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6 yrs ago
Current It turns out that you can, if you message your friendly neighborhood moderator.
9 yrs ago
Working, essentially, second shift blows. I hate getting home after midnight. xD
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9 yrs ago
Any day now, I'll have my first kid. Mini Rilla. #Awesome
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I am currently working on ways to determine accuracy. Be it by weapon speed or range.
Lucha Underground. <3.

Mainly for the wrestling reference, I'm not a huge fan of LU itself, primarily Pentagon Jr., Drago, Cuerno, And from spoilers, Killshot, and Matanza
This'll be fun to keep an eye on. New people always bring such fun times.
@JaceBeleren wouldn't it be kind of tricky to get right? As for people not to say "I have a light shield and I move it around blocking everything" and call it a day? Pardon me if this is too basic of a problem, I'm a newbie to the Arena and combats


That isn't too basic a problem, in the arena, it's quite common for people to attempt to block everything.

Usually, we go by, if you can block it. Do so. But there are some who still try and circumvent it.

I may look into changing the ranges, to reflect being inside someone's guard for instance,t he Halberd. Inside a certain amount of steps, it's damage capability may be cut due to its length. Whereas a dagger is useful within a square, a Halberd may need more pace to be optimal.
At the moment, I may adjust to provide a longer combat scenario to work out the kinks.
I'll have to get specific, probably start in the range of 2-4(light, medium, heavy build), then for the official roll out increase it.
I'm always short. At the moment I just need to land some grid paper for ease of use.

I need to test out the basic version at some point, to see what pops up that needs addressing.
That may be something I develop later, after I get the basics worked out.
So, after watching @Dynamo Frokane's card battle, I had an idea to add to it, but instead adopted it to its own thing.

It's a little intensive, and involves numbers. Players Hit Points, power(unarmed) and speed would be calculated by player size, in terms of build. For instance:

Light Build: Hits for One Damage, has smaller amount of HP, but can move up to, say 3, spaces in a turn.

Medium Build: Hits for Two Damage, a medium amount of HP, and can move two spaces.

Heavy Build: Hits for Three Damage, a higher amount of HP, and can move only one space.

All these numbers are scalable, but that is the general gist - small moves faster, bigger hits harder.

Movement is based on the grid as well, with each space being one, and each diagonal move counting as two spaces moved, up/down-left/right.

Weapons range/Power is based on the weapon size:

Dagger sized: One space, diagonal counts as one. 2 HP of Damage

Sword sized: Two spaces, 3 HP of Damage

Great sword/Halberd/Spear: Three Spaces. 4 Damage

Armor would act generally in the same vein:

No Armor: Would provide no bonuses to HP, but also no penalities to speed.

Light armor: 2-3 HP bonus, but a minus One to Movement

Heavy Armor: 4-5 HP Bonus, but a minus Two to Movement.

Magic and Archery are mirror images of each other, but with key differences. One uses magic, which would have its own mana system in a full version, and the other uses a finite, but quickly deployed, bevy of arrows. Each causes 3 damage, but after a set range the damage diminishes by one point per every two spaces.

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Would anyone be interested in testing this? I'll be testing out ways to post the grid, after I attain the proper paper for it.

This is the general idea, and sort of a takeoff of a dice system I tested out with an old mod, Lancrist - the cheeky bugger.

<Snipped quote by Rilla>



And I have pre-established card list, nearly 100, it was a long task making all of them but its the only way it can work. I'm keeping the list secret for now. But I'm happy to make a starter deck for anyone.


Watching mainly. I had me some ideas, but they would be rather intensive. Would require someone better at being around than me. Haha.
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