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| Role Plays For all your role playing needs. This is the section for all your roleplays. Bigger roleplays will have their own section. |
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#21 |
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Special Jonin Candidate
Join Date: Jan 2010
Posts: 36,974
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Stop being pessimistic, Vorn.
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#22 |
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Smooth as Sandpaper
Sage of Lemonade CB Murder Bros & Co. Join Date: May 2010
Posts: 7,175
Rep Power: 15 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Stop being such a bully, Wooster.
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#23 | |
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Special Jonin Candidate
Join Date: Sep 2009
Location: Walkin' through the candy-lane with Tifa.~ -.-
Posts: 29,639
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Quote:
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#24 | |
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Smooth as Sandpaper
Sage of Lemonade CB Murder Bros & Co. Join Date: May 2010
Posts: 7,175
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The basis of d20 is OGL (Open Gaming License).
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You don't need anything more than the stats and modifiers system really. That will be the basis to work off of, you can use the rest of the systems as inspiration if nothing else, though I recommend taking as much as you can and modifying them to your purposes. |
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#25 |
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The Grand Vizier
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Bacon, you should work on doing what I've already started doing; Coming up with specific questions regarding what you want to do. Why do I say this? Well, I have already created a working Chunin Exam this way and have actually the basic ideas for a system down. I think it would be good to ask yourself questions about your system idea. For instance:
What exactly does the Speed stat do? How does it work with dice? What are the subsets of Strength? What is the benefit of being a genjutsu specialist from the standpoint of RPing or battling in the system?
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#26 |
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Special Jonin Candidate
Join Date: Sep 2009
Location: Walkin' through the candy-lane with Tifa.~ -.-
Posts: 29,639
Rep Power: 27 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
I have an idea for most of those,but nothing so concrete as to put up an entire wall of text explaining every little thing. As I said, I don't want to be the only one working on this as this was to get people motivated to discuss their own potential ideas.
So far only three people have actually offered anything in that regard. Edit: @ vorn I'll take a closer look at your links. http://www.d20srd.org/indexes/basics...escription.htm I spent most of my forum time today using this link to the official rules or at least an iteration of them if they've been updated since. There's a lot of good ideas I didn't even think to use,but so much to take in e.e
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#27 |
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Smooth as Sandpaper
Sage of Lemonade CB Murder Bros & Co. Join Date: May 2010
Posts: 7,175
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That's got everything you need as far as d20 goes. And yeah it is quite a bit to learn all in one lump.
I'll say this in regards to not wanting to do this alone; you really should limit the amount of people with a say. The WS was bogged down with too many people trying to push their ideas and the whole "democracy" garbage. Nothing gets down in the US because of it -- nothing got done in the WS because of it. Bring a select few people at most onboard, and at the end of the day make it clear that shit needs to be done - not debated over for two weeks. I did this when I made my own RP systems; I got feedback from a couple of people (players, not people that run the system, people that will be playing in it -- they give you the most vital (and sometimes most biased/worthless) feedback you can get) and implemented things if they worked and made sense. At the end of the day though things were made regardless of whether anyone liked it. Don't fall into the same WS trap of development limbo. If you're using d20 as the base it should take you no more than a weeks worth of effort to create a fully functional system, and I give you a week only because you have to replace things with Naruto related entities. |
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#28 |
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Special Jonin Candidate
Join Date: Apr 2009
Location: 木ノ葉隠れの里 (Konohagakure no Sato)
Posts: 2,707
Rep Power: 11 ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
I had a longer post, but Firefox crashed
