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Post by Sir Not Appearing on Forum on Dec 20, 2009 22:06:59 GMT -5
Pretty much one of the biggest upgrades 3.0 is getting is the combat system. If you have any ideas for me in how to make this work a lot easier post those ideas in this thread. I'm juggling between working on the race lists and this section for right now. Things that WILL change so far that I have pretty much added already but have not written yet are: More Emphasis on Armor[/b] Armor will be A LOT more important than just taking an armor save and it absorbing damage. Certain armors will give resistance rolls to certain damage types. Characters no longer receive physical resistance as a save, but armor can save against particular attacks and not take any damage to themselves, making your armor last longer in prolonged fights which I think makes total sense. Damage TypesThere will now be several different forms of damage, each one causing their own forms of critical damage, which will also be heavily upgraded in this version. The types will be BASHING, SLASHING and PIERCING. Bashing will undoubtedly cause more damage to bones, slashing will cause more bleeding damage and more amputations and piercing will go through armor easier. Controllable AlliesThe new combat system will include follower rules, which means that based upon the Charisma of your character you can control a certain number of non-player characters as well as pets. This will be done in the form of additional actions during the players turn, meaning that the character will receive an action then the next action will be placed upon a pet or a controllable character if they have any before moving on to the next players action. This will give charisma a more military purpose and will mean that charismatic characters can be used for a lot more than just crafting. There will be command based skills to work alongside this of course meaning that you will now be able to take on the role of a military squad commander or the leader of a band of bandits, etc., and you will also be able to directly influence the actions that NPCs take during combat as long as you have a certain emotion level with them at the time. I think it's good stuff. Removing certain SpellsI'm scrapping "Vital Signs" as a purchasable spell because I feel that finding the weak point of an enemy will be a lot more fun through trial and error than just automatically knowing what to do. It makes you think a lot more. It will be removed for the same reason that Bags of Holding cannot contain living characters. It's just an idea of course but I think it would make the game more interesting, not that many of you ever used it in the first place. ActionsEven though we've already been using it, I'm going to make the official action count go around the table, one action at a time. It gives everyone a chance to do something during combat and thats a lot better than allowing one character to annihilate everything. Tactics will be available again, as a different name and as a special ability for FIGHTER based characters, giving them an additional action after everyone else has already gone. There will also be certain higher cost support spells in the Magical University source book that will grant an increase in actions temporarily. MountsMounts are given a slight upgrade in that based upon what mount you are on you will be given an additional attack during an attack action or bonuses to certain attack actions or defensive actions. Details will be given in more detail later on, but my general idea is to give an example list in the main guide for particular common found mounts and placing the bonuses on there. Horses for instance will probably give a +10 bonus to defensive dodge actions, a +?? bonus roll to the Lunge and Dive Special Abilities and will lower travel time by 50% if traveling on roads. Just an example. Not a bad start I don't think. Comments or ideas anyone?
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Post by Sir Not Appearing on Forum on Jan 8, 2010 15:54:20 GMT -5
Updated the rules for melee combat pretty hardcore. Characters now have special options during melee actions (most of which are based on if they are melee based fighters or not). Also updated grappling rules so they are more solid and gave definite options for successful grapples. Grappling: Now requires an initial 50% successful dex roll to move fast enough to grab opponent BEFORE forcing strength VS strength roll. If successful character then has option to "choke", "limb lock" or for rogues use "concealed weapon". Choke lets you possible render an enemy unconscious giving them horrible negatives, limb lock allows you to repeatedly have an option each turn to critically injure the held limb until the grapple is broken off and concealed weapon allows sneaky ass rogues to pull out hidden items to cause critical hits on grappled enemies. The special attacks for fighter based characters are as follows, some of which USED to be special abilities but now are commonly found attack types for certain character types. ;D Lunge: Melee fighter jobs only. Grants +25% to initial attack dex roll but only causes 25% damage with no chance of critical hit. Sounds pretty pathetic, but you can make the attack from multiple tiles away on the battle map and smart players will see some opportunities here Disarm: Melee fighter jobs only. You can choose to make an attack directly on held items instead of the enemies themselves. Considers that the melee fighter is trained well enough to target easier then normal people can. Deals double damage to structure points and completely destroys items that do not have SP listed unless unbreakable. Needs to be within grapple range to use (adjacent square). Overpower: Allows the character to use their beefiness to knock over the enemy forcing them into knockdown rules which SUCK. The requirement is that the attacker have 50% more strength then the target. If the attacker misses though the defender gets an auto counter.
