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Fandom Falling Apart (Multifandom RP) [OOC CHATTER]

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Elaborate?
I guess we're still learning how things work for this game, anyhow.
I also thought Psi Distort needed a roll to succeed. And I see everyone is negating their damage bonuses from having higher attacking stats, or damage resistances from their higher defensive stats, so... (well, to be fair, that last turn, I did apply the defense bonuses by default)
This is the 'tutorial' anyway, so to speak. Worry not.
 
I guess we're still learning how things work for this game, anyhow.
I also thought Psi Distort needed a roll to succeed. And I see everyone is negating their damage bonuses from having higher attacking stats, or damage resistances from their higher defensive stats, so... (well, to be fair, that last turn, I did apply the defense bonuses by default)
This is the 'tutorial' anyway, so to speak. Worry not.

It's a good learning experience for everyone. :)
 
Also, I am thrilled to play all of the unique tracks from all this media in the PvP mode and all the other side games.
And in the main play, too.

P.S.; When a character does something significant, or 'MVP-worthy', sometimes, I will have their assigned theme posted, or if they don't have one, one that ties in with their universe.
 
GearBlade654 GearBlade654
Can you please explain why Pixels dodged four times? I know there are several junk wads coming down, but I just decided to combine all of them into one attack to save time, as I was sort of crunched when I wrote that post.

...Maybe next time I should make it a multi-hit.
 
Elaborate.

effectively, in Dnd, if your character has the action (or bonus action, if you want to hold a bonus action) spare, they can 'hold' it. in short, holding an action gives your action an 'if command' - if X happens, do Y. You state what you want the action to do and what the trigger would be - for example, if the bandit sees me, I shoot at him. therefore, if the bandit did in fact see you, you shoot at it. if the bandit doesn't see you, the action doesn't trigger. it varies exactly how it works with GMs, but the general idea is the if command.
 
yeah yeah, thats usually how it works. maybe have it so only 1 action can be held per turn (otherwise Falcon could, say, hold the Knee with the command 'if the guy becomes hostile, instantly explode him to bits - besides, it doesnt make sense that anything more than a single action could be kept, since 2+ actions suggests that it needs to be charged before use)?
 
Yeah. The limit for something like this would be one 'if command' action. You can choose to shoot at the bandit if he looks at you, but if another man ends up walking across, you can't do anything about it until you can hold another action. Charging moves are still allowed, but they actively consume however many actions based on its assigned stats.
 
And to answer your PMs, grapple-style moves will be a thing in this. There will be basic restraints (like the 'lunchyard' grab you described) for characters who are capable of them (or you can have designated grab/throw moves), and they cannot be blocked. Ones where the victim is actively attacked cannot be escaped, but some (such as chokeholds, SSB-style grabs, and the 'lunchyard' grab) can be escaped.
 

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