Title: point system
Teknoguyver - February 17, 2005 08:30 PM (GMT)
i'm trying to come up with a point system to use in my next rpg. now i have one part worked out but am having trouble with another.
each charactor has a set amount of points, lets say 700 for example, each power/attack would use up or cost a set amount of points to use. when the counter hits zero your charactor is dead or completely powerless. of course the stronger the attack/power the more points it uses or costs.
ex:
starting points: 700
player uses a giga's power punch.
power punch costs 100 points.
700 - 100 = 600
players has 600 points left before unit deactatives(sp)
pretty simple. the only thing i need to work on now is damage vs HP. need to find the right balance between the two as i can't give enemies to much HP or they'd take forever to kill and can't have the powers doing to much damage or we'd end up killing everthing in one blow.
sowhat say you all? can you help?
Sparky - February 17, 2005 10:09 PM (GMT)
You could come up with a difficulty rating of something like say 1 to 5 and each rating of Zoanoid or enemy would have a set level of HP for a standard. That would you could have a short reliable table that clears everything up but you can still say change th specific HP of a zoanoid with a side note beside it's name if you want it to be a bit harder or easiar depending on your view.
*Jenny* - February 18, 2005 01:09 PM (GMT)
This point scheme thing makes me feel a little panick-ee cause I'll never be able to keep up with it in an rpg. Anyone want to explain it to me in a general kind of way?
Riven - February 18, 2005 01:29 PM (GMT)
Well it works like this Jenny.
In the RPG, you'll be given so many points, we'll say 1000 points.
And that is your total Ability Use Points, or AUP if you perfer.
Now lets say you have 5 different attack, each of these will have a certain amount of points, and its up to you to watch how many AUPs you use at one time and when.
Here's an example.
Character: Rune
Player: Riven (me)
Total Ability Use Points: 1000
List of Abilities:
Triple Power Kick = 200 AUPs
Shinku Pericing Strike = 100 AUP
Double Power Punch = 200 AUP
Crimson Lighting Destroyer = 500 AUP
Dark Engulfer = 800 AUP
Notice each ability has an AUP assigned to it.
IF you were in a situation in an RPG that required you to use one of these abilities, and you did decide to use it, you have to subtract the AUP assigned to the ability from you Total Ability Use Points.
If you use up all your AUPs, you either die or an incapitated until your AUP is restored.
Teknoguyver - February 18, 2005 07:09 PM (GMT)
thanks riven. it more or less just a + and - thing. it's really easy if you don't try to read more in to it then that.
it's just like 1 +1 = 2 and 2-1 = 1. it's really not any harder then that.
Sparky - February 18, 2005 07:48 PM (GMT)
| QUOTE |
| it's just like 1 +1 = 2 and 2-1 = 1. it's really not any harder then that. |
but what about if we get stuff like critical strikes, which would add on another level of not add to the current level of damage or energy bing made or used. And what if we use it at a lower pwoered setting AND not to mention field bonuses like the type of terrain we're on :blink:
Teknoguyver - February 18, 2005 08:52 PM (GMT)
sparks the idea is to keep things as simple as possable. if an attack is made stringer then it will simple cost more. i'll make a list but it would most like be set up like this.
if you want to add +5 to your attack add 15 points to the cost. some of the other things will simple have to be roled played. one of the reasons we never played with a point system is that it was to much trouble, no one wanted to or there was no way to keep track.
with the rpgs going the way they are now i just want to "test the wateres" as it were by add a point system that is simple and very easy to use. right know i just want to cover the basic. that being cost, damage, and hp. i think that really all we need.
critical strikes: will most like be your sure kills. normal kicks and punchs are not going to be counted on the point system it's just going to be the charactors powers and other non-human powers.
i'm not going to sweat the small stuff.
energy bing made or used: thats the point system in and of it's self. i'm thinking of making cards up or chips that will act as health drinks and the like. but each player will only have like two or three and they will only replace or add like 50 points.
lower powered setting: you can't. simplely put the base line power levels and cost are set in stone at the begining of the rpg. you can temperialy(sp) add power to your attack(useing up more points in doing so) but you can't lower it.
field bonuses like the type of terrain to be honest stuff like that gets to damn confueing at times. so i'm not going to even consider it or worry about. after all if your charactor can fire a laser bolt through a mountain in order to hit the guy on the other side then your more then likely god-playing.
we've been through enough and know each other well enough that we can simple role play stuff like terrain effect. if we're fighting in a forest some of the shot or blots are going to hit the trees insteed of the enemy that's just a simple fact.
any other questions?
ps. i like the format you set up riven. i might use it.
*Jenny* - February 18, 2005 10:15 PM (GMT)
I can do the maths, but I am still confused :huh: :unsure: :weep:
:beers:
Teknoguyver - February 18, 2005 10:31 PM (GMT)
on or by what? you need to tell me so i can help you understad or rework something so that it is easier to understand.
anyway the topic is kinda getting off topic. i still need help and or ideas on how to work out the damage and hp part of the system.
Tydorei Belouve - February 18, 2005 11:41 PM (GMT)
sounds cool to me. I like this idea more then what I seen in the past. Even battle cube hp system seemed wrong to me. (PS when I was killed in BC Bloodstrom told me I had 20 hp left :rolleyes: But he let me die anyway :weep: )
My ideas anyway are as follows.
Character: Rune
Player: Riven (me)
HP: 2000
Type: Dark
Total Ability Use Points: 1000
List of Abilities: Damage
Triple Power Kick = 200 AUPs 300
Shinku Pericing Strike = 100 AUP 150
Double Power Punch = 200 AUP 250
Crimson Lighting Destroyer = 500 AUP 550
Dark Engulfer = 800 AUP 900
I like things complicated.
Whenever you use 200 AUP you lose 50 hp from exhuastion. For EX. Rive uses Dark Eungulfer. He loses 200 health. He uses Shinku Strike he loses no health... until he does a move that their combined AUP passes 200 then he loses 50 hp...
Also, lets have weakness/advantages.
Lets say Rive uses Dark engulfer on a Holy dude. It does half damage. 450
Lests say Holy dude does light engulfer. It does 50% more. 1350
Ofcourse items and enchantments can change this things.
Teknoguyver - February 18, 2005 11:55 PM (GMT)
um, tyde. the point is to keep things as simple as possable. that way we're not sitting around argueing over dumb shit.
the only thing's i care about are damage, cost, and hp. again hp can't be to high or else we'd be going at it for hours and again damge can't be to high or else we'd be killing everyone in one hit.
i need to find a balance so that i can set up everyones hp count.
i'm off for the next three days so i'll be looking into it.
(ps. tyde i don't think it's a good idea to bring up the BC arguement again. )
(edit: ok i think i figured out the point system well enough to use it in an rpg.
the damage for each attack is 25% of cost + cost amount. EX: Attack Cost: 50 points; attack damage = 63. (25% of 50 is 12.5. so 50 + 12.5 = 62.5, when rounded comes out to 63.)