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  • File : 1290219132.jpg-(49 KB, 750x421, normal_00111.jpg)
    49 KB Anonymous 11/19/10(Fri)21:12 No.12859843  
    Is it time for a new catfight: tactics thread? Yes.

    Latest version at the top: http://cftactics.blogspot.com/

    Priorities right now are testing, coming up with some new achievements, and renaming Dangerous because it is a shitty name. Character sheet and gang sheet coming in the following posts.
    >> Anonymous 11/19/10(Fri)21:15 No.12859880
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    Well, found a mistake already. Replace the character sheet in the pdf with this. It has the actual rules for calculating WP.
    >> Anonymous 11/19/10(Fri)21:17 No.12859891
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    And this, which is the new feature, mostly for keeping track of reputation, which is a first-past-the-post method of determining a campaign's winner.
    >> Anonymous 11/19/10(Fri)22:09 No.12860423
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    Which reminds me, I'm pretty sure that I forgot to actually write down the whole thing about reputation being the way to win outside of the game summary.

    A guideline for the amount of reputation needed to win might be a good thing to include too. Actually, the more I think about it, the more I'm having trouble deciding between "most rep after X rounds" rather than "first to X rep wins." It doesn't seem like there's a good way to not make high player numbers lead to stupidly long campaigns.
    >> Anonymous 11/20/10(Sat)00:59 No.12862081
    Hey, new thread.

    Looking at the gang sheet:

    1). Maximum gang size of 9?
    2). Do you need to track Build points if they don't carry over?
    3). Isn't the gang reputation same as the total? Do you need both?
    4). Maybe a tick list of what base upgrades you have?
    ___

    Add what Achievements you've purchased on the character sheet?
    ___

    Rename "Dangerous" to "Butcher"?
    >> Anonymous 11/20/10(Sat)02:13 No.12862789
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    >>12862081
    >1). Maximum gang size of 9?
    No, I hadn't planned it that way. I guess I should fill up all of the space. It's sort of unlikely that there would be a bigger one, though.

    >2). Do you need to track Build points if they don't carry over?
    No, guess not.

    >3). Isn't the gang reputation same as the total? Do you need both?
    Gang reputation is for reputation from wins and stuff. I'll make that clearer.

    >Add what Achievements you've purchased on the character sheet?
    This does make sense. I guess the idea was to keep the post-game stuff separate from the pre-game stuff so that people could get started in order.

    >Rename "Dangerous" to "Butcher"?
    That's better. It's in until something replaces it. I'd rather something that implies effectiveness rather than something that implies deaths.
    >> Anonymous 11/20/10(Sat)02:33 No.12862960
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    >>12862081

    Also, replace usage of "opportunity" with "chance" (Chance Strike, Chance Grapple, Chance Trip)?
    It seems a bit more flavourful and saves a tiny bit of space.
    ___

    Also, I tried messing around with the character sheet.
    >> Anonymous 11/20/10(Sat)03:31 No.12863438
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    >Also, replace usage of "opportunity" with "chance" (Chance Strike, Chance Grapple, Chance Trip)?
    Maybe. Opportunity is sort of the standard, DnD based thing. Shorter is better, though.

    >Also, I tried messing around with the character sheet.
    I think you've made a good point about shrinking the combo section, but we're going to run out of room for achievements really fast if we add more (which I want to). The whole point of XP costs for them was to make players only buy them for characters that can actually use them, saving a ton of note-taking time.

    Which reminds me... anyone have good individual character achievements?
    >> Anonymous 11/20/10(Sat)03:43 No.12863518
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    >>12862960
    Oh, and here's an e-mail post. Let me know if you (or anyone) wants to get in on the test game phase. I'm curious how well the numbers have held together.
    >> Anonymous 11/20/10(Sat)06:58 No.12864893
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    >>12863438

    I also put PHY halfway between RES and HP to try and illustrate the fact that those two are derived from it better - tried to make it a bit more obvious this time.
    Put Equipment under Combos because it felt appropriate.
    ___

    Playing in a test game is a bit tricky at the best of times (GMT, yay), but I'm going to be starting a 13-week course next week.
    Where I will do and learn nothing.
    Nothing at all.
    ___

    >truents true

    Captcha knows.
    >> Anonymous 11/20/10(Sat)11:07 No.12865825
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    >PHY halfway between RES and HP
    Yeah, I'm sold on this.

    >Equipment under Combos
    It means I can put "character sheet" back at the top, which is good.