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Post by Sir Not Appearing on Forum on Jan 15, 2010 15:19:03 GMT -5
Job Specific Special Abilities
The new setup for special abilities and who can purchase them will now be along the lines of what sort of jobs the character has. It makes a lot of sense for a Rogue to be able to tumble around and get into hard to reach places more so then a mage who spends all his time reading books inside a tower somewhere. So this means that jobs will now be officially broken into class types. We kind of already do this for the most part, but a lot more things will focus on this from now on, meaning that job choices will be more specific and you will get a lot more out of what sort of character you are trying to run.
Here's what I'm thinking as a focus.
Fighters: Mainly buff effects, some defensive and offensive stuff Rogues: Mainly tricky defensive abilities, acrobatic stuff, sneaky offensive tricks Mages: Most will effect ether in some way, will have the least abilities to choose from
Looks to be interesting...if you have any ideas for new abilities based on this general idea let me know.
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Post by Sir Not Appearing on Forum on Jan 15, 2010 20:08:46 GMT -5
Heres what I'm thinking, as far as specials that already exist go
Fighters: Parry Block, Arm Block, Bolster, Anchor Rogues: Tumble Roll, Super Jump, Pop Vanish Magic Users: Gather, Repel, Rebound
These are examples. Of course people will then always choose multiple job class types for their characters, unless of course I make it so you can only start the game with one job. There's also the players that will of course not pick a job from each class due to role playing reasons, which is what I'm hoping most people will do anyway.
As for the other things, yeah, I'm probably going to make a lot of changes when it comes to things like that. Arcane Languages may end up only giving characters the ability to read runic speak and what is written in tomes and so forth and may have nothing to actually do with actually casting spells. This will mean that ONLY magic user job characters will be able to use magic, making them powerful in that aspect, but the other classes are getting a lot of strengths as well. The fighters are getting a whole slew of advantages including the fact that they will only be the ones able to get certain fighting styles and can perform certain special combat actions. Rogues will get their own strong points too, such as fighting styles as well and special attack and defense choices that only they can receive.
It's going to be a fun ride I think and I'm pretty excited to get this finished with so that we can try them all out with a fresh campaign.
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Post by Brandon "Big B" Rice on Jan 15, 2010 21:07:43 GMT -5
You'd have to be careful though, because I can still see a Fighter being able to us tumble roll and super jump.
What kind of Fighting styles will there be for the fighter? I am interested
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Post by Sir Not Appearing on Forum on Jan 15, 2010 21:22:19 GMT -5
How would a fighter be able to use tumble roll and super jump if only rogues can though???
Swordsmanship, Polearms and Firearms will be considered fighting styles in 3.0. All of them will be available to all classes, but only fighters will be able to purchase the fighting abilities for the first two.
Also fighter specific will be Bushido and Kendo since they mainly rely on weapon training.
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Post by Brandon "Big B" Rice on Jan 15, 2010 21:40:33 GMT -5
Well for instance, if your a knight you would not use Tumble roll, but he could use Super Jump to get an added bonus to damage.
Other fighters could tumble out of the way to attack or super jump. I mean, haven't you played Dynasty Warriors? They roll out of the way and jump in the way. Now they have armor, but it was way light. I'm just saying, you have to becareful with it, because I can see certain skills being able to be used for other things
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Post by Sir Not Appearing on Forum on Jan 15, 2010 22:58:11 GMT -5
Case noted. Shannon actually mentioned her disapproval as well towards the fact that Magic Users would not have the same defensive capabilities as the other two since the only specials I mentioned in the example were Gather, Rebound and Repel. I must mention the fact that most campaigns will always allow a starting character to have two jobs, with a possible third job as a paid job unless the GM only wants to use two total. One job campaigns are usually for harder, or even shorter campaign types that would not last as long as our usual campaigns do.
