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The Post-3.1 Game

Xion

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Apr 10, 2004, 02:09 PM
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I'm free starting June 15th. Sound good to anybody?

oo, a page.
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Apr 10, 2004, 02:13 PM
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I would be ready at any time, as long as I have enough time to make the new rules and such. However, I do recommend we not wait too long for it, since if we do the game might be forgotten by then.
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Apr 10, 2004, 02:26 PM
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Ditto.
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Apr 10, 2004, 02:27 PM
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Now I am going to take a break, so I can get some schoolwork done, then I will start on the rules.

Any suggestions?
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Apr 10, 2004, 05:32 PM
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I got an idea.

Each plane has their own planal modifier, and each attack has a specific amount of range damage. Example:

==Freezeblink: Costs 32, damages 80-112, hit 85.

The cost and damage can be modified seperately, along with HP maxes and MP maxes. However, Hit and JP (overdrive) will not be affected by any worldwide modifier. Local modifiers, like fog, water, or forests, can affect hit. Example of a world modifier:

==Gran Da Val: HPx2, MPx2, Costsx2.25, damagex3. Local elements: Wood, Water, Wind, Earth.

Here, a base HP of 176 would be 352, a base MP of 221 would be 442, Freezeblink would cost 72 and damage 240-336, and any Wood, Water, Wind, and Earth abilities would get a 1.5x bonus.


Take these into consideration, and maybe it could be kind of a D&D game. I dunno if this could really work, but it will prevent the uber-1337 overpowerment of spells over time. Granted, there are combos out there that can deal massive damage, so you need to find them on your own.
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Apr 10, 2004, 05:35 PM
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Why would being in certain places highten your HP?
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Apr 10, 2004, 06:25 PM
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well, this is merely a base. See, Ivalace could have a 1x modifier on all of them while Gran Da Val, which is something completely different, gives higher modifiers since the creatures have higher attacks and health and such.

Granted, it doesn't have to be higher, it could be lower too!
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Apr 10, 2004, 06:29 PM
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So, basically, if I walk into there I would suddenly become tougher, and I would need more healing items to heal me back to full health?
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Apr 10, 2004, 06:37 PM
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I think what he's saying is that the land you're in can affect your stats, like If you were under water it would power up water attacks and weaken fire attacks, or something like that.
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Apr 10, 2004, 06:42 PM
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How would that effect your HP?
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Apr 10, 2004, 09:42 PM
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Ummm...like this: Say you're on a planet that has a toxic atmosphere. Your HP would decrease if you don't like toxic environments; increase if you thrive in them.

I don't really know; Xion's the one that brought this up. XP
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Apr 11, 2004, 06:22 AM
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How about this system, which makes some more sense to me, since it does not suddenly change your body chemistry whenever you enter new terrain-
Forests | fire damage x2 water damage x.5
So, thus, in a forest fire spells would deal double damage owing to all the nearby wood, but water spells would deal half damage owing to the fact that all the plants nearby would absorb some of the water.
Beach | water costs x.5
So, thus, in a beach, water spells would cost less mana owing to the availability of water.
Nuclear wasteland | all organic, non NBC protected creatures take 10 d per turn
So, thus, in a nuclear wasteland, people would be hurt by the radioactive fallout.

But, you get the point. These are just examples, which should be changed for more complexity and stuff. But it makes more sense to me than you bringing a robot onto a planet and having it suddenly get an armor upgrade out of thin air.

And another thing. While I am not finished with the rules yet, I am going to say you have to have skill charts for everyone (and, while I would prefer you to have some skills you have yet to learn, I am not forcing you to), and on said skill charts all spells must have clearly marked damages, elements, and mana costs. This is for the sake of having more organized battles, where you can actually run out of mana and such.
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Apr 11, 2004, 04:20 PM
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About my system...Anything that heals is affected by it's respective modifier...HP replenishers get multiplied by the same modifier that gets multiplied by Maximum HP.

And about the toxic, that's an example of a local modifier. It's only on a single planet, and there is space travel...somewhat...(hopefully)
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Apr 11, 2004, 04:23 PM
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On a single planet.. you mean the entire planet should be toxic if there is just one stretch of nuclear wasteland on the planet?
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Apr 11, 2004, 10:15 PM
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No, I think he means just an area that is toxic.

Risp, can you list the names of all of the Cyber Lords?
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Apr 12, 2004, 05:00 AM
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While each Cyber Lord is excellent in hacking, programming, and AI making, some are better than others-

Fia'onn (m)- their leader, and the best in every category
Trah (m)- the new second best in programming, since the original died
Via'oh (f)- the third best in programming; handles public relations
Niz (f)- the second best at hacking
Cyad (m)- the new third best at hacking, since the original died
Nog'ha (m)- the second best at AI making
Foi (m)- the third best at AI making
Aora (f)- the fourth best at AI making and the best strategist

Note that all of them have a robot army (except for Fia'onn, who really does not need one), of whom Aora's is the largest. They also all have numerous hacker/programmer/AI maker subordinates, including Fia'onn.
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Apr 12, 2004, 05:35 AM
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I think I'll post something about my primary helpers also.
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Apr 12, 2004, 05:38 AM
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If you are suggesting the Cyber Lords are my helpers, they are not (except for Niz). They are just allies.
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Apr 12, 2004, 05:39 AM
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So, about my allies.