    >(GMT, yay)
    I've got a saved map with tokens and stuff, so there's no need to schedule anything whatsoever, provided we can find some savable dice roller thing.
    >> Anonymous 11/20/10(Sat)14:44 No.12867774
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    These were both suggested. Despite the fact that they were good ideas I didn't put them in yet, because I wasn't sure if I wanted to put them in as special rules or specific moves. I decided on specific moves, since that's been sort of a design principle.

    Diving Charge
    Prerequisite: Target 2 or more height levels below
    Attack: ATK vs DEF
    Damage: PHY + # of height levels to target
    Extra: On a hit, move to hex adjacent to the target on the same height level. On a miss, take damage as if you had fallen, become prone, and move to the target's hex. The target moves 1 hex and triggers no chance attacks.

    Drop Kick
    Prerequisite: None
    Attack: ATK vs DEF
    Damage: PHY + number of hexes moved in straight line towards target
    Extra: Become prone
    >> Anonymous 11/20/10(Sat)14:45 No.12867789
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    >> Anonymous 11/20/10(Sat)14:51 No.12867841
    Messing around with the character sheet made me appreciate how much I like fine detail.
    Anyway.

    >>12865825
    I suppose it's doable if I only make high move score (should be SPD, right?) characters - that way, we can take all our actions in one block.
    A bit more chess-like than it'll normally be, but better than waiting ages to move one character.
    ___

    Maybe put two character sheets on one A4 page?
    >> Anonymous 11/20/10(Sat)17:52 No.12869598
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    >but better than waiting ages to move one character.
    Well, whatever, I'm willing to wait. Having the game play out at the speed we make posts here would be fine with me.

    >Maybe put two character sheets on one A4 page?
    Yeah, doing this.
    >> Anonymous 11/20/10(Sat)18:13 No.12869830
    Well, I want to make a Double Dragon-y gang anyway - I'm wondering how post-combat would go with only two members.
    ___

    Since Diving Charge and Drop Kick are now Tier 1 Moves, maybe a Lucha Libre gang?

    So yeah, let's playtest this.
    ___

    What sort of technology do these inmates have access to? You've suggested skates before, but that involves wheels and axles.
    >> Anonymous 11/20/10(Sat)18:27 No.12870016
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    >So yeah, let's playtest this.
    Ok. 200 points?

    >What sort of technology do these inmates have access to?
    Um, probably minimal. No guns, definitely, but the island isn't JUST a former prison, so any suitably ridiculous repurposed civillian low-powered near future tech is probably fine.
    >> Anonymous 11/20/10(Sat)18:33 No.12870104
    >>12870016
    And by points, I mean XP, since that's what you make characters with.

    The map is here: http://www.scribblemaps.com/#id=ARkEdf6jQh
    Password is tg, that should let you edit it.
    >> Anonymous 11/20/10(Sat)19:33 No.12870920
    Should we share character sheets? Otherwise, let's do this!
    >> Anonymous 11/20/10(Sat)19:42 No.12871040
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    >>12870920
    Cyndi - 62 XP
    ATK - 10 DEF 16
    PHY - 10 RES 16 HP 30/30
    INT - 1 WP 3/3
    SPD - 6 AP 6
    Combo
    Strike ---> Skirmish/Clothesline---> Haymaker in all slots

    Judy/Trudy - 44x2 = 88 XP
    ATK - 10 DEF 16
    PHY - 2 RES 8 HP 6/6
    INT - 1 WP 3/3
    SPD - 7 AP 7
    Combo
    Grapple --> Choke
    Other Moves
    Trip

    Sheena - 50 XP
    ATK - 8 DEF 14
    PHY - 6 RES 12 HP 18/18
    INT - 1 WP 3/3
    SPD - 7 AP 7
    Grapple --> knee strike --> Slam

    And I went ahead and put down markers for them on the map. Use tabs so you can write down their stats.
    >> Anonymous 11/20/10(Sat)19:56 No.12871229
    El Isabeth/El Aisa - 100x2 = 200XP
    ATK 11 DEF 17
    PHY 11 RES 17 HP 33/33
    INT 11 WP 5/5
    SPD 11 AP 11
    Strike, Push, Grapple, Trip, Encourage, Chance Strike, Chance Grapple, Throw, Diving Charge, Drop Kick
    Fearless, Invincible

    Not the most optimised characters, but I like them.
    >> Anonymous 11/20/10(Sat)20:03 No.12871329
    >Not the most optimised characters
    We're going to have to try out everything, pretty much.