It is a little bit upsetting to see so few people saying anything, not even a sentence or two how "It would be cool if [X]" but I see some people with actual experience and knowledge showing up so...Iguessitsalrightbutnotreally Vornmusion seems like he knows what he's talking about, more so than I as I previously stated, I will take a look at the suggested system when I'm on a computer that can do so easily. On Genjutsu: I think it is common knowledge Intelligence factors into this highly, so that should likely be the point of focus statistically speaking. -For example, Shinobi A has 5 Intelligence and Shinobi B has 3 -Shinobi A casts IllusionaryMists no Jutsu on Shinobi B before slashing Shinobi B with his sword (Costing [X] chakra and requiring 3 Mind to escape) -Shinobi B notices mists appearing despite this being a desert and uses Genjutsu Kai to escape (meeting the Intel requirements) If for some reason Shinobi A casted a stronger Genjutsu requiring say, 8 Intel to escape, Shinobi B could only have a slight chance to escape (3/8 maybe? I don't know.) I'm all for stats and points as long as they don't totally get in the way of RP, then they're fine with me. As was said in the OP they can break to roleplay but they can be good as well. Neither a bunch of numbers nor the power of SpacialWarp no Jutsu should win. Stats to define limits and roleplay to define actions....or something like that. So this is what I think before looking at any d20 stuff. Strength - to define things like punching and kicking and Speed - to define things like how fast you are and the distance you can cover Dexterity - to define skill with weapons or how many hits you can perform at a time Perception - to define reaction and noticing things (traps laid, multiple strikes, genjutsu) Intelligence - to define thought processing and knowledge of jutsu (allowing one to perform and understand more complex jutsu) With the addition of modifiers like the OP mentions.... Spoiler:
And then you'd have a character, as for jutsu.... Spoiler:
.....eh I'm not too sure on the Chakra and Jutsu stuff but that could be cleaned up I suppose. Also there could be a Stamina stat for Taijutsu. All together though, using d20 as a basis seems like the best idea, mainly because it sounds like it gets you a lot further than things seem to go naturally around here.
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#29 |
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Smooth as Sandpaper
Sage of Lemonade CB Murder Bros & Co. Join Date: May 2010
Posts: 7,175
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You're going to need a Chakra (mana) system, unless you want to use d20's way of spell casting (which is awful and horrible and you should not use it ever), otherwise there won't be any point in having lower ranked jutsu. You could probably replace Charisma with Chakra and then use that stat to reflect how much you have to work with (thus ensuring build compatibility, i.e one can specialize in melee combat or heavy jutsu combat at the sacrifice of the other).
I myself use a homebrew mana system for my D&D game (because again the spell system is awful) which uses the spell modifier for a class (typically Intelligence, in this case it would be Chakra) to determine how much mana they have. First you would need to decide how stats are going to work though, especially the values for modifiers and if they will stick to the established system of d20 (10 is base level for a stat, +0, every two points above that adds +1, every two points below 10 adds -1 -- you use a pool of points to add, with the cost per point increasing as a stat gets higher, allowing specialization builds without being overpowered in other aspects). Last edited by Vornmusion; 01-14-2013 at 12:35 PM. |
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#30 |
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Special Jonin Candidate
Join Date: Sep 2009
Location: Walkin' through the candy-lane with Tifa.~ -.-
Posts: 29,639
Rep Power: 27 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Admittedly I've kinda fallen in love with the innate simplicity of d20's base rules,but I don't follow you on the spellcasting system. Here's my basic idea for combat and jutsu( haven't read d20 rules)
2d10+ intelligence modifier + Dexterity+ jutsu rank Defender bonuses: 2d10+ wisdom+ Dexterity = Defender check Essentially certain stats would affect how people defend and how powerful their attacks are if we just base them on stats alone. What's more is there are other stats to consider when defending and attacking differently with constitution affecting channeling jutsu such as flamethrower types or if the defender decided to use a jutsu, he'd also need to account for his own intelligence stat. Jutsu's themselves while rough in my mind are going to be defined by their ranking and given their own modifier based on intelligence just as melee attacks would get their own based on strength.The difference is jutsu, especially genjutsu after affected potentially by 3 different attributes before the base roll. Example: player 1 has 100 speed and 50 dex Player 2 has 99 speed and 75 dex Technically player 2 is more accurate and could potentially land far more hits than player 1,but player one has the same speed.. With this site's history, that'd be a complete standstill.
