Armor: none Snag Machine: Basic Other Items: PokeBall generator
HP: 500 SP: 100 PA: 5 PD: 1 SA: 1 SD: 1 Spd: 5 Evade: 3
Abilities: none Signature Move: none
Name: Escape Dummy Class: Crash Test Dummy Weapon: none Armor: none Snag Machine: Basic Other Items: PokeBall generator
You have 18 Stat Points to allot to the following stats except Evade. You must give at least one point to each stat, but no more than five. HP: 500 SP: 500 PA: 1 PD: 5 SA: 1 SD: 5 Spd: 1 Evade: 1
Abilities: none Signature Move: none
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Post by Gardevoir Master on Dec 20, 2006 14:56:17 GMT -8
Name: Buster Class: Crash Test Dummy Weapon: Dummy Sword Armor: Dummy Armor Snag Machine: none Other Items: none
HP: 1200 SP: 1200 PA: 4 PD: 3 SA: 3 SD: 4 Spd: 4 Evade: 3
Abilities: none Signature Move: none
Name: Breaker Class: Crash Test Dummy Weapon: Dummy Crossbow Armor: Dummy Armor Snag Machine: none Other Items: none
HP: 1200 SP: 1200 PA: 3 PD: 4 SA: 4 SD: 3 Spd: 4 Evade: 3
Abilities: none Signature Move: none
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Post by Gardevoir Master on Dec 20, 2006 16:12:00 GMT -8
Round 1 Buster: 1200 HP, 50 Mo Breaker: 1200 HP, 50 Mo
Buster attacks Breaker with Dummy Slash! Buster's Acc: 2+3+6=11 vs. Breaker's Eva: 2+3+6=11 Buster's PA: 3+5+5+3=16 vs. Breaker's PD: 1+5+6=12 Breaker takes 4 damage!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 4+5+6=15 vs. Buster's Eva: 2+3+5=10 Breaker's PA: 3+3+6=12 vs. Buster's PD: 3+5+5=13 Buster blocks!
Round 2 Buster: 1200 HP, 54 Mo Breaker: 1196 HP, 50 Mo
Buster attacks Breaker with Dummy Slash! Buster's Acc: 1+1+3=5 vs. Breaker's Eva: 4+6+6=16 Breaker Dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 2+3+5=10 vs. Buster's Eva: 4+5+5=14 Buster Dodges!
Round 3 Buster: 1200 HP, 46 Mo Breaker: 1196 HP, 46 Mo
Buster attacks Breaker with Dummy Slash! Buster's Acc: 1+3+6=10 vs. Breaker's Eva: 3+5+6=14 Breaker Dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 2+4+5=11 vs. Buster's Eva: 2+3+5=10 Breaker's PA: 4+6+6+4=20 vs. Buster's PD: 1+3+6+4=14 Buster takes 6 damage!
Round 4 Buster: 1194 HP, 38 Mo Breaker: 1196 HP, 50 Mo
Buster attacks Breaker with Dummy Slash! Buster's Acc: 3+1+1=5 vs. Breaker's Eva: 1+1+4=6 Breaker dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 2+2+3=7 vs. Buster's Eva: 1+3+6=10 Breaker's PA: 2+2+6+6=16 vs. Buster's PD: 2+3+6+1=12 Buster takes 4 damage!
Round 5 Buster: 1190 HP, 30 Mo Breaker: 1196 HP, 54 Mo
Buster attacks Breaker with Dummy Slash! Buster's Acc: 3+3+5=11 vs. Breaker's Eva: 1+5+6=12 Breaker Dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 2+2+6=10 vs. Buster's Eva: 2+5+6=13 Buster Dodges!
Round 6 Buster: 1190 HP, 26 Mo Breaker: 1196 HP, 50 Mo
Buster attacks Breaker with Dummy Slash! Buster's Acc: 1+4+6=11 vs. Breaker's Eva: 1+5+5=11 Buster's PA: 1+1+5+5=12 vs. Breaker's PD: 2+3+4+6=15 Breaker blocks!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 3+3+5=11 vs. Buster's Eva: 2+3+4=9 Breaker's PA: 4+4+6+3=17 vs. Buster's PD: 1+2+4+2=9 Buster takes 8 damage!
Round 7 Buster: 1182 HP, 26 Mo Breaker: 1196 HP, 50 Mo
Buster attacks Breaker with Dummy Slash! Buster's Acc: 1+2+5=8 vs. Breaker's Eva: 3+3+4=10 Breaker Dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 3+3+5=11 vs. Buster's Eva: 3+4+4=11 Breaker's PA: 4+6+6+3=18 vs. Buster's PD: 3+4+6+4=17 Buster takes 1 damage!
Round 8 Buster: 1181 HP, 18 Mo Breaker: 1196 HP, 54 Mo
I'm beginning to think these guys have too much HP.
