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Nation Building Rebirth of Tyrium

Rand said:
Suggestions are open. The overview tab has a brief explanation on how to do fights under the "WAR" section
I have to redo all my weapons now. Thx Rand :(


Can my Giants/Trolls still do extra damage? 9Realitive to the damage of y "Arms" rating) since they swing massive Clubs/Maces? When they miss they become disadvantaged and suffer a -4AC for the next round
 
Wait. Don't redo anything yet!


 
Big big change in the mechanics section. Try checking it out before working with the characters.
 
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Rand said:
Wait. Don't redo anything yet!
 
Big big change in the mechanics section. Try checking it out before working with the characters.
Ima do it. I have a question;


My main army is going to be the typical lesser armed Ork, but Im going to have about 1/4 be better armed Elites and a 1,500 (1000 at capital, 500 at old capital) be Super Elite Warriors (The Royal Guard).


Am I allowed to do this still, even if they have better weapons than my arm's rating? Take in mind that the "Elites" are between the power of a Average soldier in a professional army and an Elite in a professional army


 
WOW I HAVE TO RE DO ALL WARRIORS STATS AS WELL? UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH


This rp better not die quickly :(


And I demand a continuation after this finished as well :( (Maybe with different map _ story?)
 
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Rand said:
Lol. I'm testing a lot of different ideas to make the ultimate RP.
The two rivers bordering/in my territory need some explanation. As in; Can warships fit in them? And if so, how many
 
Warships cannot fit in them. And if a player tries to get a few in, i'll allow it, but it will be single file, with a 50% of crashing on land every round.
 
Rand said:
Warships cannot fit in them. And if a player tries to get a few in, i'll allow it, but it will be single file, with a 50% of crashing on land every round.
For the subcategories in the "mechanics" section, you need to put a cap on how many bonus points they can have. Because right now my warriors could get 60-100 extra stat points.
 
Yeah no joke > :P


 
Alright so here is the change, Bob. You get +3 stat points per unit at 75 pts. +2 at 50 pts. +1 at 25 pts.
 
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Rand said:
I'll change it.
How I think fighting should work:


Attacker rolls to hit. Roll a 1D20. Add their dexterity modifier. If the total is the same as the enemy AC, you do half damage. If the total is more, you do full damage. If your base roll is 19, multiply damage by 3. If base roll is 20, INSTA KILL BAM BAM,


If he hits, attacker rolls for damager. He then adds his Strength modifier to damage.


The defender then has a chance to save himself. Defender rolls 1D20 and adds his block/doge modifier. If the total is more than the attacker rolled to hit, the defender blocks. BUT if the attacker has more strength the block/doge fails automatically.
 
Bobisdead123 said:
How I think fighting should work:
Attacker rolls to hit. Roll a 1D20. Add their dexterity modifier. If the total is the same as the enemy AC, you do half damage. If the total is more, you do full damage. If your base roll is 19, multiply damage by 3. If base roll is 20, INSTA KILL BAM BAM,


If he hits, attacker rolls for damager. He then adds his Strength modifier to damage.


The defender then has a chance to save himself. Defender rolls 1D20 and adds his block/doge modifier. If the total is more than the attacker rolled to hit, the defender blocks. BUT if the attacker has more strength the block/doge fails automatically.
I support that makes it simpler.
 
[QUOTE="general ostruppen]*runon ships go through river.... One small rock causes all ships to sink* The power of the republics navy xD

[/QUOTE]
For our battle, can we just assume all of Urglens men were killed and only Urlgen remains? I think it would be better for the story.


 
We still need to know how archers work. Technically they can attack without being attacked
 
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But how would he escape a city full of Legionares and Starkens and praetorians guards while having shitty stealth checks lol


 
Yeah archers need work
 
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@Rand Since Maymunlar is now apart of the Commonwealth, do we merge our stats together? It'd give our smithing a total rank of 29.
 
Nah the nations are still separate.


 
Check out the Mechanics tab, I changed the entire sheet, so that everyone can benefit from what the work with. Your trade could probably give you a lot of points in smithing.
 
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But the thing about a Commonwealth is that all is shared between them.. So we'll just use Maymunlar's stats for offence and defence instead?


@Rand Ohh wow.. That's a lot of revising I have to do.
 
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Yeah lol. Everyone has a lot of changes to implicate. I am also going to change a few interaction mechanics. This is kind of an experimental thread so that I can make the best thread possible later on.
 
So when you have conquered nations, you can use their soldiers in your nation, but you can't swap smithing stats or military stats. So yes, you can use Maymunlar's defense stat, but you would be leaving Maymunlar completely defenseless because you would have to transport all of their guards to Satursian Commonwealth.


 
The BEST THREAD EVA is open to everyone. My beta testers will be the first invited (^.^)
 
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