Bob
Troll Level 3
Posts: 812
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Post by Bob on Dec 27, 2010 15:42:34 GMT -6
Paul's version
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Paul
Administrator
Posts: 1,839
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Post by Paul on Dec 27, 2010 17:28:57 GMT -6
this won't make sense to anyone, but it is a good placekeeper
First round =
Person #1 = attack = 2*10 = 20 Person #2 = defense = 4*10 = 40
Person #2 = attack = 3*10 = 30 Person #1 = defense = 6*10 = 60
Second round =
Person #1 = attack = 3*10 = 30 Person #2 = defense = 6*10 = 60
Person #2 = attack = 3*10 = 30 Person #1 = defense = 4*10 = 40
Third round =
Person #1 = attack = 6*10 = 60 Person #2 = defense = 3*10 = 30 Damage to Person #2 = 30
Person #2 = attack = 4*10 = 40 Person #1 = defense = 6*10 = 40
1st round = PL 20 (#1) vs PL 15 (#2)
Person #1 = attack = 3*20 = 60 Person #2 = defense = 6*15 = 90
Person #2 = attack = 2*15 = 30 Person #1 = defense = 5*20 = 100
2nd round Person #1 = attack = 3*20 = 60 Person #2 = defense = 5*15 = 75
Person #2 = attack = 6*15 = 90 Person #1 = defense = 1*20 = 20 Person #1 – 70
3rd round Person #1 = attack = 5*20 = 100 Person #2 = defense = 4*15 = 60 Person #2 - 40
Person #2 = attack = 6*15 = 90 Person #1 = defense = 1*20 = 20
Take that # and add it to 1d4. Take Power level divide by 10. Power Level 10 = 1d4+1 Power Level 50 = 1d4+5 Power Level 100 = 1d10+10 Power Level 500 = 1d10+50 Power Level 1000 = 1d100+100 Power Level 1500 = 1d100+150 Power Level 10,000 = 1d1000+1000 Power Level 15,000 = 1d1000+1500 Power Level 100,000 = 1d10000+10000 Power Level 500,000 = 1d10000+50000 Power Level 1,00,000,000 = 1d100000+100000
168,000,000 turns into 168
10s = 1d4 100s = 1d6 1000 = 1d8
Take that # and add it to 1d10. Take Power level divide by 10. Power Level 10 = 1d10+1 Power Level 50 = 1d10+5 Take Power level divide by 10. Power Level 100 = 1d10+10 Power Level 500 = 1d10+50 Take Power level divide by 100. Power Level 1000 = 1d10+100 Power Level 1500 = 1d100+150
Power Level 10,000 = 1d1000+1000 Power Level 15,000 = 1d1000+1500 Power Level 100,000 = 1d10000+10000 Power Level 500,000 = 1d10000+50000 Power Level 1,00,000,000 = 1d100000+100000
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Paul
Administrator
Posts: 1,839
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Post by Paul on Dec 27, 2010 18:46:49 GMT -6
Combining Bob’s idea with mine; Each character has these: Offense: Your attack Defense: Your Defense Speed: Your speed Power Level / Life force: Your Hit points. This is equal to your offense + defense + Speed.
For example:
Offense: 100 Defense: 300 Speed: 50
This guy would be power level 450.
Combat works as follows:
There isn’t an initiative system; each character has a reaction to an attack.
To figure your attack bonus you take your offensive power and divide by 10. You then roll an attack 1d6 and add your attack bonus. If your attack beats the defense off the defender you hit. Damage is the difference between the two. For the above example this guy would roll 1d6+10.
To figure your defense bonus you take your defensive power and divide by 10. You then roll a 1d6 to figure your defense. If your defense beats the attack off the attacker you are not hurt. For the above example this guy would roll 1d6+30.
Speed is a variable that can be applied to either offense or defense. For the above example the speed of 50 can be either spent to increase offense or defense. For example the above guy has a 50 speed. He adds 25 points to offense and 25 to defense. His offense becomes 125 and his defense is 325. He would then use that #s for combat. Those #s can be changed to anything between 0-50.
