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  • File : 1322067498.jpg-(181 KB, 900x653, beyblade__majestics_let_it_rip_by_mary_m(...).jpg)
    181 KB Anonymous 11/23/11(Wed)11:58 No.17000365  
    You are now aware that you would like to play a Beyblade RPG, complete with all of the mysticism of the "bit beasts," the dubious science and statistics that go into Beyblade research and battling, the exotic and high-tech arenas, and all of the other kookie quirks of the series, like that undead Beyblade team from the anime's first season.
    >> Anonymous 11/23/11(Wed)13:08 No.17000780
    ... Go on.
    >> Anonymous 11/23/11(Wed)13:36 No.17000934
    >like that undead Beyblade team from the anime's first season.

    Actually, it seems that one of them was a werewolf.

    http://en.wikipedia.org/wiki/Dark_Bladers
    >The Dark Bladers are a fictional beyblade team appearing only in the first season. The team is composed by four monsters: Sanguinex, Lupinex, Cenotaph and Zomb. They are a vampire, a werewolf, a mummy and a Frankenstein creation respectively. They were turned into monsters by their hatred of the Majestics. Their agenda was to capture more bit-beasts to earn their goal to become better bladers. The Bladebreakers first encounter them in England, then on their way to France, then finally defeated them in Paris. They then kidnapped Kenny (Kyouju) during the Bladebreakers match against the Majestics, and said they were their (the Bladebreaker's) "personal monster cheering squad".

    >When they appeared, this team in the anime is considered to be evil. However, they are not and each one of them has a good side (especially Zomb).
    >> Anonymous 11/23/11(Wed)13:43 No.17000998
         File1322073834.gif-(52 KB, 225x300, Riddle_of_steel_rpg_cover.gif)
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    In the anime, a Beyblade battle is a very intricate affair wherein the Beybladers telepathically control their bit beasts (and thus Beyblades). A battle is a tense, fast-paced match of wits, with tactical decisions, choice between offense and defense, feints, choice between a grazing attack or a head-on attack, and terrain all being critical.

    Then you have exotic maneuvers like draining momentum from the opponent's Beyblade by having yours hop atop it, which Max demonstrated early on.

    Clearly, what needs to be done is a modification of the Riddle of Steel into Beyblade.
    >> Anonymous 11/23/11(Wed)15:15 No.17001475
    >You are now aware that you would like to play a Beyblade RPG

    That's not how you spell Medabots.
    >> I apologised on 4chan !!857o4GkKJgy 11/23/11(Wed)15:18 No.17001492
    Honestly, I'd just like to able to play Bayblades again. Such good times of playing over a holiday in spain...

    >>17001475
    ALSO A WORTHY CHALLENGER.
    >> Anonymous 11/23/11(Wed)15:26 No.17001547
    >>17001475
    HOLY SHIT.

    I would play the shit out of a Medabots RPG. A game about kids fine-tuning destructive weapons and scraping their enemy parts before mom calls us for dinner sounds awesome as fuck.
    >> Crix !!nLvSV/0cRma 11/23/11(Wed)15:28 No.17001563
         File1322080120.jpg-(87 KB, 640x480, waddle waddle.jpg)
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    Beyblade was never good.

    ever


    MEDABOTS ON THE OTHER HAND IS RAD AS FUCK
    >> Anonymous 11/23/11(Wed)15:29 No.17001567
    Beyblade was actually pretty fucking crazy in places ... considering it was just supposed to be a kids show about spinning tops.

    All the evil corporations, kids getting hurt, brain washing, extreme training, people getting pulled into a crazy guys dream dimension ...

    I'm pretty sure that's only the tip of the iceberg of crazy shite too.
    >> Anonymous 11/23/11(Wed)15:35 No.17001616
    Speaking as someone who bought the toys in a misguided attempt to prolong my childhood, no, I would not. I would play an RPG in the general Mons genre, but one where the fighters *are* toys in-universe is just too silly for me.
    >> Anonymous 11/23/11(Wed)15:35 No.17001619
         File1322080516.jpg-(34 KB, 600x337, Danball.jpg)
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    Guys, i think this anime is very relevant to /tg/
    http://en.wikipedia.org/wiki/Danball_Senki
    It's about Cardboard Miniature Battles.
    >Guiz, check it out my new Calgar
    >> Anonymous 11/23/11(Wed)15:56 No.17001746
    It was fun to use chinese beyblade knockoffs. Especially as some of the beyblades lost their bits when hit with too much force (jumped out) or got shredded due to inferior material.
    And then we introduced chinese metal beyblades, (non-modular, pretty much made out of a single part) which could dent walls and cut normal beyblades in half. (Yes, a beyblade actually broke in half after fighting one of these things)


    Oh and my parents were the ones who sold all of the beyblades in circulation in our village. No one had official beyblades due to the high price.
    >> Anonymous 11/23/11(Wed)16:01 No.17001764
    >>17000365
    Nno, I can't say that I do.

    >>17001475
    That's not how you spell Digimon.
    >> Anonymous 11/23/11(Wed)16:04 No.17001774
    >You are now aware that you would like to play a Beyblade RPG

    Oh HELL no. Anime is bad, kids, and Beyblade is bad even by anime standards. I mean, look at that guy with the purple hair in the OP. Look at this face. WHAT IS WRONG WITH HIS FACE?
    >> Anonymous 11/23/11(Wed)16:05 No.17001780
    >>17001774
    ...the nose?
    >> Anonymous 11/23/11(Wed)16:06 No.17001782
    >>17001764
    Well, Digimon-Style could be funny.
    Or Fate/Stay. Or Pokemon.
    Well, it's pretty much a similar concept...
    Pokemon would be about steady levelling, Digimon would have the Master complete challenges to add new buffs/transformations to the mon. Fate/Stay would have overpowered NPCs that can only be controlled with command spells if you piss them off and the setting would be an all-out battle royal to the last Master standing.
    >> Anonymous 11/23/11(Wed)16:07 No.17001791
    >>17001619

    The videogame will never be released in america
    >> Ekoi !PpcsYfrVrw 11/23/11(Wed)16:07 No.17001793
    >>17000365
    This doesn't sound anything like metabots or digim-

    >>17001475
    >>17001563
    >>17001764
    mahniggaz
    >> Titanium Man 11/23/11(Wed)16:09 No.17001799
         File1322082599.jpg-(72 KB, 612x792, Monsters2Cover.jpg)
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    >>17001547
    >>17001492
    >>17001793
    >>17001782

    Mod this game a little and you're good to go. It's PERFECT for Medabots in particular.
    >> Anonymous 11/23/11(Wed)16:12 No.17001824
    >>17001782
    Pokemon could be played in 4e...
    >> Anonymous 11/23/11(Wed)16:14 No.17001830
    >>17001824
    "Your Paladin is evolving!"
    ...
    "Paladin has fallen!"
    >> Anonymous 11/23/11(Wed)16:14 No.17001832
    >>17001824
    >Charmander has grown to level 13!
    >Charmander is trying to learn a new encounter power, but already has three!
    >Retrain an old encounter power to make room for a new one
    >> ­ 11/23/11(Wed)16:15 No.17001839
    >>17001782
    It would be a little difficult with Fate/Stay, though, since each player would either have to have two characters or have a player each for the summoner and the summoned. Then you have the difficulties where the summoner basically doesn't do shit except give orders to the summoned. But I do like the idea of your hero having a chance to disobey unless you use one of your very limited command spells.
    >> Anonymous 11/23/11(Wed)16:17 No.17001848
    >>17001830
    >"Your Paladin has evolved to Blackguard!"

    >>17001832
    >implying Charmander wouldn't have evolved to Charmeleon at level 11

    Seriously, Heroic/Paragon/Epic tier progression would fit perfectly with starter pokemon. Paragon Path and Epic Destiny would be evolution.
    >> Anonymous 11/23/11(Wed)16:19 No.17001865
    >>17001839
    Yeah, Fate/Stay would be extremely role-playing intensive.
    Best way would be to have two groups of players, randomly assigned into teams. These teams would be Master/Servant.
    So if two players hated each other, for example, you'd have a different dynamic from players who know each other well.
    Then the Masters would have abilities themselves (Don't forget: Masters can use magic) and participate in fights in a supporting role or use the servant to buy time or something.
    There would be tons of planning involved... I think the game would actually work best if the DM only met with one of the teams at a time, maybe making the sessions bigger for PVP battles.

