Page 14 of 16

Posted: Sat Nov 14, 2009 9:52 am
by Shade
Cimeries wrote:The FE PnP Clonks ran had potential for awesome grand scale battles because there was strategy involved. Without strategy, long battles are a chore. :|
If someone does another PnP similar to that one, rest assured that I'm totally gonna join. :)

Posted: Sat Nov 14, 2009 10:27 am
by Cimeries
ShellShocker wrote:You are a mage, they are meant to be so fragile because they have such power later in the game so they can protect themselves and incinerate any opponent they face, but they have to start weaker than the other classes. Plus, melee opponents won't be able to hit you since you are in cover (at least I think you're in cover) and if you wanted a high attack for when you ran out of Mana, you could have just created a spell or ability to get mana back. And your high atk is related to overpowered characters, not skills. Get what I mean?
Shelly, you are forgetting, of course, that we all have the same basic materials to mold our characters with. So when it comes to point distribution, it is all perfectly fair. The only thing that can cause a gap is inconsistent AP prices from the GM, which is why we are all intervening right now. ;)

Posted: Sun Nov 15, 2009 10:33 am
by Shade
Oh screw this, I think I'm just gonna join and mess up some dudes. :?

Image
Clonkinator, Lv1 Wizard Of The Pen (Cover)
HP: 17/17
MP: 33/33
XP: 0000
AP: 300
08 Atk | 102 Hit | 18 Crt
05 Def | 08 Res | 30 Avd
Weapon: Master Frying Pen (7 Atk, 90 Hit, 15 Crt, ignores range)
Armor: Wizard's Cloak (1 Def, 2 Res, 20 Avd)
Spoiler: Inventory & Status
Items (2/7):
- x03 Jinxed Mana Potion (Restores all MP, but halves remaining HP)
- x02 Jinxed Life Potion (Restores all HP, but halves remaining MP)
Spells:
- Pyro Touch (3 MP / Turn): Can only be used from melee range. Clonks runs up to the target, grabs it and fries it with strong fire magic focussed into his hands. Deals [MAG x 1.2] fire damage per turn and prevents both Clonks and the target from doing anything for as long as the attack lasts. Clonks himself, however, can abort the attack anytime he wishes to and then still do something else in that turn.
- Pyro Wave (6 MP / Target): Clonks creates a wave of incredible heat, capable of melting even solid rock. Can target any amount of targets Clonks wishes to target as long as his MP suffice and deals [MAG x 2] fire damage to them.
Abilities:
- Dark Power: Whenever Clonks scores a critical hit with any of his attacks, skills or spells, his MP are restored by a third of the total damage dealt to all targets.
- Safety Net: An attack cannot send Clonks to below 1 HP unless he already is at 1 HP.
Stats:
STR: 1
MAG: 14
SKL: 6
AGI: 5
DEF: 4
RES: 6
VIT: 5
MEN: 9

Elements:
Fire: 50%
Earth: 0%
Wind: 0%
Water: -100%

Posted: Sun Nov 15, 2009 1:54 pm
by aleco614
Spells overpowered much? :?

Of course, i cant really complain.

Posted: Sun Nov 15, 2009 6:07 pm
by Cimeries
Clonkinator wrote: - Safety Net: An attack cannot send Clonks to below 1 HP unless he already is at 1 HP.
Clever, this skill is.

Posted: Mon Nov 16, 2009 6:45 am
by Agent of Dread
Quite so. :) I'll AP soon.
Also, I'm wondering how you do the hit scores and stuff without dice. I couldn't figure it out.

Posted: Mon Nov 16, 2009 7:34 am
by Cimeries
I think attacker atk - target avd, then a random number between 1 and 100. If the random number is lower it's a hit.

That's how I did it at least.

Posted: Mon Nov 16, 2009 7:39 am
by Agent of Dread
But what I want to know is where the random number comes from...
And wouldn't it be Hit?

Posted: Mon Nov 16, 2009 8:24 am
by ShellShocker
I think it may be this:

Your Hit - Opponent's Avd and f Random Number is under that, it is a hit.