    Also, that makes the initiative order your two, then Judy, Trudy, Cyndi, then Sheena. Switch yours if you need to, but that's the order they go in.

    Roll here I guess. I put my team down again, it seems like we saved at the same time or something and they got deleted.
    >> Anonymous 11/20/10(Sat)20:19 No.12871547
    rolled 6, 5, 4, 2 = 17

    They're all there now.
    ___

    Rolling two Drop Kicks against Cyndi.
    >> Anonymous 11/20/10(Sat)20:24 No.12871602
    11+11 = 22 = hit = 11+9 damage from El Isabeth
    6+11 = 17 = hit = 11+8 damage from El Aina (derped the spelling last time).
    Total damage to Cyndi = 39, so she is Out.

    Both my characters are prone right next to yours, though.
    >> Anonymous 11/20/10(Sat)20:26 No.12871627
    thread needs more crust jackets
    >> Anonymous 11/20/10(Sat)20:28 No.12871653
    >>12871602

    * She's actually Down - I got my terminology mixed up.
    Fun fact: If I dealt just 1 more damage, she would be Out.
    >> Anonymous 11/20/10(Sat)20:49 No.12871891
    rolled 2, 6 + 10 = 18

    Ok, Judy moves next to El Aina and attempts to grapple. VS 17. The +4 is for the whole prone thing.
    >> Anonymous 11/20/10(Sat)20:52 No.12871931
    rolled 2, 1, 6, 5 = 14

    Ok, so that hits. Trudy grapples, then Sheena. They're at +8 and +12 (or +16, if Trudy's grapple hits) respectively, counting all of the bonuses. VS 17, again.
    >> Anonymous 11/20/10(Sat)20:54 No.12871954
    Ok, Cyndi's HP goes up by one, and Judy and Sheena both succeed. Trudy does nothing and is a failure.
    >> Anonymous 11/20/10(Sat)21:11 No.12872134
    rolled 6, 2, 2, 3 = 13

    So, who's grappling who? Can't really say exactly what I'm doing, but Pushing off the grapplers.
    >> Anonymous 11/20/10(Sat)21:21 No.12872249
    >>12872134
    Judy and Sheena are grappling El Aina. The thing didn't save right again.
    >> Anonymous 11/20/10(Sat)21:35 No.12872415
    O.K., Judy is easily Pushed by El Isabeth (19 vs. 8). El Aina vs. Sheena is 12 vs. 12... Which is just a miss, it seems ("If the total is greater . . . the attack hits.").
    Damn.
    >> Anonymous 11/20/10(Sat)21:41 No.12872479
    Actually, just realised El Aina's Chance Strike could've been triggered by Judy's forced movement.
    Since it doesn't cost any AP, can I use it after I've already used Push this round?

    Also, can I spend AP to stand from prone while grappled?
    >> Anonymous 11/20/10(Sat)21:42 No.12872513
    rolled 2, 1, 3, 6, 6, 6 = 24

    Ok, Judy attempts to grapple El Isabeth at +10 vs 17, Trudy attempts to grapple El Aina at +18 vs 17, and Sheena attempts to knee strike El Aina at +16 (20 if Trudy grapples successfully) vs 17. Oh, and Cyndi gains an HP again.
    >> Anonymous 11/20/10(Sat)21:45 No.12872538
    >Since it doesn't cost any AP, can I use it after I've already used Push this round?
    Yeah, actually. Disregard my post.

    >Also, can I spend AP to stand from prone while grappled?
    Yeah, grappled just drops your attacks and defenses.
    >> Anonymous 11/20/10(Sat)21:52 No.12872632
    rolled 1, 6 = 7

    This roll + 7 vs. 16, 11 damage on a hit.
    >> Anonymous 11/20/10(Sat)22:08 No.12872780
    >>12872632
    Ok, so I assume the events of >>12872513 happen, then. Judy fails, Trudy grapples El Aina, and Sheena knee strikes her for 8.
    >> Anonymous 11/20/10(Sat)22:20 No.12872922
    rolled 5, 3, 5, 6 = 19

    >>12872780

    Bitch did what? She is going DOWN.

    El Isabeth is going to Strike Judy after running around a bit, while El Aina is going to try Pushing Sheena off.
    >> Anonymous 11/20/10(Sat)22:28 No.12873025
    11+8 = 19 vs. 6 = hit = 11+5 damage = PWND Judy.
    11+11-8 = 14 vs. 12 = hit = Sheena one hex away = one grapple broken.