    ...But yeah, it would be a fucking huge investment.
    >> Anonymous 11/23/11(Wed)16:20 No.17001872
    >>17001839
    Emiya Kiritsugu in Fate/zero did a lot of shit though.
    "enemy mage hid in a hotel room surrounded by powerful barriers? Screw that, let's level the whole building with explosives!"
    >> Anonymous 11/23/11(Wed)16:21 No.17001880
    I know people hate it, but in my opinion Fate/Stay should be Freeform or with something like Risus or Simple D6.
    >> ­ 11/23/11(Wed)16:23 No.17001892
    >>17001865
    Not to mention the chance for a Master to gain Servants through the use of command spells, if they think they can spare them, after defeating a Master. Having a second Servant would be a massive advantage, but then you have the higher risk of disobedience and less Command Spells with which to combat it. It could be really good, or it could be an overcomplicated strain on the GM.
    >> Anonymous 11/23/11(Wed)16:30 No.17001939
    >>17001892
    Multiple GMs might work...


    Fuck it. Let's make an event out of it with Larpers being proxies for battle or something.
    Forty-two teams of Master/Servant battling for total wipeout, with epic after-action reports written after each session and published once the story is finished. Fully illustrated and with choreographed short movies done by LARPers.
    >> Anonymous 11/23/11(Wed)19:03 No.17003009
    >>17001567
    It's sort of like the Yu-Gi-Oh anime in that regard.
    >> Anonymous 11/23/11(Wed)19:15 No.17003086
         File1322093720.jpg-(358 KB, 1440x900, Angelic-Layer-143-PRRM3CWS45-1(...).jpg)
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    That's not how you spell Angelic Layer.
    I would love a modern 3D action fighting game, or a tabletop game of this.
    >> Anonymous 11/23/11(Wed)19:21 No.17003126
    >>17000365
    Yes.
    >>17001475
    Oh gods, FUCK YES.
    >>17003086
    DOUBLE FUCK YES ALL THE WAY ACROSS THE SKY.
    >> Anonymous 11/23/11(Wed)19:41 No.17003267
    >Realistic Beyblade game.
    Players make a single roll for launching.
    Strength+Equipment or something. Bonuses for different launchers and ripcords.
    Adds a small bonus to the base stats of the top. Battles are boring as hell.

    >Animu rules
    Players have some sort of magical control over the movement of their top. Or maybe its a mechanical thing that they have a little RC thing for.

    Still do the launching roll to get bonuses. Top's have a stamina stat that acts as AP, allowing players to try different maneuvers. Lose momentum, but do lots of damage to the other player's momentum, or play it safe and dodge back, wearing out your opponent.

    Of course there would be heavy customization and a GURPSian amount of optional parts and rules and modifiers.
    >> Anonymous 11/23/11(Wed)19:44 No.17003300
         File1322095498.jpg-(50 KB, 500x352, Angelic.Layer.261101.jpg)
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    >>17003086
    That will be pretty cool.
    >> Anonymous 11/23/11(Wed)19:50 No.17003350
    >>17003086
    >>17003300
    I haven't watched much of the series, but I figure if we cook up a system that could run something like Angelic layer, we could probably retool it for Medabots or any similar "kids with remote control fighting robots" sort of series.
    >> Anonymous 11/23/11(Wed)19:56 No.17003386
    I mean, I assume they're all similar in parts. (I have never seen Angel Layer)
    You just have a human character sheet, and since everyone only ever has one Medabot or one Beyblade and I'll also assume one Angel, you can just have one sheet for that too.

    The human would give bonuses to their toy, but all the fighting is done with the toy. I would play the everloving SHIT out of this if we can make it run.
    >> Waffle House Millionaire 11/23/11(Wed)20:03 No.17003422
    If I had to pick something to make a game like this....

    Honestly?

    Mega Man Battle Network.

    I fucking loved some of those games.

    In one, you got to hack a Bear. A fucking Bear.

    Sure, bits of it were tedious in the extreme, but some of the battles were so good they made up for every lackluster part.

    If I had to play a game with Death for my soul, I would seriously consider MMBN.
    >> Anonymous 11/23/11(Wed)20:36 No.17003626
    Momentum would be the top's HP. it goes to zero, it's out of the battle.

    Actual battle damage is plot related.
    >> Anonymous 11/23/11(Wed)21:01 No.17003782
    >>17003626
    So.. are we going to do this?

    I don't really have the free time what with these next following days being holidays, black friday, and the worst time in general to be a retail worker.. But I think we could brew up a simple little bey game.
    >> Waffle House Millionaire 11/23/11(Wed)21:06 No.17003826
    >>17003782

    If we/you/tg did this I think going a slightly more generic route would be better.
    >> Anonymous 11/23/11(Wed)21:19 No.17003923
    >>17003826
    Generic brainstorming for now, then.

    Needs to be something where the human aspect of the combo be the mental end of things. Willpower, Intelligence, Stragetery, technique, etc. Then the Bey/Toy/Robot be the muscle, the defense, the speed and so on.

    And since we're talking about tiny robots, all of these stats are modular based on the pieces that construct the doodad. This could be further modified by a core piece. The medal or the bit beast or the soul of the robot or whatever.
    >> Anonymous 11/23/11(Wed)23:56 No.17005162
    Is this happening or what? Would anyone be interested, just as a game design exercise? I may do this anyways, just as a challenge.
    >> Anonymous 11/24/11(Thu)00:00 No.17005197
    >>17005162
    Fuck it. I'll help out.

    I suggest on making it a generic "battler and his/her robot" game. That way, you can use the rule-book to anyway you see fit. Go ahead and criticize this idea.
    >> Titanium Man 11/24/11(Thu)00:10 No.17005276
    >>17003422

    Oh God. I used to run a BN RPG forum. Tried to hack my own system. Didn't really go that well.
    >> Anonymous 11/24/11(Thu)00:15 No.17005309
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    I say our biggest obstacle in creating this game is the nature of the anime genre. Beyblades, Medabots, Angelic Layer, Pokemon, Shaman King, Fate Stay, Megaman Battle Network etc., usually follows the tournament plotline. How can you play the game with other players who are going to be your rivals in a winner-takes-all contest? Where would the camaraderie be when role-playing this? Would there be any mechanical bonuses in fostering character relationships? Am I asking too many irrelevant questions? I don't know!

    Also, what would character progression be, and how can we properly measure this progression to balance whatever archetypes (class, jobs, etc.) we devise?

    Will the human character be solely skill based? Or should they have abilities (str, dex, con, int, etc., etc.) as well as their partner (I figure that this is a given)?
    >> Titanium Man 11/24/11(Thu)00:17 No.17005330
    >>17005309

    Easy. Use a concept of Relationships - friends, rivals, enemies, whatever - and roleplaying them gets you bonuses to rolls. (Also blatantly swiped from Monsters and Other Childish Things.)
    >> Anonymous 11/24/11(Thu)00:26 No.17005402
    >undead Beyblade team
    I don´t remenber that part.
    >> Anonymous 11/24/11(Thu)00:38 No.17005515
    >>17005309
    Design the mechanics for the sort of game you intend to play. I see no reason to put in additional stats or certain skills unless they are meant to be used.

    If we want battlers to have strength, agility, and so on, then would these games also include out of battle action, like spinny joe the bey-battler having to use his top to trigger some ridiculous puzzle in an ancient mayan bey-temple or meda-billy the medabattler having to run and jump past obstacles to escape some exploding building or some shit.

    I think these things should be more narrative than mechanical. Battles, on the other hand need to be technical and have lots of options and strategies and shit. Cover and so on.
    >> Icchan 11/24/11(Thu)00:42 No.17005544
         File1322113367.jpg-(6 KB, 151x160, th_poplar.jpg)
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    >>17005330
    Sounds somewhat similar to Panty Explosion's "AM I POPLAR" mechanic.

    ...well.

    Not really. I just wanted an excuse to post this image up in /tg/. Nonetheless, I like the idea. But there are further questions to be asked.

    What kind of bonuses are we talking about? How are these bonuses activated during combative play? And will these bonuses break the game in a unseen way?