Buster attacks Breaker with Dummy Slash! Buster's Acc: 1+4+4=9 vs. Breaker's Eva: 3+3+5=11 Breaker Dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 3+2+5=10 vs. Buster's Eva: 3+4+4=11 Buster Dodges!
Round 9 Buster: 1181 HP, 14 Mo Breaker: 1196 HP, 50 Mo
I just now remembered about the Momentum Bonus.
Initiative Time: Buster: 4+4+5+6=19 Breaker: 3+6+6+4=19 Tie! No bonus.
Buster attacks Breaker with Dummy Slash! Buster's Acc: 4+4+2=10 vs. Breaker's Eva: 1+2+6=9 Buster's PA: 3+4+5=12 vs. Breaker's PD: 3+3+6=12 Breaker blocks!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 3+3+4=10 vs. Buster's Eva: 2+3+5=10 Breaker's PA: 1+2+5+5=13 vs. Buster's PD: 1+4+5+1=11 Buster takes 2 damage!
Round 10 Buster: 1178 HP, 14 Mo Breaker: 1196 HP, 54 Mo
Initiative Time: Buster: 1+1+6+1=9 Breaker: 1+5+5+1=12 +4 Momentum Bonus!
Buster attacks Breaker with Dummy Slash! Buster's Acc: 1+1+2=4 vs. Breaker's Eva: 5+5+6=16 Breaker Dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 1+1+6=8 vs. Buster's Eva: 4+4+5=13 Buster Dodges!
Round 11 Buster: 1178 HP, 10 Mo Breaker: 1196 HP, 54 Mo
Initiative Time: Buster: 2+4+6+5=17 +4 Momentum Bonus! Breaker: 3+4+5+2=14
Buster attacks Breaker with Dummy Slash! Buster's Acc: 2+3+4=10 vs. Breaker's Eva: 1+3+5=9 Buster's PA: 3+3+6+4=16 vs. Breaker's PD: 1+3+5+4=13 Breaker takes 3 damage!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 4+4+5=13 vs. Buster's Eva: 1+2+6=9 Breaker's PA: 2+5+5+6=18 vs. Buster's PD: 2+3+4+3=12 Buster takes 6 damage!
Round 12 Buster: 1172 HP, 14 Mo Breaker: 1193 HP, 54 Mo
Initiative Time: Buster: 1+2+2+4=9 Breaker: 2+3+6+3=14 +4 Momentum Bonus!
Buster attacks Breaker with Dummy Slash! Buster's Acc: 1+3+5=9 vs. Breaker's Eva: 4+5+5=14 Breaker Dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 3+4+5=12 vs. Buster's Eva: 2+1+1=4 Breaker's PA: 2+5+6+4=17 vs. Buster's PD: 3+3+3+6=15 Buster takes 2 damage!
Round 13 Buster: 1170 HP, 6 Mo Breaker: 1193 HP, 62 Mo
Initiative Time: Buster: 2*3+6=12 Breaker: 1+4+6+1=12 Tie! No bonus.
Buster attacks Breaker with Dummy Slash! Buster's Acc: 1+5+5=11 vs. Breaker's Eva: 3+3+4=10 Buster's PA: 4+6+6+1=17 vs. Breaker's PD: 2+4+5+2=13 Breaker takes 4 damage!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 1+2+4=7 vs. Buster's Eva: 4+4+5=13 Buster Dodges!
Round 14 Buster: 1170 HP, 10 Mo Breaker: 1189 HP, 54 Mo
Initiative Time: Buster: 3+4+4+5=16 Breaker: 4+4+6+4=18 +4 Momentum Bonus!
Buster attacks Breaker with Dummy Slash! Buster's Acc: 2+3+5=10 vs. Breaker's Eva: 2+5+6=13 Breaker Dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 1+3+6=10 vs. Buster's Eva: 1+4+5=10 Breaker's PA: 1+3+5+5=14 vs. Buster's PD: 3+4+5=12 Buster takes 2 damage!
Round 15 Buster: 1168 HP, 2 Mo Breaker: 1189 HP, 62 Mo
Initiative Time: Buster: 5+5+6+5=21 +4 Momentum Bonus! Breaker: 4+5+5+2=16
Buster attacks Breaker with Dummy Slash! Buster's Acc: 2+2+6=10 vs. Breaker's Eva: 2+3+4=9 Buster's PA: 2+4+6+4=16 vs. Breaker's PD: 4+5+5+3=17 Breaker blocks!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 2+2+6=10 vs. Buster's Eva: 1+2+4=7 Breaker's PA: 2+4+6+2=14 vs. Buster's PD: 1+3+4+6=14 Buster blocks!