    >flavatip detailed
    >> Anonymous 11/20/10(Sat)22:39 No.12873113
    * 19 vs. 16, sorry. Still PWND beyond Down, but Judy's not that useless.
    ___

    Just noticed Drop Kick is strictly worse than Strike.
    That's just not right.
    >> Anonymous 11/20/10(Sat)22:39 No.12873120
    rolled 5, 4, 6, 3 = 18

    Ok, Trudy makes a choke attempt against El Aina (+14 vs 17), and Sheena scoots back and tries grappling El Aina again (+16 vs 17).
    >> Anonymous 11/20/10(Sat)22:43 No.12873151
    Ok, El Aina takes 2 damage and is at -1 to hit from the choke until the grab breaks, and Sheena makes her grab again.

    >Just noticed Drop Kick is strictly worse than Strike.
    God dammit, I'd meant to take away the movement bonus for strike as a corresponding edit. Completely stupid fuckup on my part.
    >> Anonymous 11/20/10(Sat)22:51 No.12873244
    rolled 5, 3, 2, 6 = 16

    .>>12873151

    Judy becomes almost-Out, then. Pretty much the same thing.
    Not as good as PWND, though.
    ___

    El Isabeth's going to Strike Trudy and El Aina is going to try Pushing Sheena off.
    Again.
    >> Anonymous 11/20/10(Sat)23:02 No.12873365
    11+8+4 = 23 vs. 16 = hit = 11 damage = Trudy Down.
    11+8-4 = 15 vs. 12 = hit = Sheena one hex away = one grapple broken.
    Again.
    ___

    I regret not moving El Isabeth so she could give El Aina on her Push attempt.
    >> Anonymous 11/20/10(Sat)23:07 No.12873414
    rolled 3, 1 = 4

    Judy and Trudy are both below -PHY HP, so they're actually out. That means that Sheena is at 1 WP, which means that really, the only thing that can happen next turn is a free 0 DEF hit on Cyndi causes her to hit 0, freak the fuck out, and flee. So I'm just going to have Sheena run for it it right now.

    That makes my entire non-combat sequence a looting attempt by Sheena. 2d6-7, minimum 1.
    >> Anonymous 11/20/10(Sat)23:17 No.12873527
    rolled 2, 2, 1, 4 + 8 = 17

    >>12873414

    I kept thinking their PHY was 6 for some reason. Oh well.
    ___

    Rolling some looting with superior Lucha Libre intelligence.

    >Newton's flordark

    Gonna find me some of that, stick in on their feet and Drop Kick your characters with it.
    >> Anonymous 11/20/10(Sat)23:29 No.12873615
    >>12859843
    Did anyone else think that image was from Absolutely Fabulous?

    Why yes, I am a femanon.
    >> Anonymous 11/20/10(Sat)23:33 No.12873644
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    Ok, so 1 loot point carried over and all characters starting next fight at 1HP.

    I'm going over what just happened and trying to separate my own tactical and strategic fuckups from fuckups in the system.

    >>12873615
    I'm not sure that prioritizing AbFab over Gaga is evidence of anything. I kind of associate it with drama department nerds more than I do with girls.
    >> Anonymous 11/21/10(Sun)01:02 No.12874433
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    Ok, so I think I fucked up in several ways in the game - mainly by failing to spread out my grapples to actually accomplish my mass shutdown debuff gimmick, but also by making a team that goes last and has low HP, pretty much guaranteeing that a significant percentage of them would die before getting to do anything.

    But there were some system fuckups too. Grapple-->tier 2 move seems to be a lot shittier than striking twice, despite being more expensive in XP and harder to pull off. More importantly, it seems like losing the first fight guarantees you don't get enough beds to heal, meaning losing the first fight essentially takes you out of the campaign.

    Passable analysis?
    >> Anonymous 11/21/10(Sun)01:56 No.12874857
    >>12874433

    I'd say so.
    ___

    Possible changes:
    1). Characters heal up to their PHY after being Down or Out post-combat, instead of just to 1 HP.
    2a). A "making people better" post-combat action - not as good as a bed, but free.
    2b). Use gang members as makeshift beds - maybe not.
    3). A grudge mechanic - stat bonuses against people who beat you, whatever.
    4a). Tier 2/3 Grapples - Additional effects like extra damage every round, pinned, etc..
    4b). You can use a Tier 2 grappling move off someone else's grapple.
    >> Anonymous 11/21/10(Sun)04:05 No.12875926
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    >1). Characters heal up to their PHY after being Down or Out post-combat, instead of just to 1 HP.
    >2a). A "making people better" post-combat action - not as good as a bed, but free.
    >2b). Use gang members as makeshift beds - maybe not.
    I think for now as a stopgap measure I'll just take beds out and make healing free. I want some sense of a base where people actually have to live, though, so I'm open to ideas that could go in as a replacement.