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Paul
Administrator
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Post by Paul on Dec 27, 2010 18:52:36 GMT -6
Update:
I'm thinking that defense shouldn't be rolled but static. Still thinking on how the "speed" would work.
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Paul
Administrator
Posts: 1,839
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Post by Paul on Dec 27, 2010 19:23:41 GMT -6
Each character starts with 10 offense power and 10 defense. Their power level and HP are the two numbers added up.
Attack roll = Attack power / 10. Then take that # and add it to the result of 2d8. If the attack roll # if higher than the defenders defense then damage is done. Damage is the amount above the defenders defense.
For example: Attacker rolls 2d8+1 and gets 1 total of 14, with a defense of 10 the defender takes 4.
Offense and defense can only be increased in increments of 10.
Update:
Static Defense won't work.
It will have to be offense is # / 10 as well as defense. So for 10 offense and 10 defense they both roll 1d6+1 and the difference in the rolls is the damage done.
Offense and defense can only be increased in increments of 10.
Example fight
Guy #1 Offense = 80 Defense = 20
Guy #1 Attack = 1d6+8 Defense = 1d6+2
Guy #2 Offense = 50 Defense = 50
Attack = 1d6+5 Defense = 1d6+5
Round #1 Guy #1 - Attack = 1d6+8 = 14 Guy #2 - Defense = 1d6+5 = 8 Damage = 6
Guy #2 - Attack = 1d6+5 = 11 Guy #1 - Defense = 1d6+2 = 5 Damage = 6
Round #2
Guy #1 - Attack = 1d6+8 = 12 Guy #2 - Defense = 1d6+5 = 10 Damage = 2
Guy #2 - Attack = 1d6+5 = 8 Guy #1 - Defense = 1d6+2 = 6 Damage = 2
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Bob
Troll Level 3
Posts: 812
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Post by Bob on Dec 27, 2010 20:35:51 GMT -6
Your system is fairer then mine at the moment.
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Paul
Administrator
Posts: 1,839
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Post by Paul on Dec 28, 2010 9:54:26 GMT -6
New Rule "Speed"
Characters start with a speed rating of 0 and can spend points to gain additional points that can be spent in one of two ways. To add a # to offense or defense. The # can change from round to round. This # is also used to determine who will go first in combat. You can decide to roll 1d6+# where the # is your speed rating, or whomever has the higher # goes first.
Example:
Offensive Power = 20 Defensive Power = 30 Speed rating of 3.
In the basic martial arts system above a player rolls 1d6 + offense power / 10 and 1d6 + defensive power. For the above example 1d6+2 for offense and 1d6+3 for defense. The three speed rating can be used to increase the # of dice rolled for defense and offense. For example this character could roll 3d6+2 for an attack and 2d6+3 for a defense score.
If this guy was fighting himself with the same stats you'd roll the 3d6+2 result and compare it to the 2d6+3 defense result for a resolution of combat.
First round Attack = 3d6+2 = 15 Defense = 2d6+3 = 12 Damage = 3
Attack = 3d6+2 = 14 Defense = 2d6+3 = 6 Damage = 8
Movement rate needs to be determined. Keeping it simple characters can move 6 squares per round. Twice that for an all out move and four times that for a run.
I'm now going to look at bob's example powers and adjust them to my system.
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Paul
Administrator
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Post by Paul on Dec 28, 2010 10:41:07 GMT -6
Bob's Example Powers:
Powers:
This is explained above.
Maskeno Speed action: The character can sacrifice one of their speed points to add a +2 to their attack roll. For example a character with offensive power of 20 and speed of 4. 1d6+2 for a basic attack. 5d6+2 putting all their speed into the attack. They can then choose instead of 5d6+2 they could take one (or more up to max) to make the attack 4d6+4.
Kamehameha : Quadruple your attack power. For example a character with offensive power of 20 and speed of 4. 1d6+2 for a basic attack. Using this power the user would have 1d6+8. If this character decided they can take their speed rating of 4 and add it to the attack for a 5d6+8.