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#31 | ||||
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Smooth as Sandpaper
Sage of Lemonade CB Murder Bros & Co. Join Date: May 2010
Posts: 7,175
Rep Power: 15 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Quote:
For example I made this for my RP to reflect traveling on the "world map" (in the current area anyway) as it were: Spoiler:
Since D&D is a persistent game (there is no "complete quest, go back to lobby to await teleportation to the next one", unless the DM decides to do so) similar to an MMO the Spells Per Day are workable, since the party will rest quite often (whether by choice or not; few races don't require sleep). However what you want to do won't be like D&D (it would be impossible to run a true D&D based game with so many people involved), therefore I suggest adding the much better and easier Mana system. Before you do that however you must decide on how stats are going to work (as I previously said). Quote:
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Always remember that you will require players to do the math and planning on their own. While I find great enjoyment in spending days fine tuning a character, I can assure you most of this forum won't have the tolerance or eagerness for it. There's a reason d20 (and other PnP systems) have character builder programs. Last edited by Vornmusion; 01-14-2013 at 02:47 PM. |
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#32 |
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Special Jonin Candidate
Join Date: May 2009
Location: Coolsville Avenue
Posts: 3,663
Rep Power: 10 ![]() ![]() ![]() ![]() ![]() ![]() |
Omg.. I inspired this all.. /can finally die/
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#33 | |
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Special Jonin Candidate
Join Date: Sep 2009
Location: Walkin' through the candy-lane with Tifa.~ -.-
Posts: 29,639
Rep Power: 27 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
I'll reply and not reply at the same time as my example was bad,but what I have right now anyways isn't flesh out quite yet.
__ In regards to the map and the whole resting thing, I think that's really fun. There's no real way to explain it other than one day I'd like to try a vanilla try through of d20 for that sole reason. The progression of time and aging is oddly unintuitive,yet it's such a basic concept. The when I tried to implement it,I realized what I stumbled upon was a mountain. That said I'm only going off the SRD for simplicities' sake. It's got all I need as you said and then some. Now for the fun part: Quote:
Spoiler has everything I go so far. I'm working on point allocation and dice roll after this reply. Spoiler:
Dice decide if the attack hits, and dice use numbers. The WS's primary failing was allowing people to do whatever they wanted "within reason" and didn't have a strict guide line of things that were "within reason". Instead it relied on Judges that didn't have a strict code to follow, leaving their judgement widely up to their on interpretation of what is and isn't reasonable, and allowed bias. This is what I was thinking. There's going to be bias no matter what the rp is, but I'm not hiding behind rules. That's why I wanted to do dice too. As for my basic intent so far, I'm trying to steer the overall direction into simplistic story lines with a gm and a team of 3 people. The trio for the most part can opt to be entirely independent or they can react to a narrator's touch. Essentially they'll do things such as roleplay catching a cat as beginner genin and as jonin execute diplomats in broad daylight before getting caught. The former is decided by dice rolls once I figure out how to give stats to animals(Which I saw in SRD) and with the sneaking aspect(high dex) will depend on dice rolls to stay out of the sight until they have to strike. If you get caught, it's an instant fail. no ned to worry about pvp or npc fighting. This isn't to say that pvp arena style will be gone,but I'd like to have non combat rp as well.
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#34 | ||||
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Smooth as Sandpaper
Sage of Lemonade CB Murder Bros & Co. Join Date: May 2010
Posts: 7,175
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You ought to acquire the core D&D 3.5 edition books. They flesh things out and make learning/working with the systems so more easier. The noob book -- the Players Handbook -- is about 200 pages and covers pretty much everything in the SRD on its own. Get them in PDF format and you can quickly search for specifics on the fly; I make use of them in my RP quite often.
