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Tusjecht

Improvements to make to the RP (Planning) [Forum BBCode]

Jan 10th, 2014
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  1. Admittedly, I've not given myself a lot of time to think about this. I've been busy with outfield activities, difficult collegues, transitioning to life as a commander...I kinda fucked up a lot, and now this is repayment on the promises I've made.
  2.  
  3. In no particular order, though it is a little tidy:[list]
  4.  
  5. [url=http://www.accelworldrp.com/t1711-feedback-discussion-changes-to-make#18208]Plot[/url]:[list]
  6. -anime-RP relationship
  7. -RP plot[/list]
  8.  
  9. [url=http://www.accelworldrp.com/t1711-feedback-discussion-changes-to-make#18209]Stat System (abbre. Statsys)[/url]:[list]
  10. -stat generation
  11. -combat calculation
  12. -exceptions and luck rolls[/list]
  13.  
  14. [url=http://www.accelworldrp.com/t1711-feedback-discussion-changes-to-make#18210]Roleplay:[/url][list]
  15. -RP standards not up to Tessa's standard
  16. -Demonstration duels for the new statsys[/list]
  17.  
  18. Unlimited Neutral Field:[list]
  19. -???
  20. Bunting is taking care of some portions here. I won't step on his progress by proposing my own things yet.[/list][/list]
  21.  
  22. [url=http://pastebin.com/wXAAsi0u]The original pastebin from where I wrote and write all my rewritings and planning.[/url]
  23.  
  24. ===Post Separator===
  25.  
  26. [center][b]Plot[/b][/center]
  27.  
  28. [url=http://www.accelworldrp.com/t1711-feedback-discussion-changes-to-make#18208]Permalink[/url]
  29.  
  30. So Plot. Bearing in mind that the average AW fan only knows AW because of the anime (that and a season 2 hype crossing over from SAO2), the plot must make some connection of sorts.
  31.  
  32. One thing that was proposed in the past was after Silver Crow reached Level 10 and beat the game (which is itself a fanfic ending), the game then was 'reset,' becoming a new game with the same name altogether; therefore, BrainBurst2_2039.exe was created. It doesn't clearly explain if the colours claimed in the anime at least are reclaimable or blocked off.
  33.  
  34. Another possible type of plot is Alternate Universe (AU). That is to say, we pull a 'what-if' on AW right after the Dusk Taker arc. Since a lot of canon chars showed up after that arc in particular, a lot more colours are available for the picking. The roots of an AU in canon is a double-edged blade however; the Pure Colours are non-claimable, but the actions of the main cast must be resolved somehow, or shunted into some plot in particular. It will not be as simple to tie up a plot like this (and that's why ending everything with 'Disappear, I'm done playing with you' is so tempting as an ending).
  35.  
  36. Or may we've been going about this the wrong way, that the plot should be customised to our RP and not conforming our RP to the plot. This is Miale's approach, and while I don't approve of how she went about it, I'm not ruling it out just yet.
  37.  
  38. What do we want in our RP plot? Colours-wise, do we want to continue as it is, or open up the canon colours? Can we trust the new RPers to make colour claims responsibly? Should we deal with the main cast with all loose ends wrapped, or wipe out everything with a 'Game Clear!' and something to pick up the pieces?
  39.  
  40. There is a [i]third[/i] option though: CosmosCorrupt2040. Every colour will be freely claimable again except for White. It's nearly perfect as a plotline.
  41.  
  42. What do you think?
  43.  
  44. ===Post Separator===
  45.  
  46. [center][b]Stat System[/b][/center]
  47.  
  48. [url=http://www.accelworldrp.com/t1711-feedback-discussion-changes-to-make#18209]Permalink[/url]
  49.  
  50. [center][i]Progress: All parts done.[/i][/center]
  51.  
  52. [url=http://www.accelworldrp.com/t1657-stat-system-workshop]So as you have seen here,[/url] this is the statsys Bunting proposed when I last called for a poll. After looking over it a few dozen times now, I realised it's single biggest fault; it's too wordy. The main ideas are not summarised and instead, they're elaborated upon in paragraphs with not much formatting besides line breaks. It doesn't make for a visually appealing read, though having said that I'm used to reading great long chunks of text with minimum formatting.
  53.  
  54. So here's what I'll be doing in this post: rewriting and condensing the statsys into easily-understood concepts. I've spammed Bunting with questions over skype and we've agreed to make demonstration duels when two-thirds of the system is up.
  55.  
  56. [u][color=#33ffff]Stats Generation[/color][/u]
  57.  
  58. ==> [color=#ff3333]Every character will be given 25 points initially to distribute among six stats[/color]:[list]
  59. [*]Melee Prowess (Mp) - close range ability & strength of the avatar.
