If anyone else is considering joining: I'd like to get a couple Industrials in before I start the first plot threads, though player threads can be made before that. I'll be starting one up myself in a few hours.
I'm working on a post, just been super fuckin' busy the last couple days, today and tomorrow I'll have the evenings to just chill and do whatever I hope.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.
I'm working on a post, just been super fuckin' busy the last couple days, today and tomorrow I'll have the evenings to just chill and do whatever I hope.
I'm in the same boat as STM on this one, if rather have time to type up a good post than half ass a reply. Will post soon though!
I'd love to be able to spare the time, but I spend three to six hours a day writing already, after which I'm a little fatigued, haha. I'll see what I can do—no promises though! :P
I am intrigued to see where the story leads, however.
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fuck that abe thing put almight rasen to main character!!
Been batting around a possible small addition to the roll mechanics. Say that one character is performing a critical action against another player character, like throwing a punch or something (using the strength stat). I was thinking that maybe the other player could make a counter-action of some sort? Like trying to dodge the blow with their dexterity stat. In that case, I'd do a roll for each player, add that roll to the stat they're using, and then see who gets the higher total number. The one who does is the one who succeeds at whatever they were trying to do--in this case, landing the punch or avoiding it.
Since we'll probably be seeing more PvP-ish actions once the current plot thread picks up (I'm thinking about writing up some NPC stats so we can have a decent-sized battle) I wanted to make things as fair as possible. Thoughts? Ideas?
I'm fine with that personally, though it might draw out battle sequences by a ridiculous amount and if you're not online would take a million years before the action could continue so it's really up to you
I feel as though if certain actions have the possibility to be countered then we'd need to know beforehand which actions these were, so we could make more informed choices about the Critical Actions we chose and not recieve an unexpected counter we didn't know was mechanically possible.
For example if we wanted to attack someone with a weapon using our Strength but also knew that the action could be countered/dodged with the opponents Dexterity stat then we'd make more informed decisions about which targets to pick. Though I also feel as though these counters should be determined by the result of the first roll, for example a first roll critical success would have no chance of a counter, but a first roll critical failure would result in an incredibly high chance of a counter.
There would only be one counter allowed to an action, so hopefully we won't get people stuck in endless loops. I'm still working out exactly how the victor in combat would be determined, but for now, just try to play fair and be reasonable--if someone gets a good score when hitting your character, it's unlikely yours would be able to withstand a dozen more.
And I like J's idea about chances for countering. I should be able to work that in without too much hassle on either my part or yours.