Nekromanti Alphatesta mitt pokémoniga spel

Wilmer

Hero
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9 Jan 2005
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Jag tänker som sagt göra det bästa monstersamlar/avlar-rollspelet i världen och det här är mitt första försök. Även om listan på gener är lång så är den fattig på variation eftersom varje monster har sju gener i sex olika kategorier. Det jag vill att folk gör i den här tråden:

-Bygger ett skitbra eller intressant monster och spekulerar kring balans och rolighet (går det bra kan vi ju ha lite dueller)
-Föreslår nya gener, mekanik eller flavour spelar ingen roll
-Inte påpekar grammatiska fel eller typos eller regelbuggar som uppstår om man läser syntax och shit, jag kommer spela det här med folk jag kan resonera med ansikte mot ansikte inte publicera det, till exempel så är saker som bara heter attack närstridsattacker

Märk väl att i själva spelet kommer optning vara betydligt svårare och faktiskt den enda mekaniska drivkraften då jakten på gener leder till äventyr. Det är också så varelserna levlar eftersom kraftnivån på en varelse med två, tre synergier är enorm jämfört med en utan.

Regler för byggande och fajtande (1 mot 1 är det som gäller när det balanseras, gruppstrider kommer mer ses som fulkul)

Slots att lägga gener i: (read from top to bottom when stacking passive effects)
I – Limbs
II – Skin
III – Body type
IV - Instincts
V – Chemistry
VI – Bony growths
VII – Limbs

Priority (speed or accuracy of an attack)
Effect (what it does)
Alla varelser har 5 boxes of health som grund
Moves är aktiva grejer som har prioritetstärning, man kan göra en per runda
Passive effecter händer ändå
Unless effects say otherwise: roleplay who starts with initiative or flip a coin if you can't decide. The creature with initiative states its move first. Roll priority to see what move happens first. Whoever had the highest priority has the initiative next round.
Read effects from the one with highest priority to the one with the lowest priority.
Highest possible priority (i e 6 on a T6) means you get a critical hit, critical hits doesn’t mean shit except in special cases
Ranged attacks have automatic priority in the first round of combat
Should the priority of passive effects come in question their priority is 0
When taking damage you draw the symbol of the damage type in the health box (generic damage is X)
When all health boxes are filled with damage the creature can’t dish out effects and is seen as defeated
If two effects can’t both the negative one wins (ie the immovable object DOES stop the unstoppable force)