  60. [*]Range Prowess (Rp) - long range ability & precision of the avatar in aiming.
  61. [*]Indirect Prowess (Ip) - rangeless ability & its effectiveness.
  62.  
  63. [*]Speed (Spd)- movement speed of the avatar. Not to be confused with the controller's reaction speed.
  64. [*]Endurance (End) - capacity for the avatar to tank damage.
  65. [*]Potential (Pot) - the strength of one's special skill/ability or Enhanced Armament.[/list]
  66. Removed [i]Special Gauge[/i]; I'll keep it fixed at 0.75x | 1.50x for the time being, with an appropriate modifier. This will be covered again in part 3.
  67.  
  68. ==> [color=#ff3333]Every character can claim a minimum of three bonuses[/color]:[list]
  69. [*]Colour (Red/Purple/Blue/Green/Yellow/Orange/Metal): +4 points to predefined stats.
  70. [spoiler=Bonuses for Colours][color=#33cc33][table style="text-align: center;" border="1"][tr][td]Blue[/td]
  71. [td]Mp+3, End +1[/td]
  72. [/tr]
  73. [tr][td]Purple[/td]
  74. [td]4 points between Mp, Rp, and Spd. Minimum 1 point each.[/td]
  75. [/tr]
  76. [tr][td]Red[/td]
  77. [td]Rp+3, Spd+1[/td]
  78. [/tr]
  79. [tr][td]Orange[/td]
  80. [td]4 points between Ip and Rp[/td]
  81. [/tr]
  82. [tr][td]Yellow[/td]
  83. [td]Ip+3, Spd+1[/td]
  84. [/tr]
  85. [tr][td]Green[/td]
  86. [td]End+3, Ip +1[/td]
  87. [/tr]
  88. [tr][td]Metal[/td]
  89. [td]Mp+2[/td]
  90. [/tr]
  91. [/table][/color][/spoiler]
  92.  
  93. Note that Endurance for Metal colours are [i]conditional[/i] and hence are not awarded End bonus. The table below defines End for Metals when particular attacks are used, else there is no bonus nor penalty.
  94. [spoiler=Bonus for Metal Colour: Silver][color=#33cc33][table style="text-align: center;" border="1"][tr][td]Metal Colour: Silver[/td]
  95. [td]End Bonus/Penalty[/td]
  96. [/tr]
  97. [tr][td]Poison[/td]
  98. [td](null Poison)[/td]
  99. [/tr]
  100. [tr][td]Fire[/td]
  101. [td]+4[/td]
  102. [/tr]
  103. [tr][td]Pierce[/td]
  104. [td]+2[/td]
  105. [/tr]
  106. [tr][td]Cutting[/td]
  107. [td]+2[/td]
  108. [/tr]
  109. [tr][td]Electricity[/td]
  110. [td]-4[/td]
  111. [/tr]
  112. [tr][td]Blunt[/td]
  113. [td]-2[/td]
  114. [/tr]
  115. [/table][/color][/spoiler]
  116.  
  117. [*]Bodyweight (Light/Normal/Heavy): +2, 3, or 4 points to predefined stats.
  118. [spoiler=Bonuses for Bodyweight][color=#33cc33][table style="text-align: center;" border="1"][tr][td]Light[/td]
  119. [td]Spd+2[/td]
  120. [/tr]
  121. [tr][td]Normal[/td]
  122. [td]Mp+2, Spd +1[/td]
  123. [/tr]
  124. [tr][td]Heavy[/td]
  125. [td]Mp+2, End+2[/td]
  126. [/tr]
  127. [/table][/color][/spoiler]
  128.  
  129. Hence, Lightweights have 33 stat points after all bonuses while Heavyweights have 35.
  130.  
  131. [*]Offensive / Support-Type: +2 points to Potential for Support-types. Offensive-types have +2 to Endurance with an extra perma-modifier against all types of damage.[/list]
  132. ==> After claiming bonuses, characters with Potential > 11 points may choose to have an Adversity Unlockable (AdU) Skill. Example: Silver Crow's AdU skill is Aviation, and he unlocked it in his fight against Cyan Pile. Covered again in Part 3.
  133.  
  134. ==> [color=#ff3333]KG costs[/color]:[list]
  135. [*]Limited Activation skills: 100 / Potential = X% cost per post. Boost to Prowesses (covered in Part 3) is simply Potential.
  136.  
  137. [*]Active Skills costs are fixed, but they add to Potential (which is [i]then[/i] added to the Prowess) more points depending on their cost. Assuming that the minimum cost for an Active Skill is 10%, from the table below:
  138.  
