Post by GloveParty on Mar 13, 2011 2:12:53 GMT
Roll To Dodge! Stick-Ranger Themed!
So this is the way Roll To Dodge works:
A 6-sided dice is rolled for most actions. The result of the action is as follows:
1: Epic Failure: If a 1 is rolled, you're screwed. You failed horribly.
2: Failure: You set yourself back a bit.
3: Meager Success: You don't really help yourself much.
4: Success: You manage to do what you are trying to do.
5: Epic Success: You achieve the goal and then some.
6: Overshot: You achieve the goal SO well, there are side effects, but hey, you got it done.
Bonuses: Bonuses or penalties can be applied to rollls to change them based on abilities, and/or circumstances.
In combat, an attack roll is made by the attacker, and a dodge roll is made by the victim. Successful dodges and failed attacks mean the attack does not hit, successful attacks mean a hit unless the dodge is good, and mean extra damage, and failed dodges result in not hits but even more extra damage than good hits.
You: I need four people to be Stick-Rangerites. There are the seven original classes, and 5 that I have devised to choose from.
The 12 classes available are as follows:
Boxer: A quick melee fighter, whose incredible speed (It can reach the most out of any class) and low MP required for each magic hit makes up for its low AT per hit.
Gladiator: A powerful melee class with a sword that deals high damage per hit, and isn't particularly slow. The MP cost is slightly higher than that of the boxer. They can hit multiple enemies at once.
Whipper: A fairly quick and fairly powerful melee class, it attacks almost as quickly as the boxer, and is a little mor epowerful. Although its magic attacks have a high MP cost, they are powerful.
Sniper: A long-range ranged class. It attacks with the longest of all ranges, and attacks slightly slower than most, and although the damage isn't quite as high as the gladiator, the sheer range of their bows make up for it.
Gunner: A powerful ranged class. It has good range, speed and incredible power, but with the disadvantage that their shots cost money per shot.
Grenade Thrower: A class of my own design, a splash ranged class. The grenade Thrower has splash, fairly good damage, but very slow speed, and bad range. It has low MP cost.
Magician: A high-effect magic class. The Magician's magic spells don't do particularly much damage with their regular attacks (beyond the starter), and have ad speed, but they have good range, and the true strength of this class is its effects. Like all magic classes, it requires no MP to use its effects, and they are quite powerful.
Conjurer: A class that I made, a homing magic class. The Conjurer class does slightly less damage than the Magicians, and the effects aren't quite as good, but the attacks are much faster, still require no MP, and home in on the enemy.
Enchanter: A class I thought up, a melee magic class. The Enchanter's blade does more damage than the other classes (Not counting the Magician's starter), attacks as fast as the Conjurer, and has effects that require no MP.
Priest: A strengthening magic support class. The Priest, although slow and very weak in attacks (excluding the combat staff), the priest can hit multiple enemies per attack and cannot miss, although its attacks can be willed off with a successful dodge roll. Its real strength though, is that it increases the attack and defense of its allies, with an aura. It requires no MP for magic attacks.
Medic: I thought of this class, (although I have seen similar ideas), a healing melee support class. The Medic is melee, and although its attacks are fairly weak, and not too fast, it takes a certain amount of the damage that it does, and gives it as health to its allies. It has fairly low MP cost. The healingis determined by stats.
Medalwalker: My final class (I made it up), the MedalWalker is a ranged support class. Its thrown discs have a short range (although longer than the usual priest range), and don't do much damage. It's also slow. However, it increases gold and onigiri drop levels, and gold amounts, like a medal, as determined by its stats.
Abilities: As you go on in the game, you gain abilities, which give bonuses on rolls. You get one at the beginning: Strong (You have high STR, so +1 bonus to strength rolls, and to a feature determined by class (Like the Boxer's damage increase due to STR)), Dexterous, (You have high DEX, so +1 to dodges abd to a feature determined by class (Like the boxer's speed increase due to DEX)), Intelligent, (You have high MAG, so you get a +1 to intelligence rolls, and to a feature based on class, usually MP cost.), and Tough. (You get +20 health, placing your health at 70 HP) You also have to choose a weakness if you choose a strength: Weak (Low STR, -1 to strength-based rolls and class STR feature), Clumsy (Low DEX, -1 to dodges and class DEX feature), Dumb (Low MAG, -1 to intelligence rolls and class MAG feature), or Frail (Low HP, -10 HP, placing it at 40)
Slots:
1. Name: Izacque
HP: 50
MP: 0
Items: Bow
Current Action:
Bonuses and Penalties: Weak (-1 to Strength based rolls. -2 to range.) Intelligent (+1 to Intelligence based Rolls. +2 to MP everytime you hit.)
Stats: 2-3 AT, +0 to attack and dodge, AGI 25-30. Range 86. Physical Damage, no magic attack.
2. Name: Anonymousperson5
HP: 50
MP: 0
Items: Sword
Current Action:
Bonuses and Penalties: None
Stats: 1-4 AT, +0 to attack and dodge, AGI 20-30. Range 30. Physical Damage, no magic attack.
3.
4.
Soething I forgot to say, if you roll a 6 with your attack, and then roll a hit again with it to confirm, you get a critical hit, which does double damage.