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Of course I do not advise making a mash up of them; I have most of the books and have spent years worth of time going over the systems and get lost sometimes still. The funny thing is that d20 is one of the more basic systems in PnP. Some of them out there go beyond the limits of sanity in details. I once read up on a system that took into account how matters interact with each other, and the different variables that result from the interactions of all the solids, gases and liquids; and then how those variables would react with all their made up garbage. How to calculate their effects on the air, terrain, etc of the area down to scientific formulas. It was some 50 pages of explantion, and it was only for that one aspect of a single class during a small part of its spell casting. I NOPE.png out of that one pretty quickly. Wish I could remember the system though, just so I could read it again for laughs. Quote:
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Allowing players the freedom to decide what they want to do is the basis of D&D -- the DM through the usage of dice then tells them what happened when they tried. Another common example is lockpicking. The player picking the lock rolls and if they were to fail they don't say "I failed and the lock pick snaps off, jamming the lock in the process". That's entirely the DM's job, the players choose how to react to it. It's essentially a Choose Your Own Adventure, but with more freedom and dice to regulate actions. Although at the end of the day the DM has final say in anything. They can decide you didn't roll high enough even if you did, or kill your character at a whim. The first rule of D&D (quite literately used to be the first one, might still be in the books) is that the DM is God and his judgement is final regardless of fairness or logic or anything else -- DM controls all of time and space at all times no matter what, you either accept it or find another group to play with -- which is why you don't play with shitty DMs. The DM is also there to give the dice rolls a purpose. Without the DM setting down the guidelines the dice rolling means nothing. You can roll a 3 and simply say "GOOD ENOUGH GOT THE CAT"; the DM is there to put a base on rolls "Need a 9 or higher". They're also there to allow FUN; since dice can and many times will lead to bad events at the players expense it is often the job of the DM to realize that everything is simply going wrong with their rolls and as a result they are basically doing nothing but hurting themselves. The DM has to decide where the limit on "This is their fault they have to suffer the consequences regardless if they don't like it" and "This simply isn't fun anymore" is. It's also known as Fudging and is why many DM's do not tell players what they need to roll in order to succeed in an event (I don't tell players either myself). Where they normally would need a 9 you could decide a 4 is good enough, or whatever they rolled is enough. Knowing when the game has gone from "necessary consequences" to "unfun" is the prime and often hardest role the DM has to do. But it's also among the most important ones, because as I said the Players cannot be trusted to do this on their own. So having said all of that I'm curious as to how you're going to handle this. Players can never be trusted to decide how events happen, it doesn't matter how good of an RP'er they are, or how good you're friends with them -- Players are never to be trusted with deciding events that do not relate to their own PC's physical/mental actions (unless under the influence of another). They will always eventually fall to self advancement even if only subconsciously, no exceptions allowed. I've played with Cactus for 10 years and still don't trust him to do this. Quote:
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#35 | ||
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Special Jonin Candidate
Join Date: Apr 2009
Location: 木ノ葉隠れの里 (Konohagakure no Sato)
Posts: 2,707
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In relation to...