    Or I might do a heal action that heals multiple characters, or something. That might be ok.

    >3). A grudge mechanic - stat bonuses against people who beat you, whatever.
    This is kind of interesting but I think it's more trouble than it's worth. Maybe it could be an achievement though - pick a character and get reputation if you KO her. That reminds me, I'm still looking for a bigger achievement idea list.

    >4a). Tier 2/3 Grapples - Additional effects like extra damage every round, pinned, etc..
    Yeah I'm going to have to bump them up a bit to make them better in comparison to striking twice. That's pretty clear cut.

    >4b). You can use a Tier 2 grappling move off someone else's grapple.
    I might do this, but I'd rather just give them all a damage/effect boost and see if that's enough.
    >> Anonymous 11/21/10(Sun)05:34 No.12876579
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    I'm trying to math my way through basic attack and defense number balance issues. Making small, medium, and large gangs equally viable is going to be tricky.

    I think the solution might revolve around indirectly promoting stat dumps for weaker characters. For example, a tier 1, weaker version of strike that lets the character move as part of the attack would make SPD 1 characters viable - provided they didn't plan on using skirmish, drag, drop kick, counter attack, or fighting multiple characters in a complicated way. They could still do their job of piling onto one character and being in the way, but that's it. Encouraging weak characters to be low bookkeeping is probably a good goal too.

    I'm not sure. That might actually just make things more complicated. There's probably a solution that just requires a bunch of number crunching to find that will work perfectly well.

    Anyway, final bump of the night for thread survival.
    >> Anonymous 11/21/10(Sun)12:27 No.12879382
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    Morning bump. I'll have a new version up at some point today.
    >> Anonymous 11/21/10(Sun)16:26 No.12881910
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    Actually, you know what the rule set needs? A rule for delaying attacks. I've been running extremely simple equal points matches, and the big problem is that team: zerg doesn't actually get their attack bonuses in practice, because they're never next to their opponent at the same time (until they all die). I think this was actually a rule from the old version that managed to disappear. Hopefully it means I don't have to screw around with new stats and abilities and stuff.
    >> Blackheart !!d+z47tvchVl 11/21/10(Sun)16:28 No.12881931
    >>12875926
    I never got how she hides her cock in that outfit.
    >> Anonymous 11/21/10(Sun)16:32 No.12881974
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    In her vag? Or those shorts are just very cleverly built.
    >> Blackheart !!d+z47tvchVl 11/21/10(Sun)16:42 No.12882094
    >>12881974
    >In her vag?

    That is a delicious solution on which I shall ponder on.
    >> Anonymous 11/21/10(Sun)17:16 No.12882384
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    >>12882094
    Glad I can help.

    Ok, another problem with the math - nobody actually has the HP to survive taking a tier 1 and 2 hit, making tier 3 sort of worthless - unless the combo is coming from a very weak character, but I don't really like the idea of weak characters being versatile and strong ones being simple, same-attack-every-round types. So, little rule change - if the target of the combo goes Down, the attacker can make the next move in the track against any available target.
    >> Anonymous 11/21/10(Sun)19:53 No.12883954
    Some things I noticed that I haven't mentioned before:

    1). Most things are SKI vs. DEF when there is no SKI (should be ATK).
    2). Knee Strike's attack is listed as SKI+2 - is it unopposed? If so, shouldn't it be Automatic?
    >> Anonymous 11/21/10(Sun)19:59 No.12884027
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    >1). Most things are SKI vs. DEF when there is no SKI (should be ATK).
    God dammit why did I not see this. Fixed.

    >2). Knee Strike's attack is listed as SKI+2 - is it unopposed? If so, shouldn't it be Automatic?
    It's supposed to be vs DEF. Apparently I got to it before you in this version and fixed it (though still left it as SKI for some reason, christ). Good catch though.
    >> Anonymous 11/21/10(Sun)20:52 No.12884600
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    Ok, did the thread worth of suggestions. Also clarified how cells work during hideout attacks, buffed tier 2 attacks, and brought some tier 3 attacks in line with those. Oh, and chance/opportunity attacks are now called reaction attacks, and they're based on speed. They also can't be triggered by a character's own forced movement (though other character's forced movement still sets them off). Oh, and characters can delay their attacks now.

