Special Attack Questions
twztdwndpipe:
I might be terrible at math, but I had a teacher explain the bell curve back in high school. Thank you for the info.
My damage, unfortunately, is a set number. There is no rolling for damage. Again, my friends are not the best at math and eliminating as much counting for them will improve the experience for them.
Also, The NAT20 rule isn't the case of a special attack being unleashed. Special attacks would use Spirit (mana of a sort) just like a magic spell of some sort. Special attack/Technique whatever you would call it.
So far I have things like Flash Step and wall running for movement techniques. I just feel like I'm really missing a reason for players to bother getting special attacks all together. What is their drive, what makes the attack worth the exp to buy it? I was hoping for some kind of idea. I honestly think I'm asking for something that doesn't exist. I can't quite grab the words from the air to better explain myself either.
Thank you for the bell curve info though. I will find more and learn to use it to improve my system. Thank you so much!
Jason J. Patterson:
This sounds like you're taking inspiration from anime and maybe some video games, so I'd say look to these sources and see what these attacks are used for in these cases. What DO these special attacks accomplish, and do the conditions exist in your game, or are the outcomes possible in your game, mechanically or narratively?
What are some examples of these attacks, from before the attack, to during, and then after, to post here, and then maybe look at your system and typical situations players will find their characters in, and decide how far away from the source situations the RPG situations are and if the two ever shall meet.
You may be looking for a narrative-based concept and not know it - have you checked out Dan Bayn's Wushu Open RPG? You might be wanting to implement something similar in your overall game but feeling restricted by game mechanics rather than "coolness" factor of player creativity, and I admit, it is hard to stay "up" all the time to keep up the action on games like those.
twztdwndpipe:
Wushu! JEEEZ! I couldn't remember what it was called. I was going to try to see what it was like and get some ideas. Thank you!
Also, Anime Video games, Yeah. That hits the nail on the head. lol. I've been watching alot to see what ideas I could get. So far, things have been a semi-challenge, but it's starting to pan out after I came up with a system to make the attacks balanced, along with give a few different ideas on how to fight.
I've introduced Balance/Juggling/Crumpling
A method of knocking your opponent off his feet and either beating him up, or beating him down.
A Grip idea, for knocking the players weapon out of their hand.
Only things I need to figure out now are some more mechanics of fighting, I'm going to look up different fighting styles and see what their methods are. I.E. Disarming an opponent, ground fighting, other styles
I'm also going add in, Offensive and Defensive fighting.
Callan S.:
I'll feel stupid for asking this - is this game shooting for a gamist direction? Or atleast were talking about player skill playing a significant part?
Are the players actually choosing from amongst these special attacks?
Quote
Each character would have 4 or 5 special attacks. So I can't just UP the DMG of each. That would be pointless.
The cardgame 'lunch money' does that, with fixed damage on each card, with various values of damage on them. Randomness comes from what cards your dealt. It isn't pointless there.
As an example of what I'm talking about, if your players rolled to see which two of the five attacks they may use (they then pick amonst those two), then simple increments of damage make a good point. Or just roll to see which single special attack. Or some other variation.
contracycle:
Legend of the Five Rings and Seventh Sea both have very well developed special attack systems. Seventh Sea is probably the better example, in which many of them work by manipulating things other than damage or hit probability. So they influence when you can act, within the framework of initiative, or they allow the benefits of holding on to an action for later, or piule two attacks in together, that sort of thing. Other effects mnight be achieveing a wrestling type hold, or trapping a weapon, or being able to strike multiple targets, etc.
As a general observation, I would suggest that the simpler your overall combat system, the less space there is for special attacks. The more moving parts in the basic system there are, the more angles there are for special effects to be introduced.
Navigation
[0] Message Index
[#] Next page
[*] Previous page