I & VII
Membrane wings – This creature can fly clumsily with the help of its batlike wings. It can lift off the ground to dodge attacks (priority 2T10 movement, avoids all effects with lower priority)
Staff sling - This creature uses a stiff limb to throw hard projectiles at distant targets (priority 2T6 ranged attack, deals one box of blunt damage)
Javelin tongue – This creature can shoot out its extremely long and powerful tongue at enemies hurting them with the calcareous spear at the end (priority T10 ranged attack, deals one box of damage)
Critical eye – Eyes on stalks provide this creature with a good view of its target (granting it critical hits on the next best priority result as well as the best)
Rock hard fists – Clenched fists that strike relentlessly (priority T6 blunt attack, deals two boxes of damage)
Tesla hand – This limb can release eletrical energy stored within a creature to project a terrifying bolt of lightning (priority T10 special ranged attack, move all electrical damage from this creature to target)
Tazer trident – This creature can lodge a spear into another creature, a conductive string connects the spear with this creatures body (priority T6 ranged attack, all electrical damage is shared equally and instantly by the connected creatures, halves are rounded upwards)
Grounded soles – This creature can rid itself of electrical charges by stomping the ground (priority 2T10 movement, remove all electrical damage from this creature)
Guillotine claw – This huge guillotine like claw can cut off any limb if it manages to close around it (priority T6 attack, successful attack removes limb (I or VII) from target creature and it can only be reattached with flesh forging, deals one box of damage)
Snaring tentacle – A long whiplike tentacle portrudes from this creature, it’s used to snare limbs of the opponent (priority 2T6, locks down a limb of choise on an enemy creature, this limb has no priority what so ever, only one limb can be locked down at once)
Mucus cannon – This creature can spit coarse mucus at its opponent possibly trapping it (priority T10 ranged attack, target a limb and it can’t be used this turn or the next)
Sickles – Long arms with a few joints that ends in bony but razor sharp sickles (priority 2T6 attack, deals one box worth of damage)
Shield – This creature has a heavy but mobile shield (priority 2T6 movement, blocks all attacks with lower priority, ranged attacks doesn’t get automatic priority versus this)
Leaper legs – Strong legs with backwards knee joint, excellent for gaining distance to an opponent or dodge melee attacks (priority 2T6 movement, aviods melee attacks of lower priority and ranged attacks regain their automatic priority)
Leper legs – Falls off
Teeth like assassinous daggers – These vicious teeth twist once inside flesh (priority T10 attack, deals one box of damage, doubles damage on a critical hit)
Digging claws – This creature has shovel like claws with which it can burrow into the ground quickly for protection (priority T6 movement, this creature is now burrowed, it can’t make melee attacks and movement cancels being burrowed when they come into effect, burrowed creatures takes one less box of damage from attacks)
II
Chameleon skin – This creature can blend in with the background no matter what and strike from an unexpected angle or foil an enemy attack with ease (grants plus two to priority when it has the initiative)
Bony armor – This creature is covered in bony plates offering excellent protection against attacks but slows the creature down considerably (minus four to priority but it can subtract one of the boxes of damage each time its dealt damage unless the hit was critical)
Blubber – Excellent insulation and decent protection this blubber doesn’t actually hinder the creatures movement (grants one extra box of health)
Disruptive patterns – Bright colors and confusing spots and stripes makes wrapping your mind around how this creature is built difficult (attacks directed at this creature get minus one to priority)
Fur – Thick unruly fur cover this creature and its limbs making them impossible to target (the limbs of this creature can’t be targeted)
Feathers – These stiff feathers acts as fins and helps this creature control its moves gracefully (this creature can, if it wants, lower the priority dice for a move)
Jello – This creature is covered in or consists mostly of a viscous gel (melee attacks landed on this creature traps the used limb till movement happens, the trapped limb can’t be used)
Living hide – The hide of this creature moves around in a most unsettling way, the fasciculations increases and decreases the thickness of it constantly like waves and it seems to track the movements of other creatures (critical hits have no effect on this creature)

III
Husklike – This creature is almost void of bodily fluids with the blood either hidden deep within the body or protected by thick veins or absent altogether (this creature doesn’t take poison damage or bleed, effects that imply bleeding doesn’t happen)
Segmented – The body of this creature is divided into distinct segments making it more agile (all movement gets plus T6 to priority)
Towering – This creature is very tall either standing on its hind legs or through a long body (ranged attacks from this creature gets automatic priority the first two rounds of combat instead of the normal one)
Collective – This creature is actually a collective of smaller creatures working in perfect symbiosis and are quick to fill missing functions by respecializing (this creature can never take more than one box of damage in one round)
Coillike – This creature has a coillike body, after a moment of charging it’s ready to spring (plus three to priority when not on the initiative)
Tanklike – Being dense and muscular this creature can take quite a beating before going down (it grants the creature an additional box of health)
Humanoid – This creature has the approximate shape of a civilized being


IV
Untouchable – This creature doesn’t give a shit (immune to mental effects) but unwilling to attack unless attacked first (it can’t make attacks against a creature that hasn’t attacked it)
Rabid –Unless kept in check by magic of chains it will attack closest being. In a fight it’s super aggressive (granting it initiative in all rounds)
Calculating – Quickly catching on to patterns this creature knows how to exploit them (if an enemy uses the same move twice in a row this creatures move always gets higher priority the second round)
Bully – For this creature it’s all about getting on top and staying on top (plus two to priority when on the initiative)
Hesitant – This creature thinks twice and thrice about acting denying it any initiative (never has initiative in combat)
Ambush predator – This creature prefers to act first so it can strike a sweet spot (if this creature gets priority in the first round of combat it deals double damage)
Cutthroat – This creature knows how to bring death (deals double damage on critical hits)
Zealous – This creature is so devoted to its task its prepared to give its life to succeed (this creature can choose to take one box of damage to gain plus T6 to priority)

