|
Post by FlyingUnderpants on Sept 1, 2004 19:40:17 GMT -5
XD now CoR is locked hahahahaha. Everytime I go into post lately XD
|
|
|
Post by Draxas on Sept 1, 2004 22:06:59 GMT -5
I don't know why that keeps happening, but it should be unlocked now. Seems to be a weird new glitch of some sort, where random threads periodically lock themselves...
|
|
|
Post by Garrant on Sept 2, 2004 16:52:37 GMT -5
I have no idea what happened last with my character and I don't really have the time to search for it at the moment. Perhaps later.
|
|
|
Post by Garrant on Sept 3, 2004 14:35:37 GMT -5
((Wierd site for the dice rolls. Err what exactly do I do there?))
|
|
|
Post by Notesurfer on Sept 3, 2004 16:00:52 GMT -5
random.org
click on "random integers"
It will bring you to a form. For one die roll, fill it out like so: 1 1 6 1
Click on "Get Numbers"
For multiple die rolls change the first integer to the number of dice you are rolling.
|
|
|
Post by Razor on Sept 3, 2004 21:59:18 GMT -5
I love Roll...my dicebot for IRC...so much simpler...
|
|
|
Post by Notesurfer on Sept 3, 2004 22:09:12 GMT -5
I don't see how it could get much simpler . . .
|
|
|
Post by Garrant on Sept 4, 2004 21:56:10 GMT -5
So...uh where do I figure out how many dice I roll for my attacks? I didn't see anything conclusive in my character sheet.
|
|
|
Post by Draxas on Sept 4, 2004 23:21:25 GMT -5
The Game Mechanics details the Level - Damage Dice conversion.
|
|
|
Post by Notesurfer on Sept 5, 2004 21:05:19 GMT -5
So for now just roll 1 . . .
|
|
|
Post by Draxas on Nov 23, 2004 14:08:33 GMT -5
Hmm... I haven't seen any feedback on the game in a long time. I guess that means I'm doing a good job? Every so often I like to touch base with the players, so feel free to post any questions, comments, suggestions, or anything else relevant here. Especially those suggestions, because I'm always looking for ways to make the game better. Also, if you're enjoying this game, I highly encourage you to try posting in Garrant's RP arena in the Battle Arena board. I see great potential there, but not if I'm the only one participating.
|
|
|
Post by Ranger on Nov 25, 2004 3:51:58 GMT -5
/me just uses aim chat rolls
|
|
|
Post by Draxas on Mar 9, 2005 17:21:22 GMT -5
Notice to all players of Clash, and users on this site: Please take note of the addition of a copyright notice to the Game Mechanics. Though I am saddened to do so, recent events have impressed upon me the importance of including this message.
|
|
|
Post by Draxas on Jun 20, 2007 9:40:43 GMT -5
You bet your arse! I say throw this up higher on the board...and maybe toss out a second email. ^_^ Done and done. As you all can see, I've decided to reboot the game and start fresh for everyone. I figure 2 years might be too long a hiatus for all of you (not to mention me!) to remember what's going on. So, for all interested players, head on over to the signup thread, and we can get this party started!
|
|
|
Post by Draxas on Jun 22, 2007 2:04:21 GMT -5
Since this is a convenient place to post bulletins regarding the game, I would like to announce some changes to the rules and mechanics of Clash. Some of these will be new additions, others will be modifications or eliminations from the old mechanics designed to streamline the game a bit.
Without further ado, here are the changes:
Character Types
The distinctions in place between the character types (Warrior, Mage, Balance) have been removed. They simply served as basic archetypes anyway, and so many characters failed to fit the mold well and were classified as "Balanced" by default. So I've decided to do away with the designations in general to keep things simpler.
Techniques and Spells
The three main types of techniques remain. However, to correspond with these, spells are going to be divided into the same 3 categories, with the appropriate effects intact, but consuming MP instead of TP. In addition, a new technique type is going to be introduced: Innate skills function similarly to Passive skills, but have no TP cost associated with them, nor any way to deactivate them; they are "always on."
Equipment
Every character will have a second accessory slot added to their equipment.
Characters will now be able to equip weapons that they are not proficient in. However, due to lack of familiarity, they will be reduced in their effectiveness. The exact amount of reduction depends on how far removed the weapon is from the character's usual proficiencies. The game notation for any wielded weapon that a character is not normally proficient with is "Exotic."
Support Units
Support Units are a major addition to the game. These represent helpers that are not quite powerful enough to be characters in their own right, but instead assist the characters they are attached to. In this sense, they are treated more like equipment than party members (though not quite entirely like either, hence the need for this section).
Characters are allowed to have a single Support Unit active at any given time (though of course, they may have none active at all). They may possess more, however, and the rest will be stored in an inactive state until summoned (and will be held in a separate sort of "pseudo-inventory," though most will probably not be held on the character's person like standard inventory).
Support Units serve many and varied purposes, depending on each specific example. Most will be useful primarily in combat, where (again, depending on the specific example) they will act of their own volition, according to the commands of the character they are attached to, or perhaps a combination of both. However, other characters will not be able to command a Support Unit that is not their own, and if the Support Unit's owner is KO'd, it will not play any further part in battle until they are revived (though this does not apply to other bad status ailments, such as Stop or Petrify).
