Author Topic: Damage dealt by attacks  (Read 11723 times)

Kingnoname1

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Damage dealt by attacks
« on: January 22, 2017, 02:11:09 AM »
I've been reading through some of the more combat orientated threads and I see a lot of people talking about how much percentage of their opponent's aura each of their attacks would do. I can't find anywhere suggesting an outline for how much damage basic attacks, let alone aura or semblance boosted ones, would do. Is this worked out by the authors before each 'fight' or are authors, and the moderators, simply trusted to keep what damage their characters can do balanced?

Sorry if this is answered else where and thankyou in advance for any responses.
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Re: Damage dealt by attacks
« Reply #1 on: January 22, 2017, 08:15:45 AM »
It isn't  a subject with it's pwn thread because this site trusts people to play fairly  (they usually don't) though it was mentioned in the vytal discussion thread what sort of attack shpuld deal what sort of damage.
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Re: Damage dealt by attacks
« Reply #2 on: January 22, 2017, 11:20:54 AM »
I was really hoping there would be some set of rules that would establish exactly what attacks would do how much damage, what about semblance? Dust based attacks? Combination of all? What determines how fast someone is? Are they slower or faster then their opponent? How stronger or weaker is someone?are they able to block the attack?
Also fights are basically up to one person to admit defeat no? Everybody obviously wants to win but it's not really who's the winner more like "alright who's willing to be the loser"
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Re: Damage dealt by attacks
« Reply #3 on: January 22, 2017, 12:29:22 PM »
Hence why fights on this site are BS and my characters are basically punching bags for everyone else. If you get both parties willing to lose it is a lot of fun though. Or so i have heard. I have yet to experience it.
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Re: Damage dealt by attacks
« Reply #4 on: January 22, 2017, 01:10:36 PM »
IMO, there should be a guideline to the percentages based on certain traits (For example, being able to hit harder if you're bigger/stronger, or to get more hits in if you're more agile/faster). If people wanted to give these competitions more of an element of chance (ie, using a randomizer), then both parties should agree amongst themselves before the battle commences to roll some dice behind the scenes (both opposed rolls, highest roll wins) so when attacking, defending, or maneuvering, you clearly succeed in your attempt or whatever during a single instance within an engagement. This site in particular I find rather useful when two people are required to roll dice: http://www.catchyourhare.com/diceroller/

As far as introducing an actual system...I'm gonna have to stick with the mods on this one. I mean, this isn't supposed to be a PVP centric site anyway.
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Kingnoname1

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Re: Damage dealt by attacks
« Reply #5 on: January 22, 2017, 07:09:03 PM »
I like that in a perfect world the fight would be decided by who most cleverly applies their characters strengths as well as allowing for more impromptu rp stuff but having some crunch would be nice but that is probably the DnD player in me.

The main reason why I asked this question was to do with aura power offense attacks. This would assumable drop your aura total so what is a good guide line for how much damage your aura does offensively? 2:1 would make sense to me, it's a more focused output than shielding and therefore should be more efficient but still shouldn't ensure a knockout.

But yea thanks again for the people throwing in their two cents.
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Re: Damage dealt by attacks
« Reply #6 on: January 22, 2017, 08:47:41 PM »
Basically, the best you get is a mutual agreement with both parties along with some common sense. When in doubt, ask a mod.

I doubt anything else will fly, as strict rules and guidelines (I saw something about a dice roller on my way to the reply button) would hamper creative freedom.

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Re: Damage dealt by attacks
« Reply #7 on: January 23, 2017, 12:49:34 AM »
Please excuse this lazy way to engage in this conversation, but I will just go ahead and quote something I said on a topic similar to this a while ago.

Now, that is of course just a subjective look at things, but I would absolutely despise having a rigid, fixed combat system like those of the typical pen and paper RPG in place. I came to thise site in order write stories and interact with others, and I am willing to put my trust into those I interact with to 1)possess common sense and if needed the ability to have a constructive discussion about things if there is the need to talk about one's actions, and 2)have the balls to call me out on bullshit that I might be doing, because everybody fucks up at times, but if nobody talks about it nothing will change. And I will say that in the vast majority of cases, both points are very well satisfied by this community, with those problems that arise from the way things are being resolved very swiftly.

If on the other hand there would be a fixed combat system, then I would feel robbed of alot of the liberty I could have during the interaction with other characters. If I would want to have a fight resolved by a die roll I would go and play D&D. But I want a fight to be resolved via words; by telling the story as it unfolds, without any weird restrictions. In the end, it's all about the participants communicating and figuring stuff out together anyway. Common sense and communication.

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Re: Damage dealt by attacks
« Reply #8 on: January 23, 2017, 07:50:36 PM »
I don't participate much in these combat threads due to a lot of the aforementioned reasons. However there is a way in which you could play and simply write that should be acceptable to both parties. If you have people examine both characters beforehand and judge them according to their weaknesses, strengths, intelligence, experience as well as combat behavior it shouldn't be too hard to reach a consensus on who should win the fight, how they win it and even how they react to each others. Sure some may argue that it limits 'freedom' but just as we limit character traits for the sake of balance and fairness it shouldn't be too hard to predetermine the outcome of a fight and write accordingly to reach that conclusion.

If two characters have roughly the same 'stats' it should be up to combat behavior. If not, Personality, or in other cases experience and maybe even luck(lucky slip on the floor?). Hence why I often stress the importance of detailed profiles but not to the extent where it seems like you're reading a novel. Short but sweet but has enough detail to get a good overview.

Another issue with fights is overdodging, blocking, and the like. In the show itself we see that the characters often DO get hit by attacks with few exceptions(Pyrrah) especially if they're on roughly the same level. Overthinking and lightning fast reaction times don't happen every attack especially when faced with an opponent they've never met before. So the end result? Get hit. take the damage. Have the character react accordingly. Combos are hard to pull off due to the somewhat turn based system we often employ but perhaps a little pre-planning such as an acceptable feint then a three hit combo that caught the opponent off guard can be agreed to. Only problem with this is response time due to varying timezones or schedules. Opening a discussion thread for you fight is also an acceptable way to discuss things while having a referee so to speak or while taking the opinions of others as well.

From what I see the most common problem with my suggestion is that some people tend to be too hard-headed and forgo advice or even suggestions due to pride, confidence, or even spite. Pick your opponent's wisely not just for the sake of a good fight but for the sake of good writing. If someone's too stubborn what usually happens is people getting mad and dropping the thread or having them walk-out the fight. And believe me nobody enjoys that.

This may be an RPG but don't forget the essence of what we do is writing. It is somewhat a game but it takes effort to plan something that's pleasant to read or enjoyable to write and since we rely on interactions with one or more person in a thread that makes it increasingly difficult but not impossible.   A little patience can go a long way. Also not being a selfish dick. People never enjoy those.
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Re: Damage dealt by attacks
« Reply #9 on: January 24, 2017, 05:38:19 AM »
And this, ladies and gentlemen, is why Xar is a mod.
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Re: Damage dealt by attacks
« Reply #10 on: January 24, 2017, 09:01:57 AM »
*Appears out of thin air*

Well said!
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