Bacon's Spoiler: That looks good to me, I like how the stats are in relation to the....things stats effect. Most of Vornmusion's post: So...much...knowledge at once. That said, informative and useful insight on the rolling and player choice. Quote:
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#36 |
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Special Jonin Candidate
Join Date: Jan 2010
Posts: 36,974
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The Tome of Battle with the Crusaders, Swordsages, and Warblades might have a decent way to make Chakra skills. You select what you want, there are stances,there are magic like skills, which are divided into disciplines(easily changed to natures
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#37 | ||||
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Special Jonin Candidate
Join Date: Sep 2009
Location: Walkin' through the candy-lane with Tifa.~ -.-
Posts: 29,639
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Quote:
It seems like I've really had the DM thing wrong fundamentally because I pegged it as a story catalyst and arbiter, a commander and the chief, the life of the party and the caterer. Knowing now that the DM won't be making up the flow of the rp is a bit troubling since it requires cooperation and independent effort form the layers themselves. This means I'll have to go back to the drawing board for the most part,but it did put a lot in perspective. You mention the notion of being a hardass as a DM,well I'm the pushover nancy, the enabler to the MAX. Picture a gm who doesn't instill conflict and just lets the player decide all the events and never get hurt. xD Yea that won't be happening. HELL no still doesn't change the fact that the fundamental heart for my idea needs reworking.. :/ I trust people to come up with their own stories,but the fear of inactivity because they just stagnate without any initiative is still a real problem. If I can't act as such, then... Quote:
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Now maybe my assumption is completely off base, but the people working on this couldn't think of anything else to do and the user base participating was bored as hell with just fights. Which is why many simply dropped out and others like myself tapered off after 1 or 2 fights. Quote:
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#38 | |||
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Smooth as Sandpaper
Sage of Lemonade CB Murder Bros & Co. Join Date: May 2010
Posts: 7,175
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I highly recommend reading this blog post (ignore the name), it covers this aspect in detail. It's a very long read, but a very good one that all to-be DM's should read, and also anyone doing more hardcore roleplaying in general. Quote:
Ignoring all of that the WS was trying to be a game when it should of been an experience. That's what roleplaying is supposed to be. Turning it entirely into this arbitrary game ruins the majesty of roleplaying. They brandished the WS as this RP system when it was barely better than all the garbage in the RP section on the forum. As I said years ago and still today: It failed from its core outward. You cannot sustain a game on a forum like that of the WS. Make a game if you're going to make a game. I keep thinking I can bring the WS down to the very core aspect that made it crap and I almost can't; that's how many aspects of it were doomed. But if I were to really try I know what the root of this poisoned tree was -- PvP. PvP based roleplay never lasts long term. Bitterness grows quickly, and that is if you have systems that actually function and don't rely on "Judges" or "within reason". When faced against real players in combat people will inevitably make their characters with the mindset of winning and never losing -- power gaming. And that is the death of a serious role play. The long-standing standard for what makes a roleplayer and what makes a good roleplayer, is the difference between someone that will gimp their character for a better experience or not. I watched the WS more closely than people might think, and I have never once seen any one make a character that was intended for a roleplaying experience. Everything served to further them in some fashion. Not that I can entirely blame them of course, when the the whole point of the "roleplay" was to fight each other. In a real roleplay, PnP stuff, PvP is considered either the greatest sin committed by a group and/or DM, or is a fine, fine line to be walked. In D&D, if a group fights each other it is considered either really good roleplay, or a total RP failure. So when you make a "roleplay" system that is actually just a game, taking into account all of the previously mentioned failures of it, and then make the focus PvP -- you need some legendary direction to make that work. There's people that have been roleplaying for over 40 years and have entered professional roleplaying leagues that stay away from PvP; such is the poison it is to roleplaying. Why people here thought they could make it work speaks of either profound ego or profound nativity. WH40k is about as close to a working PvP system as has been seen in mainstream roleplaying, and even then that isn't based around 1 Vs. 1 but Army Vs. Army; which in itself alleviates many of the problems PvP RP has. Anyways enough about the WS. It's dead and done and I believe I have explained enough of what made it fail. You should have enough knowledge to not repeat the mistakes by now. Quote:
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#39 |
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Special Jonin Candidate
Join Date: Sep 2009
Location: Walkin' through the candy-lane with Tifa.~ -.-
Posts: 29,639
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Original post updated
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#40 |
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Special Jonin Candidate
Join Date: Jun 2012
Location: Village Hidden in the SUMMIT
Posts: 14,300
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I AM in and I will help I guess
maybe we can have different villages
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NaruHina FOREVER(unless Naruto dies with Saskue which I approve)
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