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Post by Sansho on Oct 12, 2017 12:15:37 GMT
So last night I was discussing this idea with Rhytid and Pieter (And I think Sketch, though she might have left when this was discussed) about how damage is handled on the forum at the moment, especially when it comes to accumulative damage. It is to my understanding that no one really has a concrete understanding of how a character should react to taking 20%, 30% 50%, whatever, of accumulative damage--When do they become unconscious? When do they die?
So I suggested a Hit Point system that gives a mechanical representation of how much damage they have taken over the course of a fight, how much longer they can last, and, in flavour, what has happened to them physically.
This is open for any debate from staff and members alike and I am open to any suggestions and feedback, and I would like to see this tested in some capacity before it is outright denied (though I can understand if testing mechanics is a problem.)
Hit Points
Every character upon creation has a set Hit Points (HP) pool, around 10 or 15 points (or insert X value that would be best.) HP are used to track how much of a beating your character has taken over the course of a battle, to represent a better means to keep track of accumulative damage to determine when a character is on his last leg, or flat out dead/knocked out. Similar to KP, players will be required to keep track of their HP in threads where the system is used (i.e. in DE and Saga threads where it is mandatory.)
Calculating Damage
Damage to a player's HP is calculated as 1 point of damage for every 10% of damage they take in relation to their own PL. These percentages are rounded to the lowest 10% of damage taken. All attacks, even attacks that deal less than 10% damage, will always deal 1 damage to HP. Examples are: 1. Player A and Player B both have a PL of 10,000. Player A fires an [N1] at 33% (3,333) damage. Because Player B has equal PL, this translates as them taking 33% damage if they take the hit. The damage, for calculation purpose, results in 3 HP worth of damage, as it did not reach the 40% threshold to deal 4 HP damage. 2. Player A has a PL of 100,000 and Player B has a PL of 60,000. Player A fires an [N1] for 33% (33,333) damage. Player B will be taking 33,333 PL worth of damage, which is equal to 55.55*% of their PL. Taking the hit, they take 5 HP damage (55.55*% rounded down = 50%.) 3. Player A has a PL of 1,000 and Player B has a PL of 20,000. Player A fires an [N1] for 33% (333) damage. Player B will take damage equal to 1.66% of their PL. However, even if the damage is less than 10%, Player B will still take 1 HP damage. As it is in the rules now, anyone who takes 150% worth of damage will be instantly killed or knocked out, even if their HP is above the amount of HP damage 150% (15 HP) would deal (more on increased HP pools below.) Basic Attacks and Ki BlastsBecause basic attacks have no set percentage of damage, it could be safe to assume that all basic attacks and ki blasts deal 1 HP damage if they connect. However, this leaves a responsibility of trust to the players to give and take basic hits, similar to what we already have. Players should use the rules pertaining to how combat would work between players of different power levels when determining how they fair in a fight.
Preventing Damage and Healing
Damage can be avoided and prevented in one of two ways in regards to techniques: 1. Afterimage techniques work as they work now: you dodge an attack, and you take no damage. 2. Barriers can cut a damage in half, and even prevent damage altogether. Barriers are the one type of technique that ignores the "minimum of 1 HP damage" rule; if a barrier would result in an attack being reduced to below 10% of damage, then no HP damage is received. Healing works depending on what type of healing is received: 1. Senzu Beans will restore all of a character's HP and KP, similar to how they work now. 2. Healing magic can vary on how much HP is recovered, from 5 points, 10 points, or all points depending on the strength of the magic. 3. Namekian Regeneration works the same way as a Senzu Bean, minus the recovery of KP. 4. Majins work in the same way as Namekians, minus needing their head to be able to do it.
Increasing Hit Points
Another path of progression beyond PL would be the increase of HP. This allows for people to become more tanky characters as opposed to hard hitters. Some suggestion include: 1. Players can spend a certain amount of EXP (e.g. 10,000 EXP) to increase their max HP by 1 point. 2. Players automatically gain 1 HP at certain PL milestones (e.g. every 50,000 PL.) 3. Temporary transformations increase their maximum HP by a certain amount for as long as they are inside these transformations (+2 HP for Super Saiyan; +3 HP for Brute/Monster Form Arcosian; +5 for Great Namekian; etc.)
Having said all of this, these are just my ideas for a damage system that cannot be gamed, meta'd or godmodded. Thanks for taking the time to read through all of this, and I look forward to any and all feedback!
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Post by Kizuki on Oct 12, 2017 18:26:47 GMT
While I am for an HP System in general, as I'm someone who would rather lean on a more "tangible" way to show damage, not sure if it would work. Mainly thinking about Souls mechanics, not sure how things will be as far as Turbo goes. From reading what you're proposing, I think it's something we already have now, in a way, but not as "set in stone." Most battles can go on for several posts of just non-tech attacks until the big finale where actual techs are introduced.
Biggest issue for me is non-tech damage, or Basic Attacks as you put it. If a character hits another and is 3x stronger than that other character only losing "1 HP" from your max pool seems hardly fair, which would make the mechanic lean heavily on people spamming their Techs once they have the KP for it. And simply leaving it up to the players to determine how much HP it SHOULD take off opens up a whole mess of possible issues/problems/arguments/hurt feelings/etc.
In my opinion if you're going to use a stat based system, like HP, everything has to be set in stone as far as how much damage is done via what kind of means, in all types of scenarios. Less sour grapes that way.
Again, I am and always will be Super Pro-HP System in some way, shape or form. What you're suggesting works very well for a site that leans heavily on turn based, tangible battle damage every round of a fight, i.e. dice, but it needs to make sense for the mechanics of THIS site and I don't know if it does as it's being shown right now.
Also, my own 2cents, I've seen a lot of sites attempt an HP System and fail, simply because the math is too much, and too many stats tend to turn most players off. I would suggest that if there is an HP System going forward that it's up to the staff to add it to a character's list of stats, i.e. PL, HP, EXP for Turbo, etc. etc. as it may be too difficult for people to remember on their own, for one reason or the other.
Either way, very solid idea. I, for one, would love to see something like this implemented even before Turbo.
Good stuff.
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Zucceta
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Post by Zucceta on Nov 16, 2017 9:19:42 GMT
Non-tech damage is something I want to review before Turbo's opening. Certainly, we are going to add a damage guideline based on PL %, techs and non-techs.
That said, it is extremely unlikely we're going to introduce a numerical hit point system.
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