Support Units will have stat parameters and skillsets similar to a character, though these will not be a complete set like characters possess. Most importantly, no Support Unit will have a HP value, and only specific ones can be targeted by an enemy in combat (with varying effects if they are hit, as determined by each specific example).
The detailed rundown of support unit parameters is as follows:
Name: Fairly self-explanatory, though in combat this will also include a designation of the Support Unit's owner (when applicable) Level / XP: Only Support Units that are capable of gaining levels will have these parameters available
HP: Support Units will never have a HP value (which is what primarily sets them apart from full-fledged characters) TP: Only Support Units that use techniques (other than Innate skills) will have a TP value MP: Only Support Units that cast spells will have a MP value
ATK: Most Support Units will have some form of physical attack or ATK-based technique available to them, and thus will have an ATK value DEF: Only Support Units which can be targeted in battle will have a DEF value S-ATK: Any Support Units that cast spells or use standard techniques will have a S-ATK value S-DEF: Only Support Units which can be targeted in battle will have a S-DEF value AGL: All Support Units have an AGL value
Techniques / Spells: A Support Unit's skills and abilities will be listed in the relevant sections. Depending on the specific example, Support Units may be able to use any of the 7 types of abilities available. Also included with the relevant ability is how they are activated (see below).
Elemental: Any relevant strengths and weaknesses will be listed. Only Support Units that can be targeted in battle have a need for this section.
Status: Unless stated otherwise, it is assumed that all Support Units are immune to status ailments, both good and bad.
Behavior: Unique to Support Units is details of their specific behavior. This includes whether they can be targeted in battle (and what the effects of inflicting damage on the Support Unit is), whether they accept commands from the owner or act independently, and any other important relevant details.
Support Units do not use equipment, nor do they have the ability to carry a separate inventory.
The introduction of Support Units also introduces a new, corresponding battle command for characters to use:
Support: This command is used to issue commands to Support Units that require them. Depending on the specific Support Unit in question (or perhaps even the specific command given), this may or may not use up the character's entire turn. This command can alternatively be used to summon a Support Unit from a character's reserve, or to replace the Support Unit currently being used by one from a character's reserve. When used in this manner, the Support command always uses the character's entire turn.
And now, because every new rule requires an example:
Sample Support Unit (Origin - Castlevania: Curse of Darkness):
Skull Wing (Hector) Level 3 67/90 XP to advance
TP: 40/40 TP
ATK: 5 DEF: 5 S-ATK: 15 S-DEF: 5 AGL: 25
Techniques: Flight: Skull Wing is always airborne. Innate skill. Fleet of Wing: Skull Wing is a small, fast, and agile target, and any attacks against it receive an additional -30% chance to hit. Innate skill. (0 TP) Corkscrew Dive: Normal # of damage dice. 5 hits (75%, 4 X 95%). ATK based. Always used automatically instead of a standard attack, regardless of command status. (0 TP) Glide: Skull Wing can glide through the air for short distances while its owner hangs onto its legs. Non-combat skill. Always used via command. (15 TP) Carpet Bombs: 2 damage dice per hit. Strikes d6 random enemy targets. Usage depends on command status. (10 TP) Bone Shot: 2 damage dice. Usage depends on command status.
Behavior: Skull Wing is given one of three command statuses by its owner, which will alter its behavior accordingly. These are:
Auto: Skull Wing determines which attacks to use on its own. The only Support command it will accept in this state is the order to switch to a different command status. It will cease using techniques that consume TP once it falls below 50% of its Max TP value. Command: Skull Wing uses basic attacks on its own. It will only use advanced techniques upon being given an order to do so through use of the Support command. If following an issued Support command would reduce Skull Wing to 0 TP or less, that command will be ignored. Issuing commands using Support in this fashion will consume the owner's turn. Using this command status will cause Skull Wing to act when its owner does (or later), rather than as its AGL score would dictate if its AGL is higher than its owner. Guard: Skull Wing devotes all of its energy towards protecting itself. It will only Defend in battle when using this command status, and will only accept the Support command to change command statuses.
Using the Support command to alter Skull Wing's command status will not consume the user's turn.
Skull Wing can be targeted in battle as per normal. When struck, it loses TP instead of HP. If Skull Wing is ever reduced to 0 TP through damage, it is reduced to a spectral state (effectively KO'd), and will not recover until it regains more than 50% of its TP.
Skull Wing can only recover TP by staying in a recovery area with its owner (inn, healing fountain, etc.), or by collecting the life essence of defeated foes. Life essence is collected any time Skull Wing or its owner defeats a foe (if another ally defeats a foe, it is not counted), and each defeated foe yields 5 TP in this manner.
Skull Wing can evolve to different forms, based on the weapons wielded by its owner. A certain number of foes must be defeated with a given type of weapon for evolution to occur:
Wingosaurus: Defeat 70 foes using Sword, 2-handed Sword, Axe, 2-handed Axe, Blunt or 2-handed Blunt Phoenix: Defeat 90 foes using Spear, Polearm, Glove, Thrown Weapon, or Exotic
------------------------------------------------------------------------
Hopefully these are clear enough, otherwise let me know and I'll try to explain them better. I hope everyone is pleased with the new additions, especially the Support Units; I spent a lot of time mulling over and writing out those rules!
|
|