V
Acidic blood – Black sulfur stinking blood flows through this creatures veins, taking a bite out of it is a nasty surprise (damaging melee attacks landed on this creature deals one box of damage to the attacker)
Biocapacitator – This creature continously builds up electrical an charge within itself (at the end of each round it takes one box of electrical damage)
Vampiric – This creature lives off blood (damaging attacks dealt by this creature makes it regenerate the latest box of health crossed off unless that is fire damage then it doesn’t regenerate)
Volatile innards – When the hide of this creature is breached the hot and volatile innards explode out of it possibly harming the aggressor (when taking damage from a critical hit by a melee attack it deals two boxes of damage to the attacker)
Thick blooded – This creature has thick resin like blood that actually oxygenizes its body faster when it has open sores (this creature gets as many bonus points to priority as it has crossed off health boxes)
Quick blooded – This creature has fast flowing but thin blood making it very active but also vulnerable to truma (this creature has plus two to priority minus the number of crossed off health boxes it has)
Extra organs- This creature has more organs than it needs letting it survive with some destroyed (grants one extra box of health)
Toxin glands – This creature is filled with toxin producing organs and the substance seep through pores and cover parts of the creature (attacks from this creature deals an extra box of poison damage unless the attack is blunt or special)
Regeneration – Focusing intensly this creature can regenerate damage and even whole limbs (priority 0, regain one box of health unless the damage is fire type OR regain a lost limb)
Extreme metabolism – This creature has to eat a lot but keeps its muscles filled to the brim with energy (all movement gets plus T6 to priority)
Breath of fire – This creature can exhaust roaring flames that sear all in its path, this display of power drains heavily on its internal strength though (priority T6 special ranged attack, deals two boxes of fire damage to target and one box of generic damage to the creature itself)

VI
Spine darts – This creature has spines growing out of it which can be launched at enemies (priority T6 ranged attack, deals one box of damage)
Hard spines – This creature is protected by hard spines (deals one box of damage to attackers who land a melee attack unless critical)
Sharp horns – This creature has straight pointy horns (priority T6 attack, deals one box of damage and cancels attacks of lower priority)
Gnarled horns – Twisted and mottled horns portrude from this creature, should they enter flesh pulling them free would be hard (priority T10 attack, deals one box of damage, should it have priority the horns get stuck in the target creature and can’t be used further, target creature can’t use move effects)
Curled horns – Big backwards curled horns and a reinforced skull lets this creature head butt opponents so they fall on their butts (priority 2T6 blunt attack, cancels moves of lower priority)
Blinding fog – This creature can release a thick black fog around itself that lingers and disrupts the enemy, this creature can see through the fog no problem (priority 2T10, protects this creature from ranged attacks till movement happens)
Lightning rod – A weird metallic growth on this creature continously catches electrical charges and store them inside the creature (at the end of each round this creature takes one box of electrical damage)
Razor growths – Sharp shards grow out of the skin of this creature (blunt attacks from this creature also count as not blunt)
Insulated nose – This creature can blow a thin but hot beam of fire through its nose (priority T6 special ranged attack, deals one box of fire damage)
Spore capsules – This creature have spore capsules that can be opened at will to release a cloud of paralyzing spores (priority T6 attack, target creature can’t act untill it takes damage, it can still choose moves and roll priority once per round, when the creature is released from the paralyzation the effect of that move takes place)


