07-05-2018, 10:34 PM
(07-05-2018, 09:51 PM)Bandit With No Name Wrote: There's not really a meaningful Damage system (and the one we have should really be something that's relegated to special events), and even if you hit be with a missile that exploded and made the whole map explode, I'd just write around it. That's like, how this works. Judging a move on what CREATIVE POTENTIAL something has is a much better metric for pricing and balance than "is it powerful."
My character can punch as hard as a shotgun with an ATK of 6 without any moves at all. I am currently fighting an opponent with a DEF of 1. If we had some kind of damage system in place, I'd punch them and their face would explode. "Powerful" doesn't mean a goddamn thing.
Balancing based on Creative Potential is way more subjective. So I can't see that as feasible, outside of denying specific moves because they limit the opponents writing options too much.
As for damage, yeah. That's pretty much only used in sagas. In normal fights, it's just extra fluff added on at the end.
Yeah, you're right about the "low DEF people should die in most of their fights if they get hit". Although those people usually have ways to avoid getting hit so much, so it balances out.
(07-05-2018, 09:57 PM)Retane Wrote: Example: X charges Y move for Z seconds and then fires an attack at the rate of V speed to do U damage.
That confuses me, because what happens when said character goes T3 power up and his speed/tec gets a huge boost. That means X still got to charge for Z seconds and it still fires at V speed? That's where it makes little sense to me. I think we should be ale to use our own common sense(I know some of us lack it) instead of having to define it to exact numbers.
Then there is this 'fatigue'. Where is this meter/Guage? How long does it last? How fast does it take to get to red/debilitating? I can't find this information.
It actually scares me to make moves. Especially, when I'm a guy known for having over twenty plus moves. I like moves for writing fodder and they have to make sense for my character. Hell, I have a list of over twenty moves sitting in a file, some that will never make it just because... But most of them could. Having to write them out as a math equations just seems bleh to me.
A skilled or strong dude can't shoot a bullet faster. It's assumed spells are the same. Making a fireball go faster if you have more ATK is an option.
See this for fatigue: https://omniverse-rpg.com/omnistats.php#Stats
Moves don't need equations, I just need to know what it does exactly. Then I'll approve it.
(07-05-2018, 10:16 PM)Bandit With No Name Wrote: "Which is why it's totally fine to just say "it has this much ammo, can be shot this often, and takes about this long to reload". That's it"
That is to much information in my opinion and it doesn't matter in the confines of a fight. Having to write, "And then I reloaded" has no bearing on the writing of a story, offers no narrative benefit to the owner of the character and offers no narrative restriction to the opponent. If the opponent wants the gun to run out of ammo, they can just DO that.
Basically all of those details are... pointless. THey mean literally nothing in the course of writing a story. They are details that could be completely ignored and it would have little to no bearing on a fight.
As far as the "who would win" aspect of fight: Oh trust me, I know. I've been involved in some of the largest fights the site has seen, and we used those rules. And all that minutia? It didn't matter
Details are only pointless if you choose not you use them. Having a gun that always seems to have the right or wrong amount of ammo breaks immersion. I'm not expecting you to count bullets in your post - but you may choose to if you're describing the fight in more detail. Reloading can definitely be made into a plot point.
Fight results will always depend on the judge somewhat.