So this is the way Roll To Dodge works:
A 6-sided dice is rolled for most actions. The result of the action is as follows:
1: Epic Failure: If a 1 is rolled, you're screwed. You failed horribly.
2: Failure: You set yourself back a bit.
3: Meager Success: You don't really help yourself much.
4: Success: You manage to do what you are trying to do.
5: Epic Success: You achieve the goal and then some.
6: Overshot: You achieve the goal SO well, there are side effects, but hey, you got it done.
Bonuses: Bonuses or penalties can be applied to rollls to change them based on abilities, and/or circumstances.
In combat, an attack roll is made by the attacker, and a dodge roll is made by the victim. Successful dodges and failed attacks mean the attack does not hit, successful attacks mean a hit unless the dodge is good, and mean extra damage, and failed dodges result in not hits but even more extra damage than good hits.
You: I need four people to be Stick-Rangerites. There are the seven original classes, and 5 that I have devised to choose from.
The 12 classes available are as follows:
Boxer: A quick melee fighter, whose incredible speed (It can reach the most out of any class) and low MP required for each magic hit makes up for its low AT per hit.
Gladiator: A powerful melee class with a sword that deals high damage per hit, and isn't particularly slow. The MP cost is slightly higher than that of the boxer. They can hit multiple enemies at once.
Whipper: A fairly quick and fairly powerful melee class, it attacks almost as quickly as the boxer, and is a little mor epowerful. Although its magic attacks have a high MP cost, they are powerful.
Sniper: A long-range ranged class. It attacks with the longest of all ranges, and attacks slightly slower than most, and although the damage isn't quite as high as the gladiator, the sheer range of their bows make up for it.
Gunner: A powerful ranged class. It has good range, speed and incredible power, but with the disadvantage that their shots cost money per shot.
Grenade Thrower: A class of my own design, a splash ranged class. The grenade Thrower has splash, fairly good damage, but very slow speed, and bad range. It has low MP cost.
Magician: A high-effect magic class. The Magician's magic spells don't do particularly much damage with their regular attacks (beyond the starter), and have ad speed, but they have good range, and the true strength of this class is its effects. Like all magic classes, it requires no MP to use its effects, and they are quite powerful.
Conjurer: A class that I made, a homing magic class. The Conjurer class does slightly less damage than the Magicians, and the effects aren't quite as good, but the attacks are much faster, still require no MP, and home in on the enemy.
Enchanter: A class I thought up, a melee magic class. The Enchanter's blade does more damage than the other classes (Not counting the Magician's starter), attacks as fast as the Conjurer, and has effects that require no MP.
Priest: A strengthening magic support class. The Priest, although slow and very weak in attacks (excluding the combat staff), the priest can hit multiple enemies per attack and cannot miss, although its attacks can be willed off with a successful dodge roll. Its real strength though, is that it increases the attack and defense of its allies, with an aura. It requires no MP for magic attacks.
Medic: I thought of this class, (although I have seen similar ideas), a healing melee support class. The Medic is melee, and although its attacks are fairly weak, and not too fast, it takes a certain amount of the damage that it does, and gives it as health to its allies. It has fairly low MP cost. The healingis determined by stats.
Medalwalker: My final class (I made it up), the MedalWalker is a ranged support class. Its thrown discs have a short range (although longer than the usual priest range), and don't do much damage. It's also slow. However, it increases gold and onigiri drop levels, and gold amounts, like a medal, as determined by its stats.
Abilities: As you go on in the game, you gain abilities, which give bonuses on rolls. You get one at the beginning: Strong (You have high STR, so +1 bonus to strength rolls, and to a feature determined by class (Like the Boxer's damage increase due to STR)), Dexterous, (You have high DEX, so +1 to dodges abd to a feature determined by class (Like the boxer's speed increase due to DEX)), Intelligent, (You have high MAG, so you get a +1 to intelligence rolls, and to a feature based on class, usually MP cost.), and Tough. (You get +20 health, placing your health at 70 HP) You also have to choose a weakness if you choose a strength: Weak (Low STR, -1 to strength-based rolls and class STR feature), Clumsy (Low DEX, -1 to dodges and class DEX feature), Dumb (Low MAG, -1 to intelligence rolls and class MAG feature), or Frail (Low HP, -10 HP, placing it at 40)
Slots:
1. Name: Izacque
HP: 50
MP: 0
Items: Bow
Current Action:
Bonuses and Penalties: Weak (-1 to Strength based rolls. -2 to range.) Intelligent (+1 to Intelligence based Rolls. +2 to MP everytime you hit.)
Stats: 2-3 AT, +0 to attack and dodge, AGI 25-30. Range 86. Physical Damage, no magic attack.
2. Name: Anonymousperson5
HP: 50
MP: 0
Items: Sword
Current Action:
Bonuses and Penalties: None
Stats: 1-4 AT, +0 to attack and dodge, AGI 20-30. Range 30. Physical Damage, no magic attack.
3.
4.
Soething I forgot to say, if you roll a 6 with your attack, and then roll a hit again with it to confirm, you get a critical hit, which does double damage.