    1. I'd say the bonuses range from adding a bonus modifier to a roll ("The training with Timmy is helping me win this fight"), to maybe adding some temporary health ("I have to win this fight for Jenny"), or a last ditch opportunity to win ("I HAVE TO WIN!").

    2. I feel that the nature of the bonus should determine this. The real questions is how are these bonuses gained? Should each type of relationships give you a certain bonus? Is there a limit to the bonuses you receive?

    3. Bonuses should last for one fight only (but you can retrieve them again through RP), and you can't stack the same type of bonuses (+1 to str only once per maneuver).
    >> Anonymous 11/24/11(Thu)00:46 No.17005573
         File1322113589.jpg-(15 KB, 250x200, whitesword-stats.jpg)
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    MEDABOTS!

    >Go get your friends.

    It's time to battle!

    Robo-battle, till you drop!

    >More medabots.

    Don't lose control.

    Its time to make it!

    To the top!

    >More power, more power.

    Meda-force!


    Aw shit son, I remember this show and loved it. Who the hell thought giving children hi-tech death machines, was a good idea should go down in history as the greatest man on the planet.

    And White Sword was the best. If I had one, I'd name him Jack.
    >> Anonymous 11/24/11(Thu)00:47 No.17005582
         File1322113645.png-(185 KB, 256x366, Gotcha_Force_Coverart.png)
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    I'm so glad I have a copy of Gotcha Force to play.
    >> Icchan 11/24/11(Thu)00:47 No.17005588
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    >>17005515
    >Design the mechanics for the sort of game you intend to play. I see no reason to put in additional stats or certain skills unless they are meant to be used.

    I agree.

    I feel that we should focus more on the partner mechanically, but I feel like there should be a "relationship" between the battler and his partner. What this relationship should be is up for discussion.
    >> Icchan 11/24/11(Thu)00:54 No.17005645
    Welp. I'm going to bed now.
    >> Titanium Man 11/24/11(Thu)01:01 No.17005677
    >>17005573

    That's not how you spell Sumilidon!
    >> Anonymous 11/24/11(Thu)01:26 No.17005858
    >>17005588
    I'm the guy that's kind of been talking the most about this, and I think the relationship could be expressed through the growth of the Core/Medal/Bit Beast/Soul of the toy-thing.

    the leveling up could be two-part: The player gains new skills and bonuses to maneuvers and such, and the toy gains base-stat bonuses that make it generally better, regardless of the parts. Like a class bonus.

    You could probably net in some sort of special attack or signature ability as these things level up.
    >> Anonymous 11/24/11(Thu)03:46 No.17006271
    >>17005309
    This all depends on the base system.
    For Pokemon, you could easily adapt it to an adventure-style game like D&D. Fate/Stay would need to have the human have their own stats, as they are all magicians and the targets of the other players.
    Digimon would have certain mental skills for the humans and the Digimon gaining new mental skills (Learning how to fight more efficiently, etc.), while physical ability would be raised through a method employed by the human - Maybe these cards from season three or just a normal digivice for a temporary boost (The amount of time for the boost would be another stat, just like in the show. A well-trained Digimon could reach a higher level for a long amount of time or invest all points into an even higher level but with a faster energy drain).
    >> Anonymous 11/24/11(Thu)03:49 No.17006277
    >>17005309
    Almost all of them are also TEAM based contests.
    >> Anonymous 11/24/11(Thu)03:51 No.17006282
    >>17006271
    For the Digimon system, you'd also have stuff like willpower and the like for the human for certain kinds of buffs, like in the first season with the crests.

    I also think that we need one base system with two rulebooks - One for arena-type battles with toys and one for more classical battles with mons/human partners.

    So Beyblade and the like would have a different spin on the base system than Digimon, Pokemon and Fate/Stay. Once that's done, we can make even more specific supplements (Though they should be generic enough to run stuff outside of the scope of the original shows. This shouldn't be fanwank work - It should be work to use the mechnical aspect of these fictional worlds.).
    >> Anonymous 11/24/11(Thu)11:48 No.17008243
    Hey, cool, this is still around.

    >>17006282
    I agree with this guy. At a certain point, there is too much separation between the Tamer-Creature set up and the Battler-Toy sort of thing.

    In some cases, certain series and concepts almost only work better as card games, because keeping track of the stats of numerous creatures as they evolve and shit sounds like a lot of obnoxious book keeping.

    As for fanwank.. There really isn't a deep mythology in most of these to really drool over. In most cases these sorts of games would be more fun if you don't take them seriously and throw in all sorts of zany, fate of the whole universe, thousand years war, alien battlers sort of shit.

    >You enter the tomb of the legendary samurai, only for himt o rise from his grave and challenge you to a beyblade fight! He launches his ancient samurai beyblade from his katana launcher!
    >> Anonymous 11/24/11(Thu)11:51 No.17008260
    >>17003300
    >>17003300
    >>17003300
    >>17003300
    >>17003300
    >>17003300
    >>17003300
    >>17003300


    I was just about to suggest this.

    Then again there's no fucking way a bunch of neckbeards would roleplay being a schoolgirl.
    >> Anonymous 11/24/11(Thu)11:53 No.17008275
    >>17008243
    So we're designing a modular system that can be used to adapt most toy-selling animes, and possibly some of their Western counterparts too? Sweet.

    For the Friendship elements, I recommend stealing the relationship web rules and stuff from Magical Burst or one of those similar Japanese RPGs, they've got some interesting focus on the subject.

    A Yu-Gi-Oh! RPG, or one based on similar card games, could possibly work by using the actual card game and imposing various conditions or scenarios- say, limiting the PCs to certain cards and conditions to gain new ones, and designing special 'encounters' they gotta use those cards to deal with. It'd take someone very knowledgeable of the card game to pull off, though.
    >> Anonymous 11/24/11(Thu)11:56 No.17008287
    >>17008275
    Yu Gi Oh already has a game. It's called Yu Gi Oh and it uses cards.
    >> Anonymous 11/24/11(Thu)11:57 No.17008291
    >>17008243
    That's pretty much how the shows work too, it's pretty obvious the writers are stretched like fuck to make a 22 minute toy commercial have a plot so they use all the most random ideas.

    Crush Gear Turbo, from what I remember, actually did an interesting job by involving some decent drama and character-oriented plots.

    I'd also like to see a Pokemon system based on 4E. From what I've seen on the 3.5 based one... it's a little TOO 3.5 based, if you get what I'm sayin. That is, there's ten zillion classes for TRAINERS and their own battle system, le fuck.
    >> Anonymous 11/24/11(Thu)11:59 No.17008301
    >>17008287
    I mean if you decided to play a ridiculous anime based RPG like we in this thread want to, the core game is ripe for houseruling and messing with like how the video game adaptations do with scenarios and shit.

    Actually I'm surprised no one's tried a Yugioh LARP, besides maybe some bored kid dorks.
    >> Anonymous 11/24/11(Thu)12:07 No.17008338
    Can I suggest the various factions calf off into separate threads?
    It's already getting kinda hard to follow development for any one game, and there's not a huge amount of overlap between say Beyblade and Medabots.

    And there is already a Pokemon tabletop game.
    It's called Pokemon Tabletop IIRC.
    >> Anonymous 11/24/11(Thu)12:17 No.17008387
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    >>17001563
    >Someone still plays CB

    OP has reminded me of an old show that I saw on Chinese TV about a decade ago. The general gist is that a team competes against other teams with these high speed, toy race cars. Since they aren't remote-controlled, they run on tracks with rollers to guide around turns (in real life). In the anime, they're kind of like Beyblade, where you will it to win and they tend to have some special ability. It used to be a hobby back in the day: http://en.wikipedia.org/wiki/Mini_4WD

    Pic related.
    >> Anonymous 11/24/11(Thu)12:17 No.17008388
    >>17008338
    >And there is already a Pokemon tabletop game.
    >It's called Pokemon Tabletop IIRC.

    Yeah, but it's 3.5 based, which isn't everyone's cup of tea. That and 4E seriously does lend itself to a Pokemon battle system closer to the games.
    >> Anonymous 11/24/11(Thu)12:19 No.17008401
    >>17008388
    >calling every d20 system "3.5 based"
    >> Anonymous 11/24/11(Thu)12:23 No.17008420
    >>17008401
    >>17008388
    Let's not start this.


