05-12-2016, 06:12 PM
-I know we talked somewhat about this idea on the site recently and I also know that it’s been brought up before but I went ahead and wrote something up for viewing purposes. If this has been created already, or if someone has begun this process, please feel free to add input/suggestions/comments. Other than that, let’s begin!
Beqanna now has a trait space category, which tells us a little about the amount of magic/stability that a trait possesses. This is incredibly beneficial when it comes to battle posts because, In short terms, we’ve got an actual scale of how much power one horse can deal. When it comes to battling, this should be put into play! However, we find that against un-gifted horses sometimes the odds seem severely stacked in one corner. But, there’s a way to fix that too.
Enter the 20-sided dice.
All traits are graded either 1-4, L1 being a basic trait [wings, horn, etc.] going up to L4 [magic, angel, etc.]
My point is that the higher the level, the more damage an attack can do. The problem arises in overuse of the higher-level trait in order to auto-win the match.
In attempts to cull this behavior and make the playing grounds a bit more even, we should implement a “recharge” period for traits L1-L4. Once used, a trait must take a specific amount of turns to “recharge” for use.
For example: Lupei decided to use his white fire manipulation in an attack, that’s an L3 move. So, he makes the attack but then he’s restricted to only regular attacks for 3 turns until his trait recharges. (For now, we’ll include blocks as regular attacks/moves.)
The 20-sided die comes into play here. Each attack deals a specific damage amount (DMG for shorthand) based on the level it holds:
Block: -5DMG or -3DMG depending on whether or not the two want to have complete blocks
Reg attacks: 5DMG
Level 1 attacks: 10DMG [roll evens for success, odd for fail]
L2: 15DMG [roll 1-10 for success. 11-20 for fail (10/20 chance)]
L3: 20DMG [roll prime number for success (8/20 chance)]
L4: 25 DMG [roll 1, 10, or 20]
For the curious minds, Regular attacks (Reg) count as Kick, Bite, Buck, Rear, i.e. the attacks a horse would normally use.
How would this look set up? I’ll show you:
The Challenger makes his terms as usual, just a little shorter. You can play to a round limit, or to a DMG limit now!
Lupei vs. Dacia
4 rounds
NO complete blocks
3 turns per round
[Stats]
Lupei takes 1st round
(The first post will look something like this)
Round ONE
TURN ONE: Lupei comes into the arena, looks around, sees Dacia and estimates the distance between them or his specific position. Thinks on possible moves, estimates opponents abilities, goes in with first attack in the form of a wolf, lunging for her face.
[L2 attack] 15 possible DMG
TURN TWO: After possible/hopeful success, drops to ground, scurries not too far away to shift back into horse form.
[BLOCK] -3 possible DMG
TURN THREE: Rears, striking out at Dacia in hopes of wounding her side/leg/neck etc.
[Reg. Attack] 5 possible DMG
So, Lupei has used his L2 attack which means it will take 2 turns to recharge. He decides with his last two turns on a BLOCK and a Reg. Attack, which means he will be able to use his L2 power in the next post. He will not know whether his attacks were successful or not until the battle is complete, with all parties having posted their maneuvers.
(Now it’s Dacia’s turn!)
Round TWO
Dacia decides to use her color-changing to turn camo, making her face hard to distinguish for Lupei’s wolf vision, bites out.
[L1 attack since she used her trait] 10 possible DMG
As he drops away, she rises up to stomp down on him.
[Reg. Attack] 5 possible DMG
Since she’s firmly on the ground, she backs away from his rear making it harder for him to hit his target. Flashes bright colors in rapid succession to make Luepi’s eyes hurt, turns on heel and kicks out.
[L1 attack] 10 possible DMG
And the battle continues for two more posts.
Now; the next logical question is How do we know who wins? This is where we keep the old way of doing things - accuracy in posts, correct positioning, correct labeling of horse anatomy, stats, etc. Once finished with your battle post, whoever judges will evaluate each round and score the turns as either GOOD, OK, or NEEDS IMPROVEMENT. This score depends on all the same points I’ve listed above, which is how we’ve been doing the judging thus far.
The importance of evaluation is not only to help the writer progress with his or her skill, but to also make the scoring a little more even. If the turn is labeled GOOD, you will receive all possible points for that roll. If the turn is labeled OK, you’ll receive significantly less but still some points. If NEEDS IMPROVEMENT is shown, you’ll receive the least amount of points possible for the roll. So, let’s say you write a regular attack turn. The judge evaluates it as OK, meaning that instead of 5 total damage, your character will only inflict 3 damage. If it had been NEEDS IMPROVEMENT, your character would only inflict 1 damage. This system goes for any attack, trait or no.
Now that your turns have been evaluated, the judge rolls! Points are added up and a winner is declared!
-Let’s use the above Lupei vs. Dacia thread as a reference.