...

I just realized that Cooba has not any ally except for you and yours.
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Apr 12, 2004, 09:23 AM
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@Cooba: Well, you'd better get some quick. Make your own chars if you have to.
@Risp: I asked that question because I saw "Cyber Lord" mentioned in the flavor text of the new Duel Masters cards, and I saw a cyber lord-type monster named Tropico. I thought that you got your chars from Duel Masters cards, and I thought that the monster you had in the previous chapters was somehow related to Duel Masters. Guess I was wrong.^^;; Oh well. At least I can see what I'm up against.
[B][U]ONE MORE TIME:
L_G = REAL L_G = GOOD!
NEWB = FAKE L_G = BAD!
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Apr 12, 2004, 09:28 AM
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If I got my people from duel monster cards I would not be so annoyed you used anime for your basis of everything. The similarity is just a coincidence, since I don't play duel monsters.
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Apr 12, 2004, 09:36 AM
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I thought so, too.
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Apr 13, 2004, 04:47 PM
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I am close to finishing the rules. Any suggestions for rules anyone?

*No instant death magic
*No calling in outside forces unless they are not distinctly on your side (in general, if they are attacking your enemy and nobody else they are considered on your side)
*No power playing
*No immortals or semi-immortals in your party
*No using spells or skills not in your posted skill chart
*No magically learning new skills out of thin air, or by being attacked
*No doing things that poke at the wording of a skill or try to find loopholes (WE ARE NOT LAWYERS)
*No doing things that are not allowed in normal RPGs
*All spells or skills that use MP must have a defined MP cost and use MP at all times
*All stats of characters in a battle must be posted at all times
*Standards:
_-Everyone gets 3 attacks per turn
__-A physical attacks takes up 1 attack
__-A spell/technique takes up 2 attacks
__-An overdrive takes up 3 attacks
__-Haste adds 1 attack, starting the player's next turn (and is not cumulative)
__-Slow removes 1 attack (and is not cumulative)
__-If a character is listed as being able to execute x number of attacks, said number of attacks takes 1 attack
_-All status effects last util cured, and are not cumulative (unless stated otherwise in the spell/technique description)
__-Some status effects wear off at the beginning of the third turn the afflicted has had the effect
___-Stop prevents the afflicted from acting, for varying reasons
___-Stun/paralyze prevents the afflicted from acting and wears off if the afflicted is hurt
___-Freeze prevents the afflicted from acting and wears off if the afflicted is hurt (and takes double damage from that)
___-Slow and haste are already covered in the previous set of standards
___-Confusion makes the afflicted act randomly (NOT ATTACK A WHOLE LOT MORE!!!!!one), and wears off if the afflicted is hurt
___-Berzerk makes the afflicted only physically attack enemies
___-Charm makes the afflicted take orders from the side of the person who charmed him/her
___-Don't move makes the afflicted unable to use short-ranged attacks/techniques (as in, melee-ranged stuff)
___-Invisibility prevents the afflicted from being attacked
___-Weakness makes the afflicted take 1.5 times the normal damage of physical attacks/techniques
___-Devitalize makes the afflicted take 1.5 times the normal damage of magic spells
___-Protect makes the afflicted take half damage from physical attacks/techniques
___-Shell makes the afflicted take half damage from magic spells
___-Reflect makes the afflicted reflect the effects of spells back to their caster
___-Strength makes the afflicted deal 1.5 times the normal damage of physical attacks
__-Certain status effects do not wear off over time
___-Petrify prevents the afflicted from acting or taking damage less than 3/4 of their max HP
___-Blind/darkness prevents the afflicted from using physical attacks and techniques
___-Mute prevents the afflicted from using spells
___-Sleep prevents the afflicted from acting and wears off if the afflicted is hurt
___-Regen heals the afflicted an amount specified by the spell/technique every turn
___-Poison makes the afflicted loose an amount of HP specified in the spell/technique every turn
___-Re-raise makes the afflicted raise from the dead and be restored to half health when they die
__-There are special status effects. In general, they do not wear off over time (unless they are stated to or they are modifications of standard status effects.) These special status effects are character-specific, and can be very useful.
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Xion

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Apr 13, 2004, 05:01 PM
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A few comments.