    For my money, I think Medabots is likely to be the most fun.
    You could have slots for each part of your bot, just like the anime. The difference is NOBODY plays stock bots.
    These slots would work a bit like armor does, but most of them are compulsory.
    I actually had a demo of a (pc) robot game from way back when, and it would take barely any conversion to work for Medabots.
    >> Anonymous 11/24/11(Thu)12:25 No.17008430
    >>17008338
    I'd say we should start of with one thread.
    Once we got the basics down, we split off into mons/toys. After that, we get threads for the settings.
    >> Anonymous 11/24/11(Thu)12:27 No.17008439
    >>17008430
    I wonder if they all have to be seperate settings. I get the most hilarious idea of a world where tons of ancient magical forces have been sealed into various lines of toys all competing for the attention of modern children and nerds.
    >> Anonymous 11/24/11(Thu)12:28 No.17008443
    >>17008439
    And you can arm Medabots with Beyblades...

    I think you just made the best thing ever.
    >> Anonymous 11/24/11(Thu)12:28 No.17008444
    >>17008439
    Might work.
    But you can't mix Digimon/Pokemon/Servants. The systems are way too different for that (With Servants being mostly static in skill, while Pokemon grow permanently and Digimon gain temporary buffs of rising quality)
    >> Icchan 11/24/11(Thu)12:29 No.17008447
    >>17008430
    Sounds like a good idea to me.
    >> Anonymous 11/24/11(Thu)12:31 No.17008454
    >>17008443
    I was thinking more a party that treats different toys like classes, but crazy shit like that works. Like WoD but with toys?

    >>17008444
    Oh naturally, mixing those up would probably get a bit ridiculous. I mean you could do it, but it'd be HARD to pull off.
    >> Anonymous 11/24/11(Thu)12:31 No.17008459
         File1322155909.jpg-(16 KB, 200x320, ROOOBATTLEEEE.jpg)
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    >>17001563
    MEDABOTS
    ROOOOOOBATTLEEEEE
    >> Anonymous 11/24/11(Thu)12:33 No.17008466
    So, anyone has ideas for some basic resolution mechanics? I'd suggest something simple, not like we have a shortage of overcomplicated systems. I suggest d6 based like those wacky Japanese RPGs, it seems fitting.

    The focus on friendship and that could be worked into actual battles- since the toys/mons/whatevers generally require their user to form a bond with them, I imagine developing your personal relationships and understanding of other people has some real benefits.
    >> Anonymous 11/24/11(Thu)12:34 No.17008467
    >>17008454
    >I was thinking more a party that treats different toys like classes, but crazy shit like that works. Like WoD but with toys?
    Hey, that's actually a good idea.
    You could make it like the WoD games:
    The toys are splats. And every splat has subgroups. Stuff like Beyblade warrior monks and the like.
    >> Icchan 11/24/11(Thu)12:37 No.17008486
         File1322156241.jpg-(110 KB, 200x300, pecover1.jpg)
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    >>17008260
    You'll be surprised, bro.
    >> Icchan 11/24/11(Thu)12:39 No.17008495
    >>17006277
    I stand corrected. However, what if the DM wanted to make it about a tournament of some kind?
    >> Anonymous 11/24/11(Thu)12:39 No.17008497
    >>17008467
    That could potentially work, I can see it getting overcomplicated fast though. I suggest we come up with some basic character archetypes, we know how these animes work.

    The usual character dynamics tend to go something like...

    >The Hero
    We all know the typical anime hero- ranges from dumb as rocks to simply immature, brash as fuck, never book smart but sometimes has a good grasp of tactics. Exceptional in Fighting Spirit, Courage and People Skills, since they tend to attract all kinds of friends.

    >The Nerdy Sidekick
    There's almost always a secondary ensemble character who's a foil to the hero, by basically being a huge goddamn nerd and probably a better representation of the kinda kids who actually play these games. His strengths are in Tactics, Construction or however you'd call how he builds and tweaks his toy, and various computery shit.
    >> Anonymous 11/24/11(Thu)12:41 No.17008503
    >>17008338
    >>17008420
    There's not much game design going on here, other than the idle musing I posted last night.

    I think as long as we stick to Kid-Toy territory, we might be able to run with a semi unified ruleset for this. Maybe rename the stats and change the way that attacks and maneuvers are used between something like Beyblade and Medabots, but generally run with the idea like so:

    The Kid is the mental stats. His scores and skills determine the sorts of attacks, strategies, maneuvers, and abilities the toy has.

    The Toy is physical, with Strength, Defense, Stamina/Toughness, and Agility. Those stats are used to determine how well it can pull off the maneuvers and commands the kid gives it.

    Since we're talking silly Beyblade sort of shit, the Core/Medal/Bit of the the toy is its soul, and levels up as its used, allowing it to gain permanent stat bonuses, regardless of the parts. There was a medabots GBA game where this was represented by Medals leveling up and unlocking special abilities, but also granting greater bonuses to certain types of parts. Like, cat medals were especially strong with cat parts.
    >> Anonymous 11/24/11(Thu)12:41 No.17008504
    >>17008497
    I think a hero always needs an Agenda.
    Yugi plays to torture people eternally, for example.
    >> Oso T. Werebear 11/24/11(Thu)12:42 No.17008510
    >>17008486

    very supprised.
    >> Anonymous 11/24/11(Thu)12:44 No.17008520
    >>17008497
    >The Rival
    From every goddamn anime ever comes this guy: The foil to the hero, usually fights him more often than anyone else, and in contrast he's aloof, rude, kind of a dick and hilariously serious about things. They come in various types, but generally excel in Focus, Training and sometimes have great resources (from being rich as fuck), but lack in people skills due to being dicks.

    >The Crook
    The stock mid-tier villain, this guy tends to be a creepy weird vaguely criminal type who has a bizarre personal gimmick, and fights to win by any means possible, and by that I mean cheats constantly even when he could win fairly. (and thus never does) Basically Dick Dastardly when you come down to it. Excels in, of course, Cheating, Dirty Fighting (taking things outside the match, trash talk, etc) and Gimmicks.
    >> Anonymous 11/24/11(Thu)12:46 No.17008526
    >>17008503
    MAkes perfect sense for Beyblades, but Medabots can think.
    >> Anonymous 11/24/11(Thu)12:48 No.17008534
    >>17008503
    That sounds like a good idea, especially the traits split between the Owner and Toy. (I'm kinda trying to establish some jargon so we're straight on things. Going too far, you reckon?)

    The Toys would work like pretty typical RPG characters, with progression split between Experience- which could be shared with the owner, representing the bond they form and how the owner learns to use it- and the various gear/accessories/shells that it uses, which determine its main stats.

    I might go bust out Magical Burst for some ideas!
    >> Anonymous 11/24/11(Thu)12:49 No.17008537
    Maybe the Character makes battle plans and yells encouragement, but all the actual fighting is done by the Toy.
    You have 2 characters, the Kid and the Toy, and they interact but are still distinct.
    >> Anonymous 11/24/11(Thu)12:50 No.17008542
    >>17008534
    >(I'm kinda trying to establish some jargon
    Owner/Toy
    Master/Mon (Even if it's a Servant)
    >> Anonymous 11/24/11(Thu)12:50 No.17008543
    >>17008534
    Experience goes to the Owner, the Toy is made up of Equipment which is either bought or won.
    >> Anonymous 11/24/11(Thu)12:51 No.17008550
    >>17008526
    You know what I'd do for that? Assign a number to each other player at the table. Roll. That number is now the player who plays the personality of your Medabot.

    Might be a bit confusing at first, but it would add another layer to keep the in-between battle segments a little more interesting.
    >> Anonymous 11/24/11(Thu)12:52 No.17008553
    >>17000998
    If this had better missile rules I would absolutely convert it.

    Could wwe take the melee rules from RoS and missile/shooting rules from somewhere else and still have it work?
    >> Anonymous 11/24/11(Thu)12:52 No.17008554
    The owner needs physical stats too, you know for those crazy moments when you have to try and put down some rouge toy and the PC decides to wrestle it.

