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Post by Nick on Apr 19, 2006 16:57:35 GMT -5
First we need to decide the rules for this. I would first like to discus the stats. I'd rather this not be a D&D rip off, so... I'm thinking Str, Def, Mag, HP, MP, and AP. I've heard that some want to mimic the dodging stratagy introduced in the second game, and thusly want dex as well. What shall we do?
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Post by Bill on Apr 21, 2006 18:10:49 GMT -5
I think having Dex would be a good idea. There's always a Dex stat.
On the other stats, what's AP? Armor Points?
I'm not a very experienced RPer, and I've never finished Kingdom Hearts, but I'd like to help with this if I can.
EDIT: You could also try breaking dex into separate stats, speed and agility if you don't like having dex. *shrugs* just a thought
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Post by Tim on Apr 21, 2006 18:37:56 GMT -5
AP: Ability Points
I think we should use a D6 system for the stats, as It's much easier.
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Post by Nick on Apr 22, 2006 8:57:14 GMT -5
Yeah, for what I am seeing this game to turn out to be, a D6 game would prove easiest. I like bill's idea of breaking dex into two seperate stats, but we could still call 1 dex and the other speed, but agility would work too.
I don't know how much we would actually use dex. by the sound of it, it is going to be more of your character's reflexes. If you have played the second game, you get this ability to counter other creature's attacks, and I believe that this is what tim had in mind for the stat.
Speed would also be nice to have, It would be nice to be able to increase the character's movement rate. But we also need to remember that the more stats that we add, the further we will be detering from the game. For one, the level up will start to differ, soon we will level two stats instead of just one, like in most level ups in the game. of course this may not be too much of a problem.
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Post by Nick on Apr 23, 2006 2:22:01 GMT -5
So, how does this sound? Str The amount of damage dealt per hit (minimum 1D6) Dex Used to activate reflexive counters and the ability to use certain "Abilities" better (more successfully) Def Each point subtracts a point from the attackers Str attribute, min 1 Mag The amount of damage dealt, or the other wise strength of your magic powers. AP Determines how many "Abilities" can be equipped. HP Your health points, when it equals zero, you die...or are just knocked out. MP How many spells you can cast.
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Post by Tim on Apr 23, 2006 14:44:37 GMT -5
Sounds good. I also think that your str. should determine how much damage you have to take or deal in order to go into your limit form, and mag. should determine how long you stay in limit form.
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Post by Nick on Apr 23, 2006 15:00:22 GMT -5
so say 100/STR is how much damage and/or kills you need to inflict to gain your overdrive. 10*Mag is the amount of turns you can stay in it.
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Post by Tim on Apr 23, 2006 15:27:55 GMT -5
I say yes to the str. part, but I think the turns should be like xd6, where x is your mag.
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Post by Nick on Apr 23, 2006 15:43:12 GMT -5
Scratch that. lets have the damage needed to get your drive be equal to 500. Spells and Physical attacks count toward this. every point of damage inflicted goes to the pot.
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Post by Nick on Apr 23, 2006 17:56:53 GMT -5
maybe we could have it last based on you'r level instead of your magic. So it would be XD6 where X=your level.
Okay, next i believe we should work on either combat or on the overdrive, that is if we are finished with this...
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Post by Nick on May 1, 2006 18:41:04 GMT -5
I have just made myself a character for the game. I do not believe that it is yet perfect, or the method i used will stay. this is just to help get conversation going again.
Cinshe Dleifenehs STR: 1 MAG: 2 DEX:1 DEF:1 HP:3 MP:5 AP:3 SPELLS: Fire lvl1; Flame Ring lvl1 OVERDRIVE EFFECT: Duration 10; STR +10, MAG +10; MP +20; Fire Resistence +10% ABILITIES: Fire Boost
my methods are thus. I started with 20 points, and one point in STR, MAG, DEX, DEF, HP, MP, And AP. To raise those, 1 point spent gives a 1 point increase. for spells, two points per spell level. So you could start with a third level spell, but not much else. For the abilities, the ap cost is the point cost to learn it. In overdrive, each point can give a +10 atribute increase. another point to give a 5% resistence (over 100% heals). and abilities cost half as much to learn here. there is a ten round duration at first. i am thinking you can add 5 rounds per 1 point. Please critique.
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Post by Nick on May 1, 2006 18:42:01 GMT -5
Oh, and every level will give you five more points to spend, which can be saved.
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Post by Bill on May 1, 2006 20:59:15 GMT -5
I think it sounds good.
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