First, About the "no semi-immortals" rule, would I, Xion the Planesmage, be considered a semi-immortal?
Second, what about Quicken? Does Quicken go in with the "Unit can do x moves in a single shot" work with it?
Third, All these status ailments do wear off after three turns unless cast on a weaker unit from a stronger unit. i.e. if the casting unit has a 3:2 ratio, where it is Caster's M-Powefender's M-Res., then it is added one turn for each ratio increase. i.e. 3:2 increases 1 turn, 6:2 increases 2 turns, etc. This is not true about some, like Haste, Slow, Quicken, Poison, and Auto-Regen.
Fourth, what about elementals? Here's my take on the rule for elementals.

An elemental does three things when it comes to damage: Increases your damage when used with a tech of the same element, Heals you when you are hit with a tech of that same element, and take double when attacked with that element.

Though, this rule does not apply to all. Xion gets a boost when he attacks with a Fire, Ice, or Wind type attacks, and takes a weakness against Water (3x weakness) and Electric type attacks. Yes, You can kill Xion with a super soaker.


Finally: Haste should stack, but only equal to the number of usable units in your party. This does not include infinity armies (i.e. peep armies) but actual SC's.

Also, some abbr.'s we can use.

SC = Story Charas
AA = Attack Actions
AS = Attack Spells
HS = Helping Spells
RA = Reaction Actions
OM = Overdrive Moves
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Apr 13, 2004, 05:17 PM
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No, you would not be considered one. This is becaue you do not fully fit the criteria for a semi-immortal- while you will come back when killed, you require some outside help. And I never said I was finished with the rules. And I have enough random status effects as it is.

As for the status effect stronger-character status effects on weaker-character thing, that would not work well for two reasons-
1. it does not take into account any players who have status effects that are applied via techniques instead of spells
2. it would mean generic soldiers would be worthless. For example, with an effect-all stun spell you could disable 100 soldiers for a long period of time.

And what is quicken? Is that the status effect that makes you instantly get a turn?

For elemental weaknesses I always imagined it as double damage, not triple damage.
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Apr 13, 2004, 06:08 PM
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*Takes a look at how many rules there are, and faints*
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Apr 13, 2004, 06:10 PM
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Eh, most of the rules just define what various status effects are, and how the battle system works.
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Apr 13, 2004, 06:18 PM
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Speaking of which, how is damage and all that good stuff going to be calculated? Making numbers up isn't very original.
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Apr 13, 2004, 06:22 PM
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Everyone has set attack damage values. They deal that damage per hit. Spells are done similarly (and also have set mana costs, so you have to put defined damages and mana costs for all your spells =D), except they also take elemental immunities, weaknesses, and strengths into account. Everything takes locational advantages into account, if they apply, and the effects of any special abilities/items. This system is made to be simple in some regards.
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Apr 14, 2004, 03:13 AM
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We can have our own spells, right?
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Apr 14, 2004, 03:33 AM
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Yes.
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Apr 14, 2004, 03:47 AM
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w00t w00t.

...

Risp, do you have these four tilesets that niek uploaded in J2O in name of J2VF?

I have semi-rated then on 7 remember?
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Apr 14, 2004, 04:01 AM
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Those ones I made?
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Apr 14, 2004, 04:22 AM
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AlienMine, FortressRuins, Zenith and SpaceFortress.
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Apr 14, 2004, 07:29 AM
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Quote:
Originally Posted by RSPSS FR
And what is quicken? Is that the status effect that makes you instantly get a turn?

For elemental weaknesses I always imagined it as double damage, not triple damage.
1) Yes. Quicken forces target unit to act immediately when the spell resolves. Therefore Xion can drop two Phantasm Skills in one turn.

2) Since Xion has a conflicting elemental type (Fire/Ice) He needs a median as his weakness. Since Water douses Fire and Water can erode Ice, Water is the median that drops him threefold.
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Apr 14, 2004, 01:20 PM
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1. I don't think that is really a status effect. It just gives you another turn, and only lasts for one turn.

2. I guess that makes sense
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Apr 14, 2004, 01:31 PM
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Also, I looked up some of these status effects. The following are infinite status ailments:

-Petrification
-Poison
-Frogshape
-Auto-Life
-Speed Down
-Magic Down
-Magic Up
-Defence Down
-Defence Up
-Attack Down
-Attack Up
-Conceal

All of them are infinite unless broken when certain criteria are met. i.e. Damage on a Concealed unit, Esuna, Cureall, etc.
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Apr 14, 2004, 01:39 PM
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I don't really consider stuff like speed/magic/defense up/down status effects, just stat modifications.

And we are not making this system exactly like FFTA, of whatever you are taking this from. Invisibility will not be a perminant thing, since it is a lot more useful here.
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Apr 14, 2004, 01:50 PM
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But invisibity wears off when the unit attacks or gets attacked. And yes, Phantasm Skills hit invisible units too.
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Apr 14, 2004, 01:54 PM
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Well, in this system invisibility lasts till it wears off or is cured (what is the point of being invisible if it goes away when you hit? There is no moving around that would make that sort of invisibility useful)
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