    I guess the toys would need mental stats too, for medabots anyway.
    >> Anonymous 11/24/11(Thu)12:53 No.17008561
    >>17008550
    So long as you're on a team that works great, but once you and that player throwdown all hell breaks loose.
    >> Anonymous 11/24/11(Thu)12:56 No.17008579
    >>17008526
    Only the Rare Medal ones, which Metabee and Rokushu are, but only like three other Medabots that show up in the show. From what we see of normal Medabots, they wouldn't pass a Turing test.

    Perhaps the Owner can have three main stats, going like

    >Guts
    Measuring your courage, will, and BURNING SPIRIT, this stat generally governs how you act under pressure and what crazy moves you can pull. Important for Hero Types of course, and Rivals too.

    >Brains
    Not just general intelligence but how well educated, analytical and technically skilled you are. Brains helps formulate plans and strategies, and tweak and modify your Toy to best effect. Nerds love this of course.

    >Heart
    Your empathy, compassion, People Skills, Charisma and the like, this is important for friendship stuff and how you connect with your team- and your toy. Can overlap with Guts occasionally, but it's more about helping other people through things, and accepting help in return.

    Toys could have three main stats too, but the exact details would probably vary depending on the toy.
    >> Anonymous 11/24/11(Thu)12:58 No.17008586
    some inspiration can be taken from the PTA(Pokemon Tabletop Adventures) battle style
    >> Anonymous 11/24/11(Thu)12:59 No.17008597
    >>17008579
    Toys would get Strength, Agility/Evasion and Endurance
    I'm OK with losing one of Agility or Endurance if something better comes along.
    >> Anonymous 11/24/11(Thu)13:00 No.17008601
    >>17008554
    Talked about this earlier in the thread. Moments like that may be better left to narrative rules, rather then shoving in skills and mechanics that might see less-to-no use at all.

    Depending on how this is done, I'd lean towards a descriptor system. Owners have their personality archetype, but they also have a list of descriptors, like Athletic, Large, Aloof, Naive, and so on. These could act as placeholder skills for simple out of battle rolls.

    For instance, Athletic characters get a bonus to running, jumping, climbing, and so on when they find themselves escaping the ancient bey-temple or whatever. Or they are even just allowed to automatically succeed in situations where athletics can be applied.

    For personality descriptors like aloof or naive, the player could auto-succeed on bluffing or concealing information, while a naive character might just fall for whatever gets told to them, just because that shit is kind of fun to play.
    >> Anonymous 11/24/11(Thu)13:01 No.17008606
    >>17008561
    The funniest parts of Medabots were how Ikki and Metabee acted like quarelling brothers. And Metabee was practically a G-rated proto-Bender.

    >>17008554
    That miiight be leading into dangerous overcomplicated territory, might be best to play loose with human stuff.
    >> Anonymous 11/24/11(Thu)13:02 No.17008621
    >>17008606
    Oh that part would be awesome.
    The issue arises when Player A is the personality for Toy B, and Character A is facing Character B.
    >> Anonymous 11/24/11(Thu)13:04 No.17008626
    >>17008621
    In situations where shit goes player versus player, I'd say personalities would be stowed for the time being, because friends fighting friends in super SRS BIDNESS
    >> Anonymous 11/24/11(Thu)13:04 No.17008627
    >>17008597
    I think toy stats would work on a case-by-case basis.

    Medabots might have Armour, Weapons and Speed, just as examples. While Beyblades may be more based on balance, weight, momentum and materials.

    I think B-Daman would be best settled with a more conventional system, since it's basically two kids shooting each other.
    >> Anonymous 11/24/11(Thu)13:05 No.17008634
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    You guys are aware that there were multiple Medabots video games, right?
    >> Icchan 11/24/11(Thu)13:05 No.17008635
    Let's not add too much bookkeeping then there already is.

    >mental stats for owners
    >physical stats for their toy
    >bonds is their experience, and progression together as a team
    >>"The player gains new skills and bonuses to maneuvers and such, and the toy gains base-stat bonuses that make it generally better, regardless of the parts. Like a class bonus."

    >>17008497
    >>17008520
    Owner archetypes?

    >>17008275
    Magical Burst?
    >> Anonymous 11/24/11(Thu)13:07 No.17008642
    >>17008627
    But in the Deal damage, Survive damage and Avoid damage triangle which covers the basic aspects of combat so well.

    Call them whatever you want, but it boils down to the same 3 things.
    >> Anonymous 11/24/11(Thu)13:07 No.17008648
    >>17008601
    Descriptors sounds good, especially if you start with a basic stat system that can be modified in various ways. It could be a sorta Advantage/Disadvantage system, with some descriptors being mixed.

    Rich and Poor could be an advantage and disadvantage respectively (and not compatible of course). Being rich means you have access to more and better parts easier, (though you won't necessarily have the best stuff or stuff you can actually use) while being poor of course limits you to the bargain bin.
    >> Anonymous 11/24/11(Thu)13:09 No.17008657
    >>17008648
    yesssssssssss
    >> Anonymous 11/24/11(Thu)13:09 No.17008662
    yummy
    can imagine how one of these works out
    >Me and some bros TRAINAN FOR OUR NEXT TEAM TOURNAMENT
    >Off tourny days we get in shenanigans, probably involving some sort of affably evil organization.
    >TRAINING montages with pretty asinine exercises like meditating under waterfall for power.
    >Day of the touny out stats are up,our mons/bot/tops/whatever are powered up, we are ready.
    >playing some team with a insane theme like ninjas or something
    >One buddy loses his match, another wins his.
    >Final MATCH people all over the word watching our battle.
    >We win barely using our willpower/manly spirit/ki/new attack. and the crowd goes wild.
    >Hear about our next team, they are legendary(insert heres)
    >Do it all again next week.

    cue credits
    >> Icchan 11/24/11(Thu)13:10 No.17008665
    >>17008579
    >>17008597

    I like this. May we come to a censuses about this for our stats?
    >> Anonymous 11/24/11(Thu)13:11 No.17008669
    >>17008634
    There are, and they're fun. Basically Smash Bros ish fighters rather than RPGs though.

    >>17008635
    I agree. And Magical Burst is a magical girl RPG with a simply D6 based system loosely based on Maid. It's in the same ballpark as what we're doing.

    >>17008642
    I guess so, though I imagine they'd work slightly differently for each toy type nonetheless. We're mostly thinking Medabots and Beyblades now, what else is there? Crush Gear is totally underrated (even though it seems to hardly exist outside of Japan and Australia for reasons lost to time) and uh...
    >> ChrowX 11/24/11(Thu)13:13 No.17008678
    >>17008635
    Guess I might as well toss up a name, since I'm kind of tossing up so many ideas.
    Also, yeah, it's me, and to those who know who I am. I'm very sorry that I haven't worked on the Endless Wilds in forever.

    I figured that this would be a quick little project to get the game design gears turning again, and it seems to be working.
    -----

    Onto the topic at hand.
    I like the idea of archetypes, but based on what we've been talking about, I have trouble understanding how they'd affect the rest of the game. Stat bonuses? Special abilities? Relationship-affecting?

    As for magical burst, I don't mind dipping into their design for ideas. Simple d6 mechanics and random tables to decide what zaniness you are throwing at your players.
    >> Icchan 11/24/11(Thu)13:13 No.17008679
    >>17008601
    >>17008648
    Now that's interesting. It keeps everyone varied, in their capabilities, as well.
    >> Anonymous 11/24/11(Thu)13:14 No.17008687
    >>17008665
    I love the Owner stats layout, but I'm not certain about the Toy stats.
    And I'm the guy who suggested the ADE setup.

    The Beyblade anime gave each top Attack, Defence and Endurance ratings, and I could imagine being able to avoid attacks contributing to defence rather than being a separate stat.
    >> Anonymous 11/24/11(Thu)13:15 No.17008693
    >>17008669
    Actually, the pictured game was an RPG and there were a few more RPG style games that never left japan.

    http://www.youtube.com/watch?v=-Urpa-_eLkM

    As for the main topic of this thread I think Deal damage, Survive damage and Maneuverability would be slightly better than just Deal damage, Survive damage and Avoid damage.
    >> Anonymous 11/24/11(Thu)13:15 No.17008695
    Some stats of the player should effect you toy/mon/bots stats signifying their 'link'.
    >> Anonymous 11/24/11(Thu)13:16 No.17008699
    >>17008657
    >>17008648
    I actually got the idea because kids anime always has one character who's randomly super fucking rich but hangs with a bunch of middle class kids anyway. Or the rival/villain is the rich one.