    I suspect reputation as it currently stands is probably the thing that is the most fucked, mechanically, though I bet combat probably leaves something to be desired.
    >> Anonymous 11/21/10(Sun)20:53 No.12884614
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    >>12884600
    Link: http://cftactics.blogspot.com/
    >> Anonymous 11/21/10(Sun)21:26 No.12885135
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    Revision: Strike doesn't deal any extra damage for moving anymore. Don't know how I managed to forget to fix that.
    >> Pudding Earl !!PG8aw9oez8X 11/21/10(Sun)21:46 No.12885424
    >>12874433
    Solution to the beds issue: Each team starts with X number of build/loot points for their hideout, allowing people to have beds ready in the first round.
    >> Anonymous 11/21/10(Sun)21:49 No.12885448
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    >>12885424
    Ok, that works. Can't believe that didn't occur to me.
    >> Anonymous 11/21/10(Sun)21:54 No.12885505
    Did we just invent this system so we could post hot catfighting bitches and have them be undeniably /tg/-related?

    I like the initiative you're showing, ladies and gentlemen!
    >> Anonymous 11/21/10(Sun)21:57 No.12885534
    So how many points do you get if you tear off enough of your opponent's clothing that they're flashing the audience?

    I mean, this is a game about catfights, so it's a legitimate question.
    >> Anonymous 11/21/10(Sun)22:00 No.12885569
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    >>12885505
    It's definitely a side benefit. I used to post anime pro-wrestling bitches, now I mostly post Streets of Ragey character portraits because they're more relevant to what the game is turning into.

    >>12885534
    That would probably fall under a reskinned version of Slap, the one that damages WP.
    >> Pudding Earl !!PG8aw9oez8X 11/21/10(Sun)22:05 No.12885630
    >>12885569
    well time to stat up a team based entirely around "slaps"
    >> Anonymous 11/21/10(Sun)22:07 No.12885669
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    >>12885630
    Wait, I fucked up, it would be Intimidate. Which, upon further examination, is looking pretty weak in comparison to other tier 3 moves. Should probably fix that.
    >> Pudding Earl !!PG8aw9oez8X 11/21/10(Sun)22:11 No.12885720
    >>12885669
    So...I managed to help find a flaw by suggesting making a creepy fetish team? This game is awesome : D
    >> Anonymous 11/21/10(Sun)22:13 No.12885745
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    >>12885720
    It's more likely that the game has so many flaws that you can find one by throwing a rock, but sure.
    >> Anonymous 11/21/10(Sun)22:16 No.12885787
    Hey OP/creator dude, do you need someone to actually make a play run with? I can change it up and be whatever kind of player profile you're looking to satisfy, lame emo mary sue, munchkin, simulationist, gamergirl...

    Because this game sounds fun and I'm sure I could break it from a lot of different angles - er, smooth it out for many different kinds of play experiences.
    >> Anonymous 11/21/10(Sun)22:18 No.12885818
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    >>12885787
    Yeah, always looking for players. For preference, please attempt to make a stupidly broken overpowered team so I can figure out what is too good and take it out. We've been doing 200 points as a standard.

    Would be cool to actually try the campaign rules, but I don't think we've got enough momentum yet.
    >> Anonymous 11/21/10(Sun)22:23 No.12885874
    >>12885818
    So do you want to do this right here on the forum, or exchange IM or Skype info or something? Because I find playtesting work goes a lot faster when you're not moving at imageboard speed.
    >> Anonymous 11/21/10(Sun)22:26 No.12885929
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    >>12885874
    I used this:
    http://www.scribblemaps.com/#id=ARkEdf6jQh
    as a map for the previous game (password: tg) and the /tg/ dice roller. If you know anything faster, that would be great.
    >> Anonymous 11/21/10(Sun)22:28 No.12885943
    >>12885818
    >stupidly broken overpowered team
    Out of curiosity, what's the rule of thumb/cutoff point, ie, the point at which "this team is really powerful and awesome, but that's okay"?
    >> Anonymous 11/21/10(Sun)22:34 No.12886017
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    >>12885943
    No real idea. I'm just trying to take out any gimmicks that invalidate every other strategy. I want multiple options that work.
    >> Pudding Earl !!PG8aw9oez8X 11/21/10(Sun)22:34 No.12886021
    ATK:4
    DEF:10
    INT:1
    WP:3
    PHY:4
    RES:10
    HP:12
    SPD:1
    AP:1

    Opportunity Strike
    Clothesline
    Slap
    25 XP

    Ok, so I'm not sure how well this would hold up in a fight, but 8 of these, forming a line and using opportunity attacks, to get 2 attacks in on any opponent who gets close, and then getting two clotheslines on anyone who tries to leave.

