Sword Art Online: Server in ruins

Just for reference, Spike traps are the standard come out of wall/floor and stab you over and over and Strike traps are where a weapon flies out of the wall and slaps you.
 
guess imma invent the enchanting system... since u guys put so much effort in skills like lockpick,traps,forging etc


question..the gm decides if the enchantments work or do we roll dices?
 
By enchanting he means the process of which you pimp out your gear by doing whatever for bonuses and stat gains
 
In some games you do both like in diablo where you insert skulls, gems, and runes on stuff and it gives special effects as well as stat boosts
 
k I'll change it to enhancement, and since you didn't respond to my question I'm gonna post whatever inspires me..
 
Well do you want increasing difficulty for enchantment/enchantment attempts?


For flat roll all a number of 1 or 2 and roll 2d10


If you get half or more of your number it works if not you fail


 
@AvidElmV2


character accepted
 
maybe you would like to count the number of skills in each section, the last 2 CS have..before accepting


and can you give me an example with the roll?
 
Well once they remove one of the fighting skills they're allowed


 
As for the roll.


Let's say I need 70% or more to not break the item being enhanced.


I pick 2 and the I roll


[dice]3526[/dice]


And I failed
 
Ixacise said:
By enchanting he means the process of which you pimp out your gear by doing whatever for bonuses and stat gains
Those are buffs (or leveling up your gear) (Or buying enhancements from class specific vendors [but we don't have classes I don't think, so yeah.]). Lols. XP Sorry, I should let you guys know I have a limited case of OCD and that involves a sense of perfectionism, so if I'm being an ass, just stop me. ;-)
 
That's not OCD it's pedantry. Worst of all your terminology is wrong too. A buff is a boost that is always temporary in nature; although a buff can be applied to gear what I'm describing is the permanent improvement of stuff which is a feature found in plenty of games
 
Is this OCD self-diagnosed.


Because I'm pretty sure it's self-diagnosed. I've seen OCD man, it's not pretty and it's definitely not what you're describing.
 
Ixacise said:
That's not OCD it's pedantry. Worst of all your terminology is wrong too. A buff is a boost that is always temporary in nature; although a buff can be applied to gear what I'm describing is the permanent improvement of stuff which is a feature found in plenty of games
Yeah, I was aware of that. I was just giving a general term (which is why I gave other examples). And I was also aware of pedantry, but it's not exactly a well known term among people (My age, anyway, which is why I don't use it very often.), but I do actually have actually prescribed OCD; I'm really nitpicky and correctional about all kinds of things like symmetry in pictures and things like that, or so I'm told. I don't really notice, but apparently I still do things like that.


 
I was just saying is all. It's really not that big of a deal to me.
 
I think we will need a tab, for the MMO part of the rp ..like how enhancements works...available mobs and their xp/gold/item drops and stuff like that
 
Yeah, it could be called System Explanation Tab or something. It would help a lot, considering I still have no idea how anything works. :P
 
@AvidElmV2


Character sheets require choosing only three combat abilities (weapon + any others). You should remove one of them.


Also, Life/Non-combat abilities are limited to six of them. You should remove two of them.


@Vashet


Same as above, except for the Life/Non-combat abilities part. Choose two more Life/Non-combat skills if you wish.
 
Thanks blume for the update.


Was gonna post that but you got to it first


 


Jabrark said:
Yeah, it could be called System Explanation Tab or something. It would help a lot, considering I still have no idea how anything works. :P
It's simply in concept. You write and your grind results are based off "effort values" that's basically like a creative writing grade but based on other stuff than prose quality. Skills are different in that I kinda want you to focus only on a couple just like in real grinding and also cuz it's easier to keep track off and less power gamey.
 
@Ixacise Yeah, you put that in the overview or somewhere, but it's the leveling and XP system itself, like how do you determine effort values, or keep certain skills alone, like sprinting and acrobatics would all be simultaneously with combat skills, and the weapon leveling is a little confusing too, like is it the actual weapon leveling up like contemporary MMOs or do you level up in using the weapon type while each weapon has unalterable base stats?
 
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Those values are known only to me in an effort to reduce any complications as well as the fact that systems are anathema to most freeformers with the merest suggestion of dice and rules sending them running to the hills.


Also the answer to the second part is that of narrative importance. Focus on doing scenes with some of the skills in question and you'll get quicker gains. Although some of those type of combat skills relient on fighting might be leveled passively by me albeit slower. Battle healing will be a bit more slower in leveling as fights could get stupid fast with overleveled regen

AvidElmV2 said:
Can I get the log in screen code or do I just make the post where my character logs in?
You can post in the IC once you fixed up your character sheet
 
Okay, I understand it now. I don't really get dice either, but I figured something like this would be using dice considering what I've heard of about its uses, so I was hoping someone in here could explain it to me, considering I'm fairly new to Rp Nation. :/ But no matter, I'll find a way to keep up.
 

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