    The Toys should have their own parts, descriptors and stuff to expand on the basic skills. I figure the core resolution might be as simple as Toy A uses an attack based on one of its key stats, versus Toy B, which makes an opposing roll based on one of its stats. If the attacker wins they do a point of Damage of some kind.

    This gets interesting when you factor in modifers, special parts and moves that may shift what the base stat used is, terrain/area effects, and counterattacks.
    >> Icchan 11/24/11(Thu)13:16 No.17008703
    >>17008669
    >>17008678
    Now I'm the one who's surprised. I never knew that there was a Magical Girl RPG.
    >> Anonymous 11/24/11(Thu)13:19 No.17008718
    Well, how do you want to interconnect the toys?
    There's the obvious effects of parts. But then there's stuff like launching methods on Beyblades, which also affect the performance.
    Bonus for having the most ludicrious way of launching?
    >> Anonymous 11/24/11(Thu)13:21 No.17008726
    >>17008703
    There's been several attempts at it, including an official Sailor Moon RPG that I think never left Japan and had some publishing issues (don't they all) and a couple of fangames based on World of Darkness of all things. One is a hilarious parody, the other is taken seriously and by all accounts awful.

    I've been posting a ton in this thread but I gotta pass out soon, can we archive this? Or someone save it somehow at least?

    >>17008695
    Hmm... I'm the one who suggested the Guts/Brains/Heart stats, perhaps the toy/spirit itself of a particular toy could gain special bonuses and abilities depending on the key stat of its owner. A Guts based toy can break its limits and sometimes go berserk, a Brain based one can execute complex moves, a Heart based one can draw on its owner's strength... just ideas for starters.
    >> ChrowX 11/24/11(Thu)13:21 No.17008727
    >>17008695
    >>17008699
    Heat of the moment super attacks when your toy is critically injured and you roll the attack + your heart skill or something. Shouting "Don't give up!" as you make one last valiant attack.

    Toy stats would be affected by the parts, of course, modified by the core/soul/bit/medal part to bump up those stats a little further, and then everything else is down to which maneuvers and special attacks the owner has to use and how they use them.
    >> Anonymous 11/24/11(Thu)13:22 No.17008736
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    >>17000365

    That's not how you spell Megaman Battle Network.
    >> Anonymous 11/24/11(Thu)13:23 No.17008738
    >>17008703
    Well, Nanoha would be the obvious choice for an MG RPG. The setting is already perfectly suited for an RPG.
    Though /tg/ only told me to fuck off and use hero system.
    >> Anonymous 11/24/11(Thu)13:23 No.17008746
    >>17008736
    That's not how you follow the topic.
    >> Anonymous 11/24/11(Thu)13:24 No.17008749
    >>17008718
    I like the idea of some character types being based on Gimmicks.

    Maybe the Role system can work like, you get bonuses of some kind (experience?) for acting in ways that fit your archetype, in addition to character traits and flaws. Brash hero types take risks, defy authority and sometimes do really stupid things, rivals act like dicks, nerds nerd out, gimmicky villains are eccentric and zany. Though you'd have to mix it up so as not to encourage everyone to play COMPLETELY two-dimensional characters, also give them hidden depths that don't necessarily conflict with the type.
    >> Anonymous 11/24/11(Thu)13:24 No.17008750
    >>17008726
    Love it.
    >> Anonymous 11/24/11(Thu)13:24 No.17008751
    >>17008718
    Launching just affects 'spin'. If they knock your spin down they can defeat you without destroying you blade.

    one more stat for beyblades.
    >> Anonymous 11/24/11(Thu)13:28 No.17008771
    >>17008751
    Spin is HP.

    Massive damage in one blow or reaching less than Zero results in damage or destruction.
    >> Anonymous 11/24/11(Thu)13:28 No.17008776
    >>17008751
    I figure the key stats for Beyblades could be Spin, Balance and er, Attack? Spin is basically your endurance, and is affected by the launcher and technique as well as aerodynamics, Weight is how sturdy, heavy and balanced the top is, Attack is the design of the weapons and stuff.

    It's baaasically Endurance/Defense/Offense, but with more fitting names and quirks.
    >> ChrowX 11/24/11(Thu)13:29 No.17008780
    >>17008751
    I posted this last night >>17003267

    Basically, I think we're looking at Some sort of launch roll that adds to the endurance of the beyblade, modified by special launchers or whatever, that simultaneously act as hit points and action points.

    Spin is spent to perform different maneuvers, move, attack, dodge, and so on. Also, it's slowly widdled down after each turn. Like, you lose 1 point every round, Attacking costs 5 points, Defending costs 2, moving costs 1 point per certain amount of spaces.

    Something like that sound reasonable?
    >> Icchan 11/24/11(Thu)13:31 No.17008795
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    >>17008738
    Happy Thanksgiving!

    >http://nanoha.wikia.com/wiki/User:Koveras_Alvane/RPG
    >> Anonymous 11/24/11(Thu)13:33 No.17008811
    >>17008776
    >>17008771
    >>17008751
    Spin reaching zero would also basically be spinning out.

    I like the idea of vital accessories and such simply being incorporated into the core stats, with progression and changes possibly being represented by gaining/losing gear. Like an evil minion steals your super special launcher on the way to a tournament, and you have to make do with a stock one (or hilarious jury-rigged one) and suffer a penalty to your Spin.

    Perhaps there could even be special manoeuvres that sacrifice a point of Spin to accomplish?
    >> Anonymous 11/24/11(Thu)13:35 No.17008829
    As for parts: Don't forget that these have advantages just as they have disadvantages. More specialized parts lower some values to raise others higher.
    There should also be a tier system of parts - So having a specialized part of a higher tier than a generic part means you are better in every aspect, though a specialized part with the opposite specialization will have at least one stat better than you.
    >> Anonymous 11/24/11(Thu)13:36 No.17008835
    >>17008780
    Slowly losing Spin every turn would be a good way to keep tension in battle top matches. Tops with high Spin and Balance, or evasive abilities, could simply outlast their opponent, though it could backfire when an offensively built foe (perhaps with high Spin and Attack) hammers into them and they can't fight back effectively.
    >> Anonymous 11/24/11(Thu)13:37 No.17008840
    I was thinking that hp and spin would be different, because your blade can be destroyed.

    but yea, I guess we could leave that to GM discretion for OH WAT NO moments,
    >> Anonymous 11/24/11(Thu)13:40 No.17008861
    >>17008795
    >1d10
    >Crits
    ...So you have a 10% chance of failing horribly/succeeding epically?
    I think the creator didn't think this through.
    >> Anonymous 11/24/11(Thu)13:42 No.17008878
    >>17008840
    At zero spin, you lose.
    Going to a certain value under zero after an attack of a certain strength (I guess if -10 is the destruction requirement, you'd need an attack that deals 10 damage if your enemy is at 0, more if he's still spinning) causes damage/destruction.
    >> Anonymous 11/24/11(Thu)13:43 No.17008882
    >>17008861
    RoS uses d10s and has crits.
    It balances by only crit failing if you get no successes and 2 or more 1s.
    Crit success is dependent on the specific roll but can allow a bonus success or die roll on a 10.

    But then Riddle is absurdly lethal.
    >> Anonymous 11/24/11(Thu)13:44 No.17008896
    >>17008829
    I think once we're done with the system and abstracts, we should work on getting a pile of sample character traits, toy parts, special abilities and assorted fluff/crunch bullshit.

    Okay, I definitely need to go to bed, but I don't want to lose track of this awesome shit we've though up- how can we archive this thread, or put it on a wiki, or something? I think I've found a holiday project.
    >> Anonymous 11/24/11(Thu)13:46 No.17008917
    >>17008882
    >2 or more 1s
    That's the problem. This system is 1d10. I wouldn't have any issue with a dicepool system and these rules, I'm a WoD player after all, but with linear probabilities this is quite retarded.
    >> ChrowX 11/24/11(Thu)13:46 No.17008918
    So, we're kind of specifically talking about just Beyblades right now, huh?

    On the topic of parts, I'd say each one would be made with a simple point buy system, at least on the designer's end. You start with a limited pool of points per part, having to subtract or reduce certain stats to make another more effective, which could leave you with a with negative attributes, but then you assemble the whole thing and total all the stats together to get the final product.