Also, for the random number: Clicky

But what about Spells? Is their base hit 100 or is it just your normal hit? I know it is minus Res though.

Posted: Mon Nov 16, 2009 8:36 am
by Agent of Dread
No, I mean, I thought we weren't using dice.
And anyway, the way you do it there's guaranteed results nearly. There has to be some form of chance... right?

Posted: Mon Nov 16, 2009 10:56 am
by Cimeries
Use the true random number generator for the random number. And yes, I meant hit, not atk.

Posted: Mon Nov 16, 2009 7:34 pm
by Agent of Dread
Oh, so you're basically saying a random number from 1 to 100 instead of your average d100?
Well that's easy.

Posted: Wed Nov 18, 2009 8:28 am
by Shade
Yeah, I used to use the true random number generator to figure out hits and crits. If the Hit (after Avd)(or Crt) is equal to or higher than the RN generated (which should be between 1 and 100 so that 0 Hit can´t hit), it´s a success.

Spells and Skills use the same Hit/Crt formula as normal attacks unless said skill/spell explicitely states something else, be it just a modifier like -20 hit or a completely different formula.

Also, what about my AP now? :/

Posted: Wed Nov 18, 2009 8:56 am
by Agent of Dread
Clonkinator wrote:Image
Clonkinator, Lv1 Wizard Of The Pen (Cover)
HP: 17/17
MP: 33/33
XP: 0000
AP: 300
08 Atk | 102 Hit | 18 Crt
05 Def | 08 Res | 30 Avd
Weapon: Master Frying Pen (7 Atk, 90 Hit, 15 Crt, ignores range)
Armor: Wizard's Cloak (1 Def, 2 Res, 20 Avd)
Spoiler: Inventory & Status
Items (2/7):
- x03 Jinxed Mana Potion (Restores all MP, but halves remaining HP)
- x02 Jinxed Life Potion (Restores all HP, but halves remaining MP)
Spells:
- Pyro Touch (3 MP / Turn): Can only be used from melee range. Clonks runs up to the target, grabs it and fries it with strong fire magic focussed into his hands. Deals [MAG x 1.2] fire damage per turn and prevents both Clonks and the target from doing anything for as long as the attack lasts. Clonks himself, however, can abort the attack anytime he wishes to and then still do something else in that turn.
- Pyro Wave (6 MP / Target): Clonks creates a wave of incredible heat, capable of melting even solid rock. Can target any amount of targets Clonks wishes to target as long as his MP suffice and deals [MAG x 2] fire damage to them.
Abilities:
- Dark Power: Whenever Clonks scores a critical hit with any of his attacks, skills or spells, his MP are restored by a third of the total damage dealt to all targets.
- Safety Net: An attack cannot send Clonks to below 1 HP unless he already is at 1 HP.
Stats:
STR: 1
MAG: 14
SKL: 6
AGI: 5
DEF: 4
RES: 6
VIT: 5
MEN: 9

Elements:
Fire: 50%
Earth: 0%
Wind: 0%
Water: -100%
Skills:
Pyro Touch: Nice. Can you be attacked while this is happening? If yes, 100 AP.
Pyro Wave: Just like Torrent. :P Anyway, 100 AP for the cost.
Dark Power: 60 AP.
Safety Net: Smart, but powerful. 100 AP, methinks. Debate me because I'm not totally sure if this is good.

Posted: Wed Nov 18, 2009 9:33 am
by Shade
Pyro Touch: Yes, I´m just as vulnerable during that attack as always; only the enemy I´m holding can´t attack me (or anyone else, for that matter). Taken.
Pyro Wave: Taken.
Dark Power: Taken.
Safety Net: Well, all this ability does is allow me to take an extra hit regardless of the attack´s power. So it could make me go from a 2HKO to a 3HKO, but it could also merely go from a 9HKO to a 10HKO. Its use depends on how strong the enemies are.
But anyway, with just 40 AP left, I´ll save this one for later.