    Thoughts?
    >> Anonymous 11/21/10(Sun)22:38 No.12886084
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    >>12886021
    They can't force anyone to take opportunity (and they're called reaction strikes now, are you sure you're reading rules6.pdf?) strikes, so they will probably just never get to attack. Might be a problem.
    >> Pudding Earl !!PG8aw9oez8X 11/21/10(Sun)22:42 No.12886127
    >>12886084

    I only got rule5 a couple hours ago, updating now. And oh shi- didn't notice it was leaves a hex, thought is was enters, well, back to the drawing board.
    >> Anonymous 11/21/10(Sun)22:52 No.12886228
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    >>12886127
    You could try forcing them with pushes or other forced movement. I'm not sure how good that would be, but I'd like it to be viable without being objectively the best.
    >> Pudding Earl !!PG8aw9oez8X 11/21/10(Sun)22:58 No.12886319
    ATK:4
    DEF:10
    INT:1
    WP:3
    PHY:3
    RES:9
    HP:9
    SPD:1
    AP:1

    Push
    Encourage
    Reaction Strike
    Clothesline
    Uppercut

    25 XP total

    Do you think this would be more competitive? You could really do a push combo, where you push/uppercut the opponent down the entire line
    >> Anonymous 11/21/10(Sun)23:01 No.12886359
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    >You could really do a push combo, where you push/uppercut the opponent down the entire line
    Pushes and uppercuts cost AP and only happen on the character's turn, though. You could do an uppercut/clothesline combo, though. Or a push/reaction strike, but that's less interesting.

    Did you have any suggestions on how to actually run the game? Even an IRC dicebot would probably speed things up a bunch.
    >> Pudding Earl !!PG8aw9oez8X 11/21/10(Sun)23:05 No.12886414
    >>12886359
    only thing I can suggest is google wave, although honestly I was more interested in just stating something up than actually playing it, throwing out ideas for builds to be tested.
    >> Anonymous 11/21/10(Sun)23:06 No.12886438
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    >>12886319
    Oh, one other thing. You might want to specify how your combo tree is laid out. It looks like you have reaction strike in row 1, and the two tier 2 moves above it, with the other tier 1 moves not part of the combo, but if you have a different move as the combo starter you should say so.
    >> Anonymous 11/21/10(Sun)23:09 No.12886471
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    >>12886414
    Oh, for some reason I had you confused with the anon who wanted to play. Oops.

    Tried google wave, it was really versatile, but also slow. And it was hard to sign up for. I've been kind of looking for a way to not use it.

    You might want to buy more SPD just for positioning reasons. I'm also thinking of making AP be SPD+3 or something so that it's easier for cheap characters to dump, though. 1 AP hurts.
    >> Anonymous 11/21/10(Sun)23:09 No.12886480
    There are more people than just me helping out now! But yeah, something I noticed:

    Reaction Trip doesn't actually Trip (make the opponent prone).
    ___

    >>12885534

    Becoming Stripperella sounds like it might hurt your Reputation.
    Speaking of, Humiliation Moves in general - lethal joke character ho!

    >>12885669

    Have Intimidate work on all adjacent enemies?
    ___

    The new character sheet is so lovely~
    Now to figure out how to rip it apart to squeeze in your Out HP value.
    >> Pudding Earl !!PG8aw9oez8X 11/21/10(Sun)23:11 No.12886511
    >>12886438
    Right, derp. I would start the tree with Push, since it's the staple of the entire tree. But reaction strike could work too...that'd have to be something to test.
    >> Anonymous 11/21/10(Sun)23:12 No.12886523
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    >Reaction Trip doesn't actually Trip (make the opponent prone).

    It makes them pinned, which makes them prone. Wait, no it doesn't. Fixed.

    >Have Intimidate work on all adjacent enemies?
    Maybe, yeah. I might merge it with the one that does 1 WP to everyone.