    Additional effects from parts for things like special cores or unique parts or whatever.

    I'd also toss in something about weight and beyblade toughness, but I think that may call for too much fiddly math. I think we may be best off just adding rules for massive damage and dramatic destructions.
    >> Anonymous 11/24/11(Thu)13:47 No.17008927
    >>17008878
    Maybe, it seems like you'd have to really put in an effort to physically damage a Beyblade, they're designed to basically collide with things after all.

    I think we should look at the way these shows work- actually destroying the toys is reserved only for bad guys, and when there's a new toyline coming out. Perhaps you have to specifically try to damage a top's physical structure to break it, and Villain roles get bonuses and abilities to help them do this, of course.
    >> Anonymous 11/24/11(Thu)13:47 No.17008928
    >>17008918
    Weight and toughness could be stuff that is calculated during creation and then added as modifier towards spin and the damage condition or something.
    >> Anonymous 11/24/11(Thu)13:51 No.17008953
    >>17008918
    Yeah, we gotta start somewhere, and Beyblades are both fairly unusual and relatively simple compared to the potential complexities of Medabots.

    I figure weight may be represented as part of the existing stats, heavier tops would have better Balance and Attack but maybe lower Spin.

    Let's keep the core rules for this as simple as possible, so we can later come up with special attacks that use the various stats and resolutions in new ways.

    What would be some good base numbers for Spin, Balance and Attack? Are we looking at using a d6, d10, d20 or what based system?
    >> Anonymous 11/24/11(Thu)13:55 No.17008971
    >>17008927
    Well, doing a LOT of damage at once is a way to break a beyblade. Don't forget that these things are spinning - A strong blow WILL most likely destroy some part.

    ...Especially if you have a plastic beyblade fighting against a metal one. We had that IRL and the plastic stuff broke in half (Well, the plastic and the defense ring, which is made out of metal...).
    >> Anonymous 11/24/11(Thu)13:58 No.17008998
    >>17008953
    I guess there's no one real answer on this, so I'll try weighing up some pros and cons...

    d6 is simple, easy and familiar, and adds a kid-orientated feel, but a bit limited in the more advanced rolling.

    d20 is more familiar to us types familiar with D&D, but can get pretty wide-ranging results depending on the maths. It all depends on how often you're rolling the dice, whether averages or single outcomes are more important.

    d10 is of course something of a compromise.

    Personally I think a d6 system would work well if we're making a system from scratch, with d20 you might as well modify D&D or a similar game, d10 about the same. d6 is really more like fudge dice at a certain level of numbers.
    >> Anonymous 11/24/11(Thu)13:59 No.17009011
    >>17008971
    Yeah, if you get the equivalent of a critical hit on a Beyblade, or it's a total curb stomp between widely different power levels or flat out different hardware, you could receive some physical damage.
    >> Anonymous 11/24/11(Thu)14:00 No.17009015
    I think a standard part list would looks something like this.
    what do you think?

    Beyblade parts
    Cost: (self explanatory)

    Weight: ( bonuses to attack, defence, minuses to spin per.turn and increased spin cost for manuvers)

    Endurance: (how much this part can take before destruction)

    Special effects: SPESUL ABILITIESSS
    -active: owner has to expend heart/guts w/e to turn on this ability
    -passive: always on as long as blade has spin (like a bonus to damage or somn)
    >> Anonymous 11/24/11(Thu)14:02 No.17009022
    Look into the Beyblade playstation game.

    Controls were pure shit but the parts weren't bad.
    >> ChrowX 11/24/11(Thu)14:02 No.17009023
    >>17008953
    Weight and Balance may have to be put aside until we figure the rest of this out.

    I think we may be doing d6 for the dice mechanic, but how do we want this to work?

    The stats, as we kind of have them figured out right now are like this.
    >Attack: How badly your hits hurt the spin of the things it smacks into.

    >Defense: How much you reduce the damage you take when hit.

    >Endurance: How long you can stay spinning. (Modified by launch)

    We also need something for evasion, if that's going to be an option, and also a speed stat to cover movement and how much spin per number of spaces it costs to zip around the field.
    >> Anonymous 11/24/11(Thu)14:04 No.17009041
    Alright my fellow amateur game designers, I'm out for the night. Try to keep the flame burning til I get back and you get some consensus, once you've settled on something for the Beyblades then maybe you can move onto Medabots?

    I'm thinking their system could even be a little 'Battletech for babies'.
    >> Anonymous 11/24/11(Thu)14:05 No.17009047
    >>17009023
    Could it cost spin to start or stop movement?

    Like, I pay one spin to start moving in this direction at this speed.
    I pay X spin to resist being pushed by your Blade.
    I pay X spin to slow down but keep moving around the arena.

    I'd also like movement to be relative to the center of the arena, so circling isn't absurdly expensive.
    >> Anonymous 11/24/11(Thu)14:05 No.17009049
    >>17008998
    I'm all for dice pools/multiple dice.
    We should keep linear probabilities away.
    >> Anonymous 11/24/11(Thu)14:06 No.17009053
    And special launchers

    eg.
    High spin launchers (+spin, limited weight class)
    Heavy Launchers (can launch heavy blades without losing spin)
    Villain launcher (Can Launch directly to hit the opponent blade. Starting damage )

    Rival launcher (bonuses if facing rival)

    Balance launcher
    Momentum launcher
    etc
    >> Anonymous 11/24/11(Thu)14:06 No.17009056
    >>17009015
    ...Or we just keep it simple by giving rules for construction of parts.
    Parts can be bought/found and you then create them (or the GM creates them beforehand) with a certain amount of points that you are granted.
    >> ChrowX 11/24/11(Thu)14:11 No.17009088
    >>17009047
    Well, I was pondering absurdity, as we were discussing earlier, so some fights might take place on the playground, in a regular arena, on top of an airplane, under the ocean, or in some sort of ancient aztec bey-temple.

    I almost want to toss out the idea of direction of spin or moving with the curve of an arena all together... But what we could also do, and this would play into a need for terrain and arena construction rules, would be to have difficult terrain where movement costs more spin or easy terrain where you move more quickly.

    The cost of sitting still would essentially just be the cost every round of lost spin. You don't do anything and you don't stress your top or lose any more spin , then it doesn't cost you anything.
    >> Anonymous 11/24/11(Thu)14:20 No.17009148
         File1322162429.gif-(2 KB, 50x50, horror.gif)
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    >>17009088
    >so some fights might take place on the playground, in a regular arena, on top of an airplane, under the ocean, or in some sort of ancient aztec bey-temple.

    Moving arenas that cost more Spin to go in one direction than another.
    Arenas with levels.

    This is starting to get crazy.

    I was also thinking about having heart/guts/whatever increase every turn to your maximum. This stops people from just busting out everything as soon as they fall in the arenas and introduces a new planning dynamic for what parts you use and strategy you enact while still leaving the simple 'hit it till it dies' option open.
    >> Anonymous 11/24/11(Thu)14:22 No.17009157
    How about Arenas under water? (Wasn't there an episode of beyblade with water)
    Parts that help you fight in water? Beyblades with water in the inside to drown the enemy? Bit beasts that summon water?
    And what about sand? Reversed gravity? Bouncing beyblades?
    >> ChrowX 11/24/11(Thu)14:25 No.17009177
    >>17009148
    You're talking about a sort of special meter, essentially. I like that.

    At the start of each round, players count place a counter on Guts, Brains, or Heart. To trigger special attacks, they need to spent these counters. Guts specials could be bold charge attacks that do extra damage, Brains could be clever and tricky maneuvers, like parrying incoming attacks, and Heart could be your support-buff abilities where you bond with your top and bump up a stat for a short period of time.

    Also adds the possibility for mixed attacks, like some insane shit where you rapidly circle the enemy and vampire off some of their spin.