The main idea would be to make a dual job character that takes advantage of 2/3 job classes (I may add a fourth, the Priest class). This way you can have a combination of Fighter/Rogue, Rogue/Magic User, Fighter/Magic User, etc., and get some of the bonuses that two of the three offer while still missing the third and not being to do EVERYTHING.
Since this version of the rules plays along with the entire Dalros/Levasian conflict there is TONS of options as far as characters go. I haven't even gotten into ideas for Levasia and have really only dealt with what I have already compiled when in regards to Dalros. A Levasian character will have similar class choices, but Magic User will be replaced with something else.
If you were allowed to make a hybrid Dalrosian/Levasian character which it totally possible depending on background story you could make a lot more possible combinations.
Let's also not forget the new combat action options depending on what sort of character you are running. Melee fighters are given different options when compared to Missile fighters, rogues receive their own types of combat actions, and so do Magic Users. If anything, this particular change to the rules actually increases what sort of characters you can produce during game play.
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Post by Sir Not Appearing on Forum on Jan 16, 2010 21:51:44 GMT -5
UPDATE- Added my methods for generating loot after the end of combat, something that was not listed in 2.0 as far as I can remember.
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Post by Sir Not Appearing on Forum on Jan 18, 2010 18:59:19 GMT -5
The official NEW hot location table (rolled now on a D12)
Location Roll (D12) Body Location 1 Head/Cranium 2 Chest/Upper Torso 3 Stomach/Lower Torso 4 Left Upper Arm 5 Left Lower Arm 6 Right Upper Arm 7 Right Lower Arm 8 Groin/Pelvis 9 Left Leg 10 Left Foot 11 Right Leg 12 Right Foot
I think this will work rather nicely. ;D
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Post by Sir Not Appearing on Forum on Jan 20, 2010 12:20:58 GMT -5
UPDATE Critical Hits tables beginning to be worked on! Updates to all critical hit results on percentage tables, as well as the addition of extra critical tables based on special hit location that certain characters can target (characters that have skills that let them specify hit locations on enemies). Example: Head Special Locations Reason for specialty locations: Characters that have the needed skills are able to control the movements of their weapons better, allowing them to quickly attack small body locations in the heat of battle, while other characters that do not have the skills are too busy aiming at larger locations (IE: The head in general) One of the reasons why combat in Gaia Saga is about to become a WHOLE lot more dangerous for everyone.
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Post by Sir Not Appearing on Forum on Feb 6, 2010 16:12:26 GMT -5
Only need the rules for armor, allies, teamwork attacks and firearms left and the 3rd Edition combat rules will be finished!! ;D
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Post by Sir Not Appearing on Forum on Feb 23, 2010 17:31:46 GMT -5
Allies and Teamwork Attacks left!!!
Here's a general question for you guys; how would you like the controlling of allies (3rd dimensional and two-dimensional NPCs) to handle in 3rd Edition?
I was considering making a collection of skills that is based on Charisma that allows players to use allies as strategic tools in combat (IE: use an action to move an ally in front of them to use as a shield, send an ally directly to an injured character to heal them, cast a spell at a certain time, etc.) It would be based on squared range on the battle map (listening distance) or anywhere on the map if you had certain things (Telepathy, Lode Stones). The original idea was to allow commander type characters (focus on Charisma of course) to be able to control allies equal to 5% of their total stat, rounded up. Have not figured out if this would make them too powerful or not, especially with how the new combat system works and how much more dangerous it is.
Any thoughts or ideas?
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Post by Sir Not Appearing on Forum on Feb 26, 2010 14:33:28 GMT -5
Yeah, set numbers are alwaysnless confusing then percentages! I love math. Thanks for the input kind sir, hopefully when this system is finished it won't dissapoint. ;D
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Post by Sir Not Appearing on Forum on Apr 9, 2010 17:48:32 GMT -5
Two new combat options added to the combat rules:
Fear: Certain enemies and character under certain circumstances can cause enemy units to attempt to run off the battle map. This is a passive event and occurs randomly (rules give direction)
Confusion: Dimwitted or Stupid characters may become confused by the sudden generation of things on the battle map, causing them to take no actions per round until they make a passing Intelligence roll (played out and tested last night in response to Troy using Briar Wall in front of simple minded bandits)
I made these be optional in combat, meaning that a GM can choose to use them or not on a combat-by-combat basis.
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