» | 7 Anonymous 2020-03-02T00:16:29>>6 Say you want to hit a swordsman in plate armour with your hammer. First you'll roll to see if you hit. If he sees you and has his weapon out, this roll will be: > #1d20+DEX+Hammer+(some modifier due to the hammers magnetism)=A vs #1d20+DEX+Sword=B ::: A%B effect If effect is >=100% your attack will hit. There are different outcomes depending on effect, e.g. at a very high effect you could hit a weak spot in his armour, or at a very low effect you might miss and trip due to the momentum of your swing. This is basically how every roll in the game works, combat or otherwise. It also means that having a skill of 0 with the hammer puts you on exactly the same level as any other character with the same object. If you hit, the next roll would be: >#1d20+STR+Hammer=A vs #1d20+DEF=B ::: A%B effect I'll have to write up a table for how much damage is done at different effect values.
Also it should be noted that this game, if it ever begins, is a role playing game. It's not just one fight after another, it's more about exploring, meeting people and crafting a future for the world. Your stats should be a reflection of who your character is, not just what you think will make the game easiest. When you are in combat it will often be more about cunning and strategy than tanking your adversary (that's why I didn't include an intelligence stat for player characters, tests of wit should be up to the players themselves). With creativity and keen observation you can win even when you're greatly outmatched. I'm making this sound very romantic, it might be absolute garbage, these are just my design ideals. |
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» | 8 Anonymous 2020-03-02T18:52:12 [ImgOps] [iqdb]File: igor 2.png (PNG, 25.06KB, 800x600)  | >>7 Name: Igor Skill: A mysterious hammer he found on the ground. Unlike most hammers, this one seems to have a strong affinity with metal, in the sense that one side of the hammerhead attracts metal and the other side repels metal. As a result, it's very good at bending metal when hammering with the attractive side. XP: 10 STR, 8 DEX, 5 CHA, 16 HAM, 11 HP Backstory: Igor was just an ordinary blacksmith from a backwater farming community, when something terrible and dear to him happened. He found himself working as a guard for a nearby city's militia soon after, but this job was also not to last. Under somewhat mysterious circumstances, Igor managed to leave the city, his reasons and current whereabouts unknown. |
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» | 9 Anonymous 2020-03-05T05:19:37How are we going to distinguish each other? Perhaps for each character or player, his posts are signed by his PGP identity. e.g. Each player generates a new keypair for himself and posts it's public key, and for each his character, generates a new keypair for that character and posts it's public key. Then, whatever is signed by the character PGP identity is diegetically what that character says, and whatever is signed by a player PGP identity is what that player says, such as out-of-character comments about what his character is doing. For example, suppose player ``player of igor'' has character ``igor'': when we see a post containing a PGP signed message (signed by ``igor'') containing ``by the spite of my hammer'', then in the story ``by the spite of my hammer'' is something that igor is said; where ``igorPGPmessage'' is the aforementioned post by igor, when we see a post containing a PGP signed message (signed by ``player of igor'') ``igor says igorPGPmessage and swings his hammer at the enemy'' signed by ``player of igor'', then ``player of igor'' (but not necessarily ``igor'') said ``igor says igorPGPmessage and swings his hammer at the enemy'' signed by ``player of igor''. (It's possible that ``igor'' said that somewhere, but that message signed by that identity does not imply that---it only implies that ``player of igor'' said that. In this specific case, we know that igor said ``by the spite of my hammer'', and, assuming that ``player of igor'' was being truthful, we know that igor said that while swinging his hammer at ``the enemy''.) It may seem a bit complicated to some potential players, but it isn't. Once you generate the keys, all you have to do is keep track of whether _you_ are saying what is in the post, or whether your character is saying what is in the post, and sign it with the appropriate identity. (I think that we should use the ``clearsign'' option, because it makes embedding a PGP message into a PGP message easier, and players may need to tell us what their character is saying.) The reason to have a separate PGP identity for each character is so that a character can say things directly, e.g. if the only thing that the character is doing at that time in the game is saying something, it's cleaner to let him say it himself, rather than insisting that a player say that he's saying that. As far as I'm aware, there aren't any established practices regarding using PGP identities for role-playing, so we may as well experiment with different styles, to see which one would be more appropriate. |
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