    These techniques could be based on the attribute scores of the owner, of course. Higher guts means they unlock more guts attacks. Same for brains and heart.
    >> Anonymous 11/24/11(Thu)14:27 No.17009200
    Anyone got torrents to Beyblade?
    The ones on Bakabt are English dubs and now I want to rewatch the show.
    It would help us all get some nice ideas.
    >> Anonymous 11/24/11(Thu)14:29 No.17009210
    >>17009177
    >running low on spin
    >spend heart and guts to activate 'Second wind' part
    >+spin, back in this baby

    yesssss.
    >> Anonymous 11/24/11(Thu)14:36 No.17009256
    >big ass heavy charging your light blade
    >*glasses fix*
    >spend brain, double image maneuver
    >lower chance to hit.
    >miss
    >you are 100 years too early
    >> ChrowX 11/24/11(Thu)14:39 No.17009272
    I don't have too much time left before I have to leave, but probably won't have much time to stop in later. I hope this keeps going and we get some more brainstorming in.

    Before I go I want to post up a general summary of the ideas I've got cobbled together. One moment, please.
    >> Summary ChrowX 11/24/11(Thu)14:50 No.17009356
    >Owner
    >>Kid-Battler-Blader-Robattler
    >A young kid who is tied up in the world-wide phenomenon of _____ Battling! Where people build their own _____ and challenge one another for parts, glory, and sometimes cash. This hobby is a world-wide phenomenon with roots that trace back to ancient times!

    Archetype - The core personality of the character. Heroic main character, nerdy side-kick, angsty rival, that sort of thing. (Effects of archetypes pending)

    Descriptors - Further definition for the character that adds to their personality, abilities, and behavior. For now, lets say that players pick two positive Descriptors and one negative.

    Descriptors offer different bonuses or uses that will often come into play when not battling. Things like interpersonal conflicts or physical challenges.
    Ex: Large, Mysterious, Naïve, Hot-Blooded, Athletic, Sneaky, Poor, Clumsy
    >> Anonymous 11/24/11(Thu)14:52 No.17009368
    Someone want to put this on 1d4chan?
    >> Summary ChrowX 11/24/11(Thu)14:54 No.17009383
    Owner Attributes lean more towards the mental end of the spectrum. They are the brains behind the toy, and their job is to come up with strategies and maneuvers to defeat their opponents.

    >>Guts -- Measuring your courage, will, and BURNING SPIRIT, this stat generally governs how you act under pressure and what crazy moves you can pull. Important for Hero Types of course, and Rivals too.

    >>Brains -- Not just general intelligence but how well educated, analytical and technically skilled you are. Brains helps formulate plans and strategies, and tweak and modify your Toy to best effect. Nerds love this of course.

    >>Heart -- Your empathy, compassion, People Skills, Charisma and the like, this is important for friendship stuff and how you connect with your team- and your toy. Can overlap with Guts occasionally, but it's more about helping other people through things, and accepting help in return.

    Attributes can be used to earn more techniques and abilities, but also for certain Skills, and in special cases, to boost rolls or something. The current idea is to have players earn new techniques every time they increase one of their three attributes.

    Owners probably also need some skills to go with all of this. Tactics, Repair, Tuning, Technique, Knowledge, Intimidate, Boast, and such. Suggestions needed.
    >> Summary ChrowX 11/24/11(Thu)14:55 No.17009394
    >Toy
    >>Beyblades, specifically.
    >The toys used to battle. Little tops that spin rapidly and bash into one another.

    The most important part of the Beyblade is the Bit Beast, which is the soul of the toy. It responds to the commands of its owner and moves according to the owner's will. They grow more powerful the more they are used, granting inherent bonuses to the rest of the parts that make it up.

    The rest of the parts are the Attack Ring, Weight Disk, Core, and Base. Each of them have their own stats which stack together to total up to create the stats for the whole beyblade. Parts can be purchased separately or swapped out in between matches.

    We may implement rules for designing your own parts in the future. A thought that comes to mind involves various tiers of parts, with high tier parts being rarer and costing much more, but also offering much more potent stats, since they would be built with more points than common parts.
    >> Anonymous 11/24/11(Thu)14:57 No.17009406
    Someone add this on suptg?
    >> Summary ChrowX 11/24/11(Thu)14:57 No.17009407
    The stats
    >Attack -- How badly your hits hurt the spin of the things it smacks into. Used to make attacks and deal damage.

    >Defense -- How much you reduce the damage you take when hit. Used to defend against attacks and reduce damage.

    >Endurance -- Helps determine how long you can stay spinning. Used as HP and action points, being spent to perform attacks, move around, and stay spinning.

    There is also a need for a 4th stat for movement speed and dodging, as well as a potential fifth stat for weight, which would further modify other stats. Pending idea at the moment.


    >Launching & Spin
    Before each match, players make a launch check which is modified by the kind of launcher, ripcord, equipment, and other miscellanea that the owner is using. This check is used to determine the Spin of the beyblade which was mentioned above. If a beyblade reaches 0 spin, it's down and that's considered a loss. Good launches add extra Spin which is further aided by the actual endurance of the beyblade itself.
    >> Summary ChrowX 11/24/11(Thu)14:59 No.17009425
    >Special Attacks
    We just started touching on this, but we might implement a sort of special meter where players get counters each turn to add to Guts, Brains, or Heart. These counters act as a special meter, allowing them to use the special techniques they've learned . Guts consists of offensive specials, Brains uses tricky maneuvers, and Heart is support and buffs.

    >Other Ideas
    The idea is that the Bit Beast can level up too, adding base bonuses, but also by unlocking more indirect bonuses, like allowing the owner to add their guts score to certain attacks or something.

    There's also the need for ridiculous arenas to battle in, which may call for rules that involve difficult terrain, counter-rotating arenas that cost extra spin to move in, and special arena obstacles and shit like ramps (imagine zipping off a ramp and landing on top of your opponent).
    >> Anonymous 11/24/11(Thu)14:59 No.17009426
    voting to Archive?
    >> Anonymous 11/24/11(Thu)15:01 No.17009437
    /tg/, getting shit done.
    >> Anonymous 11/24/11(Thu)15:01 No.17009438
    http://suptg.thisisnotatrueending.com/archive/17000365/
    >> ChrowX 11/24/11(Thu)15:01 No.17009443
    >>17009426
    Already on the archive. Start voting.
    For the time being, I have to go. Happy Thanksgiving, all of you.
    >> Anonymous 11/24/11(Thu)15:03 No.17009455
    >>17009425
    >There's also the need for ridiculous arenas to battle in, which may call for rules that involve difficult terrain, counter-rotating arenas that cost extra spin to move in, and special arena obstacles and shit like ramps (imagine zipping off a ramp and landing on top of your opponent).

    We also need rules for special powers of bit beasts. These would be extremely high level and wreak havok on any semblance of coherency of the battles.
    Shit like filling the arena with water, creating a mini tornado or using sand.
    >> Anonymous 11/24/11(Thu)15:03 No.17009460
    >>17009443
    Happy Thanksgiving

    Guess we can start working on the Medabots side later.
    >> Anonymous 11/24/11(Thu)15:05 No.17009471
    Seems like we'll make the mon system completely separate. Doesn't seem to mesh well with what we already have.
    >> Anonymous 11/24/11(Thu)15:05 No.17009473
    I like the idea of resources. Makes battles a lot more interesting.
    >> Anonymous 11/24/11(Thu)15:07 No.17009495
    >>17009455
    But beasts have qualifiers that vary depending on the beast.

    To activate them you have to spend a certain number of special counters.

    They have effects ranging from changing the field to adding flat stat boosts to your blade.
    >> Anonymous 11/24/11(Thu)15:10 No.17009519
    >>17009471
    I would really just use PTA for the pokemon system.

    no idea for digimon
    >> Anonymous 11/24/11(Thu)15:15 No.17009556
    >>17009519
    Hmmm... Digimon and Servants could actually mesh, I guess. Servants are more static, but just like Digimon they fight mostly on their own and are quite independant.
    >> Anonymous 11/24/11(Thu)15:26 No.17009626
    >>17009556
    True, so we could go for the 2 PC team thing? 1 for the 'owner' and one for the digimon?
    >> Anonymous 11/24/11(Thu)15:46 No.17009783
         File1322167568.jpg-(16 KB, 240x311, Monsters2CoverSm.jpg)
    16 KB
    Wow NOBODY in this thread has heard of fucking Monsters and Other Childish Things?

    Really? Wow.
    >> Anonymous 11/24/11(Thu)15:50 No.17009820
    >>17009783
    We talked about it right at the beginning. (>>17001799)
    >> Anonymous 11/24/11(Thu)16:06 No.17009915
    >>17009783
    Wow man.



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