  139. [table style="text-align: center;" border="1"][tr][td style="text-align: center;"]Points added to Prowess[/td]
  140. [td style="text-align: center;"]+1 per 10%[/td]
  141. [td style="text-align: center;"]+1 per 5%[/td]
  142. [td style="text-align: center;"]+3 per 10%[/td]
  143. [/tr]
  144. [tr][td style="text-align: center;"]KG cost[/td]
  145. [td style="text-align: center;"]10%-20%[/td]
  146. [td style="text-align: center;"]20%-70%[/td]
  147. [td style="text-align: center;"]70%-100%[/td]
  148. [/tr]
  149. [/table][/list]
  150. So a 25% cost Active skill adds 3 points to Potential, a 60% cost Active skill adds 10 points, and a 100% cost skill adds the full 21 points. Good luck trying to survive that...
  151.  
  152. Here's an example of Silver Crow's stats:
  153.  
  154. [table style="text-align: center;" border="1"][tr][td]Mp[/td]
  155. [td]5[/td]
  156. [td]+2[/td]
  157. [td]-[/td]
  158. [td]-[/td]
  159. [td]7[/td]
  160. [/tr]
  161. [tr][td]Rp[/td]
  162. [td]0[/td]
  163. [td]-[/td]
  164. [td]-[/td]
  165. [td]-[/td]
  166. [td]0[/td]
  167. [/tr]
  168. [tr][td]Ip[/td]
  169. [td]0[/td]
  170. [td]-[/td]
  171. [td]-[/td]
  172. [td]-[/td]
  173. [td]0[/td]
  174. [/tr]
  175. [tr][td]Spd[/td]
  176. [td]5[/td]
  177. [td]-[/td]
  178. [td]+2[/td]
  179. [td]-[/td]
  180. [td]7[/td]
  181. [/tr]
  182. [tr][td]End[/td]
  183. [td]5[/td]
  184. [td]-[/td]
  185. [td]-[/td]
  186. [td]-[/td]
  187. [td]5[/td]
  188. [/tr]
  189. [tr][td]Pot[/td]
  190. [td]10[/td]
  191. [td]-[/td]
  192. [td]-[/td]
  193. [td]+2[/td]
  194. [td]12 (AdU Skill)[/td]
  195. [/tr]
  196. [tr][td]Stats[/td]
  197. [td]Initial (25)[/td]
  198. [td]Colour: Metal (+4)[/td]
  199. [td]Bodyweight: Light[/td]
  200. [td]Type: Support[/td]
  201. [td]Final: 31 points[/td]
  202. [/tr]
  203. [/table]
  204.  
  205. [u][color=#33ffff]Combat Mechanics[/color][/u]
  206.  
  207. Obviously, Mp is direct damage, Rp is ranged damage, Ip is the effectiveness of your indirect skill, and End is how much damage can you resist, albeit like defence.
  208.  
  209. In a straightforward 'A whacks/shoots B,' it will simply compare A's Mp/Rp against B's End. If they're exhanging blows, the one who has a higher Prowess being used will overall be deal more damage than he is taking.
  210.  
  211. This is a proposed damage guide:
  212.  
  213. [table style="text-align: center;" border="1"][tr][td][/td]
  214. [td]No[/td]
  215. [td]good,[/td]
  216. [td]man.[/td]
  217. [td]Parried[/td]
  218. [td]Cyan[/td]
  219. [td]Pile[/td]
  220. [td]is[/td]
  221. [td]the[/td]
  222. [td]stronkest[/td]
  223. [td]ever[/td]
  224. [/tr]
  225. [tr][td]Prowess - Endurance[/td]
  226. [td]< -3[/td]
  227. [td]-2[/td]
  228. [td]-1[/td]
  229. [td]0[/td]
  230. [td]1[/td]
  231. [td]2[/td]
  232. [td]3[/td]
  233. [td]4[/td]
  234. [td]5[/td]
  235. [td]>6[/td]
  236. [/tr]
  237. [tr][td]Damage dealt /%[/td]
  238. [td]much painful 2you[/td]
  239. [td]-5[/td]
  240. [td]-3[/td]
  241. [td]0[/td]
  242. [td]5[/td]
  243. [td]10[/td]
  244. [td]15[/td]
  245. [td]20[/td]
  246. [td]30[/td]
  247. [td]rip off limbz[/td]
  248. [/tr]
  249. [/table]
  250.  
  251. [u][color=#33ffff]Modifiers and Luck rolls[/color][/u]
  252.  
  253. Currently, two demonstration duels have been conducted and completed; [url=http://www.accelworldrp.com/t1724-demonstration-duel-apple-panzer-vs-finn-claymore]here[/url] and [url=http://pastebin.com/NFTx9ETm]here.[/url] The second one hasn't been posted proper on AWRP due to time constraints.
