I guess I should explain my ideas of sizes, I use DnD since I think it's fair at making sense.
Diminutive = Toad, Mouse, Bat
Tiny = Housecat, Full grown Rat, Hawk, Iguana, Raven, Monkey, Weasel
Small = 50lb dog, Badger, Eagle,
Medium = Baboon, Boar, Donkey, Hyena, Pony, Wolf, Wolverine, Cheetah
Large = Horse, Tiger, Lion, Rhino, Mule, Brown or Polar Bear
Huge = Elephant, Orca
Guargantuan = Whales
Does this satisfy the GM?
Though... I didn't quite give him much. LOL. I just considered him a cat that could fly and see spirits... ok... so +1 power? How about the +1 power is simply the getting bigger thing? +1 skill? His hunting improves.
He's more a support character, or so was the intention. Though more and more I feel I am leaning into him as the main character. I have knock my serious side out and go back to the child within. HEHE _________________ Sarcasm, just one more service that I offer.
Location: That little voice in the back of your head telling you to kill people.
Posted: Sun May 06, 2007 4:22 am Post subject:
Well sidekicks can level too. but I felt that amano was the real char of yours protecting ginpu.
I don't have a problem with the size things either. it works quite well.
With ginpu I really don't know yet how she's going to get stronger. I'll have to think about it. _________________ Don't make me beat you with my spoon.
I'm not to sure either. Besides forcing her to age. lol and no, I don't want that. It's ok.
To classify her best would put her in line with druid. Sorry, I love druids. They have animal companions that level with them. Typically the animal handles melee, while a druid would heal or something more passive, like spells that would aid the party. I'll throw together more info on Amano tomorrow. I should have been in bed already. Stayed up watching the last 5 episodes of Naruto (216-220) fansubbed by Dattebayo. got 12 episodes to watch of the new series. whee! _________________ Sarcasm, just one more service that I offer.
Since I've been fleshing out my character and giving him more depth, I was considering his attributes/skills/whatever and I was wondering about what kind of system we are using. If there is no set attribute/skills/magical powers system, could we choose or create one?
You see, my problem is that just saying, 'you are level two, +1 power / Magic, +1 skill' doesn't really tell much if we don't know the initial power/magic or skill. In some games levels of 100 or more is actually low and in others levels of 0 or 1 is low.
If I could, I would suggest we use the Fire Emblem attribute system, which isn't too complicated (by some standards). There are a variety of attributes and they are laid out below:
HP- How much Health your character has.
Strength/Magic- How strong your character is. This stat affects how much damage you deal. Magic characters don't use weapons but instead wield magical powers, which do damage depending on their magic stat.
Skill- How Skilled your character is. This stat effects how accurate you are.
Agility- How agile your character is. This stat affects your ability to dodge and attack faster.
Luck- How lucky your character is. This stat affects basically everything, making things easier if it is higher.
Defense- How tough your character is. This stat affects how much damage you take from weapons.
Magic Resistance- How immune to magic your character is. This stat affects how much damage you take from spells.
Speed/Movement- How far your character can move. This stat effects how quickly you can get around the battlefield.
Constitution- How burly your character is. This stat effects how easy it is for you to wield heavier weapons. A higher constitution negates penalties inflicted by using weapons such as battle-axes or buster swords.
Then there are also weapon skill levels (called Weapon Proficiency), or how well a character can use a certain type of weapon. These range from E for very low skill up to A for very high skill. A character can also specialize in a weapon set by using it the most and that set gets an S.
The weapon sets are- lances (spears), swords, axes, or bows. Magical characters don't use weapons, but use magical tomes that fall into these categories- light, anima (elemental), dark, and staves.
There is a triangle of power in the weapon and magic sets that keeps everything balanced. Axes beat lances, lances beat swords, and swords beat axes. Light beats dark, dark beats anima, and anima beats light. Bows are used for long-range attacks and staves cast white magics like healing or protection spells. Some weapons (hand axes, javelins, throwing knives) are long ranged as well, but most are short ranged.
So, yeah. I really like this system, but short of that I recommend the Elder Scrolls system of eight main attributes (strength, endurance, intelligence, willpower, agility, speed, personality, and luck) and then lots of skill under those attributes that directly affect how well the character can do something.
Or is there another method you had in mind? Or is this a not so official thing? Sorry, but I'm a curious person who likes to know all the numbers behind why something works the way it does. _________________
Location: In my happy place... hey, wait... There's someone else in here! O.o
Posted: Wed May 09, 2007 8:06 pm Post subject:
Many games actually have more specific areas of skill. Such as the different types of magic, different close-ranged fighting styles, and what about long-ranged non-magical attacks? And if there were these categories, would we have some set number to spread out between them when we start? It would be organized, but I don't know if it would be as fun. (Especially for Dema since she's the one keeping track of it) So I'm just adding to D's question, asking how specific it is. _________________
I still come here and I bet you don't know why!
Well, I didn't mean to say that any attributes or number scores we would have would exactly determine the outcome of any conflict. Also, I don't think it should be entirely up to Dema.
I think we should have a system where we get a base amount of total attribute points for a level one character, and then each persona can divide them up amongst the seperate attributes however they would like to customize their character. Then, attribute levels would serve as a kind of guideline whenever there is any combat. For example, I give my guy bunches of speed but little strength and say you, Zymeth, give your guy a lot of magic but little HP. Then we could know to work together so that I can dart in and out distracting enemies and keeping them away from you while you hit them at a distance.
Does anyone else think this would be a good idea? Or am I just being crazy (again)? _________________
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