    >Now to figure out how to rip it apart to squeeze in your Out HP value.
    Yeah, that's worth having written down.
    >> Anonymous 11/21/10(Sun)23:17 No.12886605
    >>12886471
    Have you tried vent, teamspeak, skype, or some other form of voice and other chat? Unless your not comfortable with using your voice with anons. I find voice capabilities really speed things up even if you're using map software and whatnot.
    >> Anonymous 11/21/10(Sun)23:23 No.12886675
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    >>12886605
    I'd be up for it, except that I live with people and don't want to be yelling about dice and bitch fights at three in the damn morning.
    >> Anonymous 11/21/10(Sun)23:49 No.12887016
    Copy editor mode:

    1). "For example, giving a character an ATK of 1 costs 2 XP, and giving a different character a PHY of 9 costs 18 XP." - why does it have to be a different character if it's a different stat?
    2a). "The derived stats are secondary. They are not directly purchased by the player, but instead each based on a different main stat."
    OR
    2b). "Derived stats are not directly purchased by the player, but are instead calculated from main stats."?
    3a). "Stats cannot be raised above 12 or lowered below 1."
    OR
    3b)."Stats range between 1 and 12."?

    /copy editor mode
    ___

    How imbalanced would it be to put a Tier 2 Move in a Tier 3 Move slot?
    If you couldn't link a move to itself (no-one cares if repeatable moves can't be linked to themselves)?

    >tarments persons
    I want to moan about the course too, captcha (>>12864893).
    >> Anonymous 11/21/10(Sun)23:54 No.12887088
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    >>12887016
    Copy editor mode is really useful.

    >How imbalanced would it be to put a Tier 2 Move in a Tier 3 Move slot?
    My guess is not at all, but tier 2 moves are usually made obsolete by a tier 3 move, so I can't imagine anyone wanting to. Or are you trying to get rid of the repeatable tag?
    >> Anonymous 11/22/10(Mon)00:06 No.12887225
    >>12887088

    Some people might want to Grapple -> Hair Pull -> Choke.
    >> Anonymous 11/22/10(Mon)00:13 No.12887326
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    >>12887225
    I guess it would be sort of interesting to allow grapple to go in the tier 2 slot, too, just to make the tier 3 move easier to get to at the cost of some damage. okwiththis.jpg
    >> Anonymous 11/22/10(Mon)00:25 No.12887482
    >>12887326

    You've just gained Tier 1+ (Universal?) and Tier 2+ Moves, I guess.
    ___

    For the right build, Grapple -> Drag -> Skirmish could literally take a low SPD character out of the fight.
    ___

    Why do most of the status effects seem to be double-spaced?
    >> Anonymous 11/22/10(Mon)00:33 No.12887588
    >You've just gained Tier 1+ (Universal?) and Tier 2+ Moves, I guess.
    Stolen.

    >For the right build, Grapple -> Drag -> Skirmish could literally take a low SPD character out of the fight.
    Hahaha oh god. Yes.

    >Why do most of the status effects seem to be double-spaced?
    Because I don't know how to use open office. It's fixed now.
    >> Anonymous 11/22/10(Mon)03:18 No.12889264
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    Traditional pre-sleep bump. Upcoming goals are getting combat polished, getting reputation decent, and possibly adding more achievements once there's any sense of how good the existing ones are. I think reputation for winning fights and hideout attacks needs to be bumped up a bit, just because it seems like achievements are a lot more powerful at the moment, to the point that winning fights isn't necessary, but surviving is.
    >> Anonymous 11/22/10(Mon)12:04 No.12892694
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    Morning lifesaving bump. Probably going to try to identify more problems before putting out a new version.
    >> Anonymous 11/22/10(Mon)16:14 No.12894994
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    Page 12 bump. I'm going to archive this because it's likely I won't have time to keep it alive, so barring a sudden explosion of discussion I might lose all of the suggestions and stuff.
    >> Anonymous 11/22/10(Mon)19:54 No.12897092
         File1290473684.png-(319 KB, 457x569, betty.png)
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    Huh, this is still here. Ok.

    Part of me wants to make all stats go from 1-10 and get a free +2. It would fix a lot of things, but it would probably fuck up some others. Currently, I think dumping everything but PHY, then putting a point or two in SPD is probably the strongest team build, and that's a little bit ridiculous.

    Also, I'm definitely going to make Invincible forbid running away, and I'm probably going to add an achievement that gives RepOfHighestRepOpponentKOed+1 rep. I'm also considering making a grudge achievement that can't be bought, but gets tacked on for free when someone takes away achievements like Invincible, Fearless, or gets whatever I call the new one by taking you down.

    Number one priority is still balancing combat and post-combat, though.



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