  254.  
  255. Now, before we go onto the third demo duel, I'd like to illustrate the interaction with the players and the GM for duels.
  256.  
  257. Some definitions first:[list]
  258. [*]Action - as it says. You do something, either in response or to probe for information.
  259. [*]Turn - one post, the duration needed to execute an action. May or may not be fixed at 10s any longer.
  260. [*]Modifier - basically a fudge that boosts one or more stats. Their effects last for a set number of turns. Modifiers can cut the other way too, making you move slower, react slower, or even let your opponent score free Modifiers.[/list]
  261.  
  262. What *are* modifiers then? They're stuff that changes your stats mid-battle and are not part of your initial stats when you made your character. Depending on what their effects, they can make your attack go through when it should not, defend against attacks that should not be blocked, recover from a hit that should have outright K'Oed you. Or on the other hand, even the mere brandishing of a sword could make you shrivel up like a prawn and cower in fear, or forget about the bloodthirsty opponent and turn around hoping to catch the cute girl in the Gallery. Modifiers - they make fights fun.
  263.  
  264. The basic Modifier is Speed + X. This is when using an attack while you're closing in /charging / flying kick, whatever.[list]
  265.  
  266. 23:46] <@Tusjecht> Panzer initiates a charge to close in on Claymore
  267. [23:47] <@Opt> Panzer's Melee Prowess = 10 + 4 [/list]
  268.  
  269. More Speed is added if your attack is a melee attack, meaning that your attack is theoretically limited by as fast as your avatar is moving. If you want to jump from a height and kick, we'll do it. If you want to jump from a speeding bike and punch his face in, we'll do it.
  270.  
  271. Some Modifiers must be called in advance in your post. This means that both your opponent too is perfectly aware of what's going to happen and he can decide whether to follow through with his action or not. Example:[list]
  272.  
  273. [23:51] <@Opt> Finn Claymore advances, step by step, towards Apple Panzer"
  274. [23:52] <@Opt> Impact Strike set[list]
  275. Impact Strike: Based in kendo again. You predict your opponent’s action (attacking, defending a body part, whatever), but instead of taking the attack you attack before the other can. This requires a higher ranged prowess if ranged and a higher melee prowess if we’re in melee, as well as managing to predict what the opponent’ll do. Otherwise the same as above applies.[/list][/list]
  276.  
  277. Other Modifiers: Coordinated Attack, Height, Surprised Attack, Prepared Guard, Impact Guard, Impact Strike, Precision Hit, High Tension, Overflow, Zero Fill. I'll explain them in full later; it warrants a full post of its own.
  278.  
  279. Then another kind is, shall I say, the *Surprise* Modifier. That is to say, it could be a skill, a trump card you were hiding, and it didn't matter until the time you need it. The GM can help you out with this as follows:[list]
  280.  
  281. [23:58] <@Opt> the sheer strength behind the attack
  282. [23:58] <@Opt> would have usually been enough to deal damage, but...
  283. [23:58] <@Opt> Apple Panzer's Passive Skill - Armored
  284. [23:58] <@Opt> Resistance to all physical damage: Endurance + 6
  285. [23:59] <@Opt> As a result, the blade again bounces off harmlessly
  286. [23:59] <@Opt> "You son of a bitch! Is there no way to kill you!"[/list]
  287.  
  288. Panzer never needed to tell his opponent that his special skill grants him a perma-boost to his Endurance because it didn't matter [i]until that point[/i]. And that's how the fun in this RP is going to take form if all the changes go through.
  289.  
  290. To use an analogy, the base stats, skills and EAs that you make for yourself is your house. Modifiers are the furniture, the paint, the wallpaper that makes your house pretty or ugly.
  291.  
  292. ===Post Separator===
  293.  
  294. [center][b]Roleplay[/b][/center]
  295.  
  296. [url=http://www.accelworldrp.com/t1711-feedback-discussion-changes-to-make#18210]Permalink[/url]
  297.  
  298. Of all the topics to address tonight, this is the most vague, and consequently the most difficult to enforce. What constitutes 'poor' RP standards? What are good ones? And what say of those that are clearly BS-level writing that is maddening to read and play?
  299.  
  300. I won't lay down rules specifically on this: I trust the players here to maintain their standards currently and I don't intend to restrict that anytime soon. The difficulty then is setting a lower limit for RP writing; what is the bare minimum level of description that can be generally accepted by anyone when duelling with or against anyone?
  301.  
  302. I'll address this again when I start demonstration duels with Bunting. Have my assurance in the meantime that I'm paying attention to this.
  303.  
  304. ===Post Separator===
  305.  
  306. [center][b][/b[/center]
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