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Stat-based RP fighting?

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Stat-based RP fighting?

Tips: 0.00 INK Postby Nocte on Tue Dec 06, 2011 1:22 pm

Ok... So I got an idea like the one in the title. Basically what I would want to do is develop a system that I could use when fighting with others. The thing is I'm no mathematical genius like some of you guys are and seriously need help to figure out how to make a system to work. I might be using this in an RP that's kinda like mix between Street Fighter/Moral Kombat and Soul Calibur style fighting games.
Now to the example.

HP 20/20
Guard: 2/2

-Unarmed Attacks-
Close-ranged Attack: 1
Semi-close ranged attack.: 1
Long-ranged attack: 1
Special Unarmed Attack: 1

-Armed Attacks-
Close-ranged Attack: 1
Semi-close ranged Attack: 1
Long-ranged Attack: 1
Special Armed Attack: 1

For starters the person making a character would have 45 points to spend for both of each attack type stat, guard stat and HP stat. So, it would require some kind of thinking to make a character which I like, but still quite easy enough. For HP 1 stat equals five(? Or possibly five for five points.) points of HP. And for guard it's 1 for 1. So the damage would be calculated like this: Guard - Damage = X damage. Pretty simple idea eh? Well anyways, this system wouldn't be for realistic fighting at all. So what should I tinker with? Any problems you notice... And I know it will be quite buggy but it's just for fun fighting. This system would also kill those no fun at all *Cut, dodge, cut, dodge, cut, dodgexInfinity* situations.
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Re: Stat-based RP fighting?

Tips: 0.00 INK Postby LawOfTheLand on Tue Dec 06, 2011 9:00 pm

I like this idea for "fun" fights, but I know from experience that trying to distill combat into stats will be derided by serious practitioners. That being said, I know Xav is willing to experiment with stuff like this...maybe if you help him test out his mounted combat rules, he'll offer to help you work this stuff out?
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Re: Stat-based RP fighting?

Tips: 0.00 INK Postby Marionette on Sun Dec 11, 2011 1:49 am

Maybe you should look up tabletop design - that's basically what you're doing here. The math that goes into getting a really balanced, functional system that supports RP instead of hinders it can be rough (although balance and polish might not be a huge deal if it is just going to be something really casual). You could try examining some rules-light systems and either see whether any of those would accomplish what you want or take some inspiration from the way they go about things. I can't give you a lot more advice than that, though, 'cause math is not my forte either.
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Re: Stat-based RP fighting?

Tips: 0.00 INK Postby Entity of Sin on Sun Dec 11, 2011 2:47 pm

Nocte, might want to talk to BBClock about his combat system. He's basically doing something similar and the two of you could probably bounce ideas off one another.

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Re: Stat-based RP fighting?

Tips: 0.00 INK Postby LawOfTheLand on Sun Dec 11, 2011 7:57 pm

Oh yeah, I distantly remember that. Only he wasn't making any bones about ripping off of Paper Mario TTYD.

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Re: Stat-based RP fighting?

Tips: 0.00 INK Postby ClockworkTowers on Sun Dec 11, 2011 10:08 pm

I ripped off of Paper Mario on a couple of veritable points.

2nd Grade Math, Addition and Subtraction. No funny "distributing" points and other business. Regardless of the character or weapon involved, all characters are on an equal field.

And accessibility and flexibility, as you can mold it to fit any style of RP.

As for yours, I think it could work. ["Guard" - "Damage" = "DamageDealt"] seems weird though, as Guard seems to imply your defensiveness in a battle (with regards to armor, or what have you), and should influence damage you receive lowered, as with ["IncomingDamage" - "Guard" = "DamageTaken"], which is similar, but not identical, to what I'm employing.

Otherwise, I like the splitting of Unarmed to Armed, and the sub division to accommodate for weapon variety though. I'd be open to discussing modifications to the solid set-up I do see.
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