Round 16 Buster: 1168 HP, 6 Mo Breaker: 1189 HP, 62 Mo
Initiative Time: Buster: 4+5+5+2=16 +4 Momentum Bonus! Breaker: 2+4+6+1=13
Buster attacks Breaker with Dummy Slash! Buster's Acc: 1+4+6=11 vs. Breaker's Eva: 1+2+6=9 Buster's PA: 4+5+6+4=19 vs. Breaker's PD: 2+6+6+2=16 Breaker takes 3 damage!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 1+4+5=10 vs. Buster's Eva: 1+3+4=8 Breaker's PA: 2+3+3+1=9 vs. Buster's PD: 1+3+4+6=13 Buster blocks!
Round 17 Buster: 1168 HP, 6 Mo Breaker: 1186 HP, 58 Mo
Initiative Time: Buster: 1+2+2+2=7 Breaker: 1+5+6+3=15 +4 Momentum Bonus!
Buster attacks Breaker with Dummy Slash! Buster's Acc: 2+2+5=9 vs. Breaker's Eva: 2+5+6=13 Breaker dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 2+2+3=7 vs. Buster's Eva: 2+5+5=12 Buster Dodges!
Round 18 Buster: 1168 HP, 2 Mo Breaker: 1186 HP, 58 Mo
Initiative Time: Buster: 1+4+6+6=17 +4 Momentum Bonus! Breaker: 2+4+6+1=13
Buster attacks Breaker with Dummy Slash! Buster's Acc: 2+3+3=8 vs. Breaker's Eva: 2+6+6=14 Breaker Dodges!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 1+3+6=10 vs. Buster's Eva: 4+4+5=13 Buster Dodges!
Round 19 Buster: 1168 HP, 2 Mo Breaker: 1186 HP, 54 Mo
Initiative Time: Buster: 2+3+4+4=13 +4 Momentum Bonus! Breaker: 1+2+5+3=11
Maybe I should keep track of the other momentum exchanges, too...
Buster attacks Breaker with Dummy Slash! Buster's Acc: 1+4+5=10 vs. Breaker's Eva: 1+4+5=10 Buster's (+4 Mo) PA: 2+5+6+5=18 vs. Breaker's PD: 4+5+6+4=19 Breaker blocks!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 1+2+2=5 vs. Buster's Eva: 2+2+5=9 Buster Dodges! (Breaker -4 MO)
Round 20 Buster: 1168 HP, 10 Mo Breaker: 1186 HP, 50 Mo
Initiative Time: Buster: 5+5+6+3=19 +4 Momentum Bonus! Breaker: 1+1+5+2=9
Buster attacks Breaker with Dummy Slash! Buster's Acc: 4+5+5=14 vs. Breaker's Eva: 2+3+4=9 Buster's (+4 Mo) PA: 3+4+4+2=13 vs. Breaker's PD: 1+4+6+2=13 Breaker blocks!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 1+2+6=9 vs. Buster's Eva: 1+1+3=5 Breaker's (+4 Mo) PA: 1+4+6+5=16 vs. Buster's PD: 3+6+6+5=20 Buster blocks!
Round 21 Buster: 1168 HP, 18 Mo Breaker: 1186 HP, 54 Mo
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Post by Gardevoir Master on Dec 20, 2006 20:21:59 GMT -8
Okay, the board just logged me out, meaning that I've been logged in for six hours. If that doesn't mean it's time to take a break, I don't know what does. If anyone wants to take this battle to the bitter end for me while I'm gone, go ahead. You can use the following template:
Initiative Time: Buster: 4 +4 Momentum Bonus! Breaker: 4 +4 Momentum Bonus! Tie! No bonus.
Buster attacks Breaker with Dummy Slash! Buster's Acc: 3 vs. Breaker's Eva: 3 Breaker Dodges! (Buster -4 Mo) Buster's (+4 Mo) PA: 4 vs. Breaker's PD: 4 Breaker takes x damage! (-4 Mo) blocks!
Breaker attacks Buster with Dummy Bolt! Breaker's Acc: 3 vs. Buster's Eva: 3 Buster Dodges! (Breaker -4 Mo) Breaker's (+4 Mo) PA: 4 vs. Buster's PD: 4 Buster takes x damage! (-4 Mo) blocks!
Round Buster: HP, Mo Breaker: HP, Mo
Most of those numbers are the number of dice you roll, and the "x" is the amount of damage dealt. I'm pretty sure I explained the process elsewhere. When Accuracy=Evade, the hit lands, but if PA/SA=PD/SD, it's blocked.
If you're doing this on the board like I am, I suggest you start with a single-round post, post that, click "modify", add another round, save the modifications, click "modify," and so on until you've had enough. Or you could do it in a seperate file, and then post that when you're done. You can use six-sided dice like I am, which you can find in pretty much any board game.
I hope that's all you need to know, 'cause I'm outta here.
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