Charge Kamehameha: It works the same as a normal Kamehameha. Quadruple your attack power. However, every time they spend an entire round dedicated to ONLY charging the damage is doubeled after the first quadruple. For example a character with offensive power of 20 and speed of 4. 1d6+2 for a basic attack. Using this power the user would have 1d6+8. If this character decided they can take their speed rating of 4 and add it to the attack for a 5d6+8. This is for one round of a Kamehameha, if the character charged for the round instead of attacking, they would roll 5d6+16 in this example. If they charged again they'd do 5d6+32 etc etc. Characters can not exceed double their maximum power level. Lets say this above character with the offensive rank of 20 and defensive of 30 makes this character power level 50. This character can charge until they reach 100. Which would be next round at 5d6+64. The next roll is impossible with this character due to the next modifier would be 128.
Special beam cannon: Always takes 2 rounds to charge.
Gatling gun:The character can sacrifice a -2 on their attack and gain a +1D at the max amount of of their speed points. For example a character with offensive power of 20 and speed of 4. 1d6+2 for a basic attack. 5d6+2 putting all their speed into the attack. They can then choose instead of 5d6+2 they could take one (or more up to max of 4) to make the attack 6d6+0, or +2 for 7d6-2. They can do this until they run out of speed points. In this example the most they can do is 9d6-6.
Super Gatling gun: Still working on it.
Quick move: Special action Move 10X your speed Speed move: speed action Move 2X your speed. (this is a basic move) Cautious Move: brute action Move your speed. (this is a basic move)
Flying: if you’re flying your fly speed is always 3X your run speed.
Exploding damage: for every X2 damage over 100 that a beam spell does it increases its explosion range by X2. So a beam that does 100 damage covers 1 square. A beam that does 200 damage covers 4 squares. A beam that does 400 damage covers 8 squares. A beam that does 800 damage covers 16 squares. (this is just for the explosion)
Exploding damage with larger beams: If the beam is already 3 sqaures big and its damage is 200, then the beams range will be 6 because you mutiply it by 2.
Life force multiplier: earlier I said Life force had a d10 multiplier. The multiplier can only be once per round and its a brute action. Basically, you can times your current HP by a d10 once per encounter at the cost of a brute action.
Kaiokein X2: Special action: Multiplies all your stats by 2. 1 round charge. No saving throw. Kaiokein X3: Multiplies all stats by 3. 1 round charge. Saving throw needed. Current powerlevel /5000 is your + bonus to the throw which has to be over 10. Kaiokein can go up to any number but the amount of saving throws you have to pass increases. if you fail a saving throw your HP is reduced by 50% but you keep the power bonuses.
Once you pass the initial saving throws the Kaiokein is permanent for the rest of the encounter. (you can eat a senzu bean to heal)
if your HP falls below 100 you cannont maintain a Kaiokein.
Even though you can do Kaiokein unlimited times its effects are rasing your power to astronomical levels if your power grows over 30 times your base powerlevel under Kaiokien you also have to make a save against your body giving out (with no bonuses). if you fail you become unable to move unless healed.
SUPER SAYJAIN:
Super Sayjian allows the user to mutiply their power level by X50. This ability makes the Kaiokein obsolete. And is the reason the Sayian is the most powerful race in Dragonball.
Only Sayians can do it.
SUPER SAYIAN 2:
X 100 no penties
Super Sayian 3:
X 200
Super Sayian 4:
X 400
To reach any level of super Sayian you must be granted the power by the GM. In the show super sayians are created through strong emotions.
Human Adrenaline:
In a time of need, humans can double their power by X 10. They cannot control this increase though, only the GM does...(unless the human had adrenaline pills or shots)
This is instant and without penalty. It is no match for a super sayian but at least it's something.
Hybrid stacking:
Hybrids can stack human adrenaline and Super sayian. Namek Fusion: A Namek character can permanently fuse with another Namek Character. (this fusion is permanent, if 2 player charecters fuse only 1 person gets to keep their character...its better to fuze with NPC's).
if this happens you take both power levels, add them together and multiply by 50 and you get the new power-level.
Senzu beans: senzu beans are magical beans that fully heal you if eaten. This can be useful for not only healing yourself in combat but eating a Senzu bean within 1 round of failing a X30 saving throw allows you to go another X30 beyond that powerlevel, and would allow you to stack a kaiokein X30 onto a Keiokein X30. (all races could to this).
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