Round ONE
TURN ONE: Lupei comes into the arena, looks around, sees Dacia and estimates the distance between them or his specific position. Thinks on possible moves, estimates opponents abilities, goes in with first attack in the form of a wolf, lunging for her face.
[L2 attack] 15 possible DMG
GOOD
TURN TWO: After possible/hopeful success, drops to ground, scurries not too far away to shift back into horse form.
[BLOCK] -3 possible DMG
OK
TURN THREE: Rears, striking out at Dacia in hopes of wounding her side/leg/neck etc.
[Reg. Attack] 5 possible DMG
OK
(Now it’s Dacia’s turn!)
Round TWO
Dacia decides to use her color-changing to turn camo, making her face hard to distinguish for Lupei’s wolf vision, bites out.
[L1 attack since she used her trait] 10 possible DMG
OK
As he drops away, she rises up to stomp down on him.
[Reg. Attack] 5 possible DMG
NEEDS IMPROVEMENT
Since she’s firmly on the ground, she backs away from his rear making it harder for him to hit his target. Flashes bright colors in rapid succession to make Luepi’s eyes hurt, turns on heel and kicks out.
[L1 attack] 10 possible DMG
GOOD
So, beginning with Lupei. His first attack was evaluated as GOOD, so if he rolls 1-10 on the die, he’ll receive the full 15 points of damage against Dacia.
The results would look something like this:
Round one: Lupei
Turn One: GOOD. (Liked his attention, etc.) Unsuccessful roll.
Turn Two: OK. (explanation) Successful roll. -2 DMG
Turn Three: OK. (explanation) Successful roll. +5 DMG
+5 DMG to Dacia
Round two: Dacia
Turn One: OK. (......) Successful roll. +8 DMG
Turn two: NI. (......) Successful roll. +1 DMG
Turn three: GOOD. (.....) Successful roll. +10 DMG
+17 DMG to Lupei
And, the scoring would continue. Lupei hypothetically still has one round left to block and lessen his damage, so it is possible for him to win against Dacia. But, in this way, the playing field is a more evened out. This style is more strategy based, but still with the ability to post like we all love to do Of course, this is a very rough idea and everyone's input helps.
BONUS: To make things even more interesting, or in the favor for those regular ponies we all love so much, this style allows us to add ‘wild cards’ to the system:
*Chance to CONFUSE opponent, making one previous attack unsuccessful
*RISK ALL - roll either 1 or 20 to win. If unsuccessful, automatic loss
*DMG*2 - deal double the damage, less of a chance of rolling for win
-The list goes on and on!
Tell me what you all think!
Beqanna now has a trait space category, which tells us a little about the amount of magic/stability that a trait possesses. This is incredibly beneficial when it comes to battle posts because, In short terms, we’ve got an actual scale of how much power one horse can deal. When it comes to battling, this should be put into play! However, we find that against un-gifted horses sometimes the odds seem severely stacked in one corner. But, there’s a way to fix that too.
Enter the 20-sided dice.
All traits are graded either 1-4, L1 being a basic trait [wings, horn, etc.] going up to L4 [magic, angel, etc.]
My point is that the higher the level, the more damage an attack can do. The problem arises in overuse of the higher-level trait in order to auto-win the match.
In attempts to cull this behavior and make the playing grounds a bit more even, we should implement a “recharge” period for traits L1-L4. Once used, a trait must take a specific amount of turns to “recharge” for use.
For example: Lupei decided to use his white fire manipulation in an attack, that’s an L3 move. So, he makes the attack but then he’s restricted to only regular attacks for 3 turns until his trait recharges. (For now, we’ll include blocks as regular attacks/moves.)
The 20-sided die comes into play here. Each attack deals a specific damage amount (DMG for shorthand) based on the level it holds:
Block: -5DMG or -3DMG depending on whether or not the two want to have complete blocks
Reg attacks: 5DMG
Level 1 attacks: 10DMG [roll evens for success, odd for fail]
L2: 15DMG [roll 1-10 for success. 11-20 for fail (10/20 chance)]
L3: 20DMG [roll prime number for success (8/20 chance)]
L4: 25 DMG [roll 1, 10, or 20]
For the curious minds, Regular attacks (Reg) count as Kick, Bite, Buck, Rear, i.e. the attacks a horse would normally use.
How would this look set up? I’ll show you:
The Challenger makes his terms as usual, just a little shorter. You can play to a round limit, or to a DMG limit now!
Lupei vs. Dacia
4 rounds
NO complete blocks
3 turns per round
[Stats]
Lupei takes 1st round
(The first post will look something like this)
Round ONE
TURN ONE: Lupei comes into the arena, looks around, sees Dacia and estimates the distance between them or his specific position. Thinks on possible moves, estimates opponents abilities, goes in with first attack in the form of a wolf, lunging for her face.
[L2 attack] 15 possible DMG
TURN TWO: After possible/hopeful success, drops to ground, scurries not too far away to shift back into horse form.
