Hello!
I'm interested in your forum but I do have a concern before I decide if I want to come back in the RP world or not. ^^
I can see that you have an established combat and encounter system and from what I can see, it is made so that every combat is sort of PvP, either against an actual player or against a GM controlling the enemy. I have no problem with this kind of system for important or rewarding battles since I agree you do have to earn those rewards and all. But I'm thinking it is a bit sad that there is no possibilities for players to fight low level enemies (commonly known as mooks) and manage them by themselves, have control of the fight in the RP.
The restricting type of combat is pretty good to keep control of the pace of a story or to make sure players don't just go destroying everything in one shot and getting a crap ton of rewards with no risks, but I like that I can, if I want, just go ham and make fighting roleplay involving my character and a bunch of no-bodies that I can creatively bash around to my heart's content (within reason of course, I mean, if my character is faced with a Deathstalker, I'm not gonna have him kill it casualy with a backslap while drinking tea... as funny and badass it would be).
So after all this, I was wondering if it would be possible for players to have their own self-managed encounters.
Exemple : I go and roleplay a stroll in the forest but don't use the Grimm encounter dice. I'm doing this roleplay for fun and not for any reward or XP. Of course, as stated above, I'm reasonable (at least I think I am...) so I'll struggle appropriately against my enemy but I can write what my character do, what the enemy do and be as descriptive as I want to be without restrictions. Then again, I'm not against a staff member deciding he feels like jumping in after my fight with a trio of particularly menacing Beowulf that he manages. I would only get a reward for those specific Beowulf and not the 2...3...25 others I killed before. Hell, I would probably give myself a health/aura penalty considering the fact I just finished fighting already since that would only be logical.
That being said, it is not exactly a game breaker for me and won't necessarily join if it is approved, but it would be nice. I've been out of the RP scene for quite a while(though I was mostly doing it on french forums) and the RWBY series made me feel like writing again in this universe. Though I understand restrictive combat rules, especially for player versus player, I like to be able to let my imagination run loose sometimes in fights and write some awesome combo that I couldn't have described if I didn't have control of my opponent.
Anyway... to my second (shorter) question (though answer might not be shorter on it) on the stats use in combat. I remember reading that we use common sense to determine what happens in the fights, but the amount of stats, status effect and other makes me wonder if I missed some more regulated mechanics. I saw damage and defense and stuff, but I didn't find anything on how they are calculated in battle. Like, having 5 brawn with rank 1 weapon, I'd do 15 damage per hit minus any armor the other person has? But how are the hits determined?
I guess that's where the common sense comes in, a guy with 5 brawn using a rank 1 weapon fighting an other guy with 1 brawn with a rank 2 weapon in a weapon only battle, the guy with 5 brawn would hit the other much more frequently but dish out weaker hits from his weaker weapon. That is, as long as both players roleplay with good common sense, it is not rare on forums to see the weaker guy just refusing to take any hits and playing it on his character being lucky or barely avoiding everything. I had my share of these kind of opponents and it is one of the reason why I like to have some form of free-style combat roleplay available on the side to play my character how I want to from time to time.
Anyway, back on topic. I actually read 2-3 encounters in the forest but I couldn't understand how they determined the amount of health/aura that was lost. From what I understood (and I might have simply missed a post or might have just not understood how it works) you take into account your stats, vs the other guy stats, and determine yourself how much health you would have lost considering what happened in the fight, using common sense. That is fine by me and so would be having a more calculated system, but not understanding is not something I like :P
Well, I hope I didn't bore you with my rambling x)
I'll be around to see your answer and comment on it if I have something to add.
Thanks!
I'm interested in your forum but I do have a concern before I decide if I want to come back in the RP world or not. ^^
I can see that you have an established combat and encounter system and from what I can see, it is made so that every combat is sort of PvP, either against an actual player or against a GM controlling the enemy. I have no problem with this kind of system for important or rewarding battles since I agree you do have to earn those rewards and all. But I'm thinking it is a bit sad that there is no possibilities for players to fight low level enemies (commonly known as mooks) and manage them by themselves, have control of the fight in the RP.
The restricting type of combat is pretty good to keep control of the pace of a story or to make sure players don't just go destroying everything in one shot and getting a crap ton of rewards with no risks, but I like that I can, if I want, just go ham and make fighting roleplay involving my character and a bunch of no-bodies that I can creatively bash around to my heart's content (within reason of course, I mean, if my character is faced with a Deathstalker, I'm not gonna have him kill it casualy with a backslap while drinking tea... as funny and badass it would be).
So after all this, I was wondering if it would be possible for players to have their own self-managed encounters.
Exemple : I go and roleplay a stroll in the forest but don't use the Grimm encounter dice. I'm doing this roleplay for fun and not for any reward or XP. Of course, as stated above, I'm reasonable (at least I think I am...) so I'll struggle appropriately against my enemy but I can write what my character do, what the enemy do and be as descriptive as I want to be without restrictions. Then again, I'm not against a staff member deciding he feels like jumping in after my fight with a trio of particularly menacing Beowulf that he manages. I would only get a reward for those specific Beowulf and not the 2...3...25 others I killed before. Hell, I would probably give myself a health/aura penalty considering the fact I just finished fighting already since that would only be logical.
That being said, it is not exactly a game breaker for me and won't necessarily join if it is approved, but it would be nice. I've been out of the RP scene for quite a while(though I was mostly doing it on french forums) and the RWBY series made me feel like writing again in this universe. Though I understand restrictive combat rules, especially for player versus player, I like to be able to let my imagination run loose sometimes in fights and write some awesome combo that I couldn't have described if I didn't have control of my opponent.
Anyway... to my second (shorter) question (though answer might not be shorter on it) on the stats use in combat. I remember reading that we use common sense to determine what happens in the fights, but the amount of stats, status effect and other makes me wonder if I missed some more regulated mechanics. I saw damage and defense and stuff, but I didn't find anything on how they are calculated in battle. Like, having 5 brawn with rank 1 weapon, I'd do 15 damage per hit minus any armor the other person has? But how are the hits determined?
I guess that's where the common sense comes in, a guy with 5 brawn using a rank 1 weapon fighting an other guy with 1 brawn with a rank 2 weapon in a weapon only battle, the guy with 5 brawn would hit the other much more frequently but dish out weaker hits from his weaker weapon. That is, as long as both players roleplay with good common sense, it is not rare on forums to see the weaker guy just refusing to take any hits and playing it on his character being lucky or barely avoiding everything. I had my share of these kind of opponents and it is one of the reason why I like to have some form of free-style combat roleplay available on the side to play my character how I want to from time to time.
Anyway, back on topic. I actually read 2-3 encounters in the forest but I couldn't understand how they determined the amount of health/aura that was lost. From what I understood (and I might have simply missed a post or might have just not understood how it works) you take into account your stats, vs the other guy stats, and determine yourself how much health you would have lost considering what happened in the fight, using common sense. That is fine by me and so would be having a more calculated system, but not understanding is not something I like :P
Well, I hope I didn't bore you with my rambling x)
I'll be around to see your answer and comment on it if I have something to add.
Thanks!