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Hypothetical Alt Idea
#1
I had this character idea that I wanted to run by the mods. So I know the Omniverse is a fairly strict place in terms of in-game mechanics. I had an idea that I'm not sure exactly fits with the site, but I think would be really fun.

The character's superpower is basically extreme and vaguely controllable luck. Not for plot convenience, like "S/he's so lucky that a train came out of nowhere and splattered the other person." It'd be little things, like how well a punch lands or how well s/he can escape a situation. Not enough to define the tide of the battle, but enough to turn it.

I'd use random.org for each "roll" and put the results in quotes or however, and the "roll" would define how successful the move is. (Bit like DnD)

An example move would look like this:

Pistol Shot: Some arbitrary but balanced pistol. Strength is constant. 0-40, move fails. 40-90, move hits, normal damage. 90-100, critical hit. 

So hopefully this part is straightforward. The part I'm iffy about is that I also want moves that affect those rolls. Obviously they'd have drawbacks, but for example:

Double-Edged Sword: Every time you roll, you may flip a coin. If heads, multiply the roll by 1.3. If tails, multiply by 0.6.

Obviously this could all be used as RP fodder but I would like to make this a real mechanic. Like, a critical hit will do considerable damage. 

How plausible does this sound?
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#2
So, someone wanted to do something like this a bit ago, I wrote a reply you can read here if you'd like. 

Basically you could do something like this, but it wouldn't be as simple as buying a 300 OM move that has variable attributes because that just isn't allowed. You'd basically have to buy a move for each effect you'd like. Like "Pistol: Unlucky", "Pistol: Lucky" etc. etc. This is for the same reason that a Luck-Increasing move wouldn't fly: you can't self-buff without using a transformation, so your moves could only ever be a set power/speed etc., no increases unless it's a separate move with separate balancing.  

Alternatively, you could buy a move like Pistol that has a predetermined fire rate, power, etc. and make that the 'full power' version and have it maybe not work as well at times purely as RP flavor. This wouldn't be a separate move, but more like the move 'failing'. Like maybe a 'bad luck' version is less accurate because that's how you want it to be in that scenario. In terms of competitive events, I imagine the damage would always be the 'full' version, though Angels or above can clarify more on that. 

Those are just a couple of ideas. If you'd still like to pursue the idea, feel free to ask away. We can brainstorm some other effects that would fit within the rules.
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#3
Hm... So I'd have to simulate randomness with set values.

What if I did something like making Pistol 600 OM, which gives me two effects for that Move, and have one being a regular shot, and the other be the same shot but also have a better effect, so theoretically, I could just choose either at a whim, and then randomize it?

Is it within the rules to have a Move affect other Moves? I'm sure this is in the rules, but I can't find them at the moment... If it is, then I was thinking maybe have a Move called "Luck" and have the power of Pistol be based on Luck? I'm gonna assume no though because that seems a bit too much like a stat.

Besides these things (which obviously stretch our rules) I can definitely figure out a way to make a lot of RP flavor for relatively standard moves, I was just hoping to get more creative with it? Would appreciate feedback on those ideas!
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#4
I'd think having a 600 OM form that encapsulates a regular and slightly better form would be cool, so long as they're both approved. Generally for it to be stronger/better in some way, you'd need to have more downsides though. Like maybe the lucky version takes slightly longer to aim but is more accurate or something? This'd be something you could work out when you're approving it, just some food for thought.

As for a move that affects other moves, that'd generally not allowed. If you wanted to have a 0 OM Fodder move that explains why sometimes the Pistol move uses that stronger variant In-Character, that'd probably be fine. Again, something you'd work on in the Workshop/Approval thread, but yeah. I can see it working if done correctly.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

#5
Alright, I can work with this... Lot of transformations gonna happen...
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