[BLOCK] -3 possible DMG
TURN THREE: Rears, striking out at Dacia in hopes of wounding her side/leg/neck etc.
[Reg. Attack] 5 possible DMG
So, Lupei has used his L2 attack which means it will take 2 turns to recharge. He decides with his last two turns on a BLOCK and a Reg. Attack, which means he will be able to use his L2 power in the next post. He will not know whether his attacks were successful or not until the battle is complete, with all parties having posted their maneuvers.
(Now it’s Dacia’s turn!)
Round TWO
Dacia decides to use her color-changing to turn camo, making her face hard to distinguish for Lupei’s wolf vision, bites out.
[L1 attack since she used her trait] 10 possible DMG
As he drops away, she rises up to stomp down on him.
[Reg. Attack] 5 possible DMG
Since she’s firmly on the ground, she backs away from his rear making it harder for him to hit his target. Flashes bright colors in rapid succession to make Luepi’s eyes hurt, turns on heel and kicks out.
[L1 attack] 10 possible DMG
And the battle continues for two more posts.
Now; the next logical question is How do we know who wins? This is where we keep the old way of doing things - accuracy in posts, correct positioning, correct labeling of horse anatomy, stats, etc. Once finished with your battle post, whoever judges will evaluate each round and score the turns as either GOOD, OK, or NEEDS IMPROVEMENT. This score depends on all the same points I’ve listed above, which is how we’ve been doing the judging thus far.
The importance of evaluation is not only to help the writer progress with his or her skill, but to also make the scoring a little more even. If the turn is labeled GOOD, you will receive all possible points for that roll. If the turn is labeled OK, you’ll receive significantly less but still some points. If NEEDS IMPROVEMENT is shown, you’ll receive the least amount of points possible for the roll. So, let’s say you write a regular attack turn. The judge evaluates it as OK, meaning that instead of 5 total damage, your character will only inflict 3 damage. If it had been NEEDS IMPROVEMENT, your character would only inflict 1 damage. This system goes for any attack, trait or no.
Now that your turns have been evaluated, the judge rolls! Points are added up and a winner is declared!
-Let’s use the above Lupei vs. Dacia thread as a reference.
Round ONE
TURN ONE: Lupei comes into the arena, looks around, sees Dacia and estimates the distance between them or his specific position. Thinks on possible moves, estimates opponents abilities, goes in with first attack in the form of a wolf, lunging for her face.
[L2 attack] 15 possible DMG
GOOD
TURN TWO: After possible/hopeful success, drops to ground, scurries not too far away to shift back into horse form.
[BLOCK] -3 possible DMG
OK
TURN THREE: Rears, striking out at Dacia in hopes of wounding her side/leg/neck etc.
[Reg. Attack] 5 possible DMG
OK
(Now it’s Dacia’s turn!)
Round TWO
Dacia decides to use her color-changing to turn camo, making her face hard to distinguish for Lupei’s wolf vision, bites out.
[L1 attack since she used her trait] 10 possible DMG
OK
As he drops away, she rises up to stomp down on him.
[Reg. Attack] 5 possible DMG
NEEDS IMPROVEMENT
Since she’s firmly on the ground, she backs away from his rear making it harder for him to hit his target. Flashes bright colors in rapid succession to make Luepi’s eyes hurt, turns on heel and kicks out.
[L1 attack] 10 possible DMG
GOOD
So, beginning with Lupei. His first attack was evaluated as GOOD, so if he rolls 1-10 on the die, he’ll receive the full 15 points of damage against Dacia.
The results would look something like this:
Round one: Lupei
Turn One: GOOD. (Liked his attention, etc.) Unsuccessful roll.
Turn Two: OK. (explanation) Successful roll. -2 DMG
Turn Three: OK. (explanation) Successful roll. +5 DMG
+5 DMG to Dacia
Round two: Dacia
Turn One: OK. (......) Successful roll. +8 DMG
Turn two: NI. (......) Successful roll. +1 DMG
Turn three: GOOD. (.....) Successful roll. +10 DMG
+17 DMG to Lupei
And, the scoring would continue. Lupei hypothetically still has one round left to block and lessen his damage, so it is possible for him to win against Dacia. But, in this way, the playing field is a more evened out. This style is more strategy based, but still with the ability to post like we all love to do Of course, this is a very rough idea and everyone's input helps.
BONUS: To make things even more interesting, or in the favor for those regular ponies we all love so much, this style allows us to add ‘wild cards’ to the system:
*Chance to CONFUSE opponent, making one previous attack unsuccessful
*RISK ALL - roll either 1 or 20 to win. If unsuccessful, automatic loss
*DMG*2 - deal double the damage, less of a chance of rolling for win
-The list goes on and on!
Tell me what you all think!
-Sporadic-
Apothica • Tiberios
Apothica • Tiberios