En exempelvarelse:
Scyphozouron
I - Mucus cannon – This creature can spit coarse mucus at its opponent possibly trapping it (priority T10 ranged attack, target a limb and it can’t be used this turn or the next)
II - Jello – This creature is covered in or consists mostly of a viscous gel (melee attacks landed on this creature traps the used limb till movement happens, trapped limbs can’t be used)
III - Towering – This creature is very tall either standing on its hind legs or through a long body (ranged attacks from this creature gets automatic priority the first two rounds of combat instead of the normal one)
IV - Bully – For this creature it’s all about getting on top and staying on top (plus two to priority when on the initiative)
V - Toxin glands – This creature is filled with toxin producing organs and the substance seep through pores and cover parts of the creature (attacks from this creature deals an extra box of poison damage unless the attack is blunt or special)
VI - Razor growths – Sharp shards grow out of the skin of this creature (blunt attacks from this creature also count as not blunt)
VII - Staff sling - This creature uses a stiff limb to throw hard projectiles at distant targets (priority 2T6 ranged attack, deals one box of blunt damage)
 

Rising

Vila i frid
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Vampyrdunkarkoloss

Först: Coolt att du gjort en massa! Medan jag läste igenom listan så hittade jag en hel del effekter och tankar som fick mig sugen på möjliga kombinationer och flera gånger så kom jag på mig själv med att tänka "hmm... Den här skall jag göra en mental anteckning kring... Om det kommer komma någon grunka med en effekt i stil med XXX längre ned på listan, så skulle de kunna fungera riktigt otäckt ihop..." vilket är ett jättebra tecken. Det kittlade alltså mitt spelsinne.

Vad jag tror att jag skulle välja är en:

VAMPYRDUNKARKOLOSS
I: Rock hard fists – Clenched fists that strike relentlessly (priority T6 blunt attack, deals two boxes of damage)
II: Bony armor – This creature is covered in bony plates offering excellent protection against attacks but slows the creature down considerably (minus four to priority but it can subtract one of the boxes of damage each time its dealt damage unless the hit was critical)
III: Coillike – This creature has a coillike body, after a moment of charging it’s ready to spring (plus three to priority when not on the initiative)
IV: Cutthroat – This creature knows how to bring death (deals double damage on critical hits)
V: Vampiric – This creature lives off blood (damaging attacks dealt by this creature makes it regenerate the latest box of health crossed off unless that is fire damage then it doesn’t regenerate)
VI: Curled horns – Big backwards curled horns and a reinforced skull lets this creature head butt opponents so they fall on their butts (priority 2T6 blunt attack, cancels moves of lower priority)
VII: Rock hard fists – Clenched fists that strike relentlessly (priority T6 blunt attack, deals two boxes of damage)

Teori: Bony Armour gör monstret mer eller mindre immun mot alla attacker i spelet, och skyddar dessutom mot flera av de riktigt otäcka försvarssystemen (såsom Acidic Blood och Hard Spines). Om fienden har tur med krittar eller har Rock Hard Fists så gör de ändå bara 1 poäng i skada, vilket den här vampyren lekande lätt klarar att läka med sitt blodsugeri. Det enda vampyrism inte kan läka är eld, men sådana attacker är jag ju inte särskilt rädd för medan jag har Bony Armour.
- Rock Hard Fists är riktigt otäcka vapen, och tillsammans med Cutthroat så gör den här rackaren processen kort med vilken fiende som helst som inte har något sätt att skydda sig mot den sortens krossarattacker.
- Att möta någon som försöker annulera mina knytnävsattacker i varje runda med Curled Horns gissar jag kan bli oerhört tröttsamt, så jag skaffade dessa horn själv och valde en Coillike Body så att jag ska kunna få större chans att få in träffar på sådana (såväl som eventuella andra irriterande undvikare) Curled Horns fungerar dessutom utmärkt ihop med vampyrism, och förhoppningsvis räcker hornen för att avskräcka fiender med Guillotine Claws från att klippa av mina armar (vilket jag är lite rädd för).
- En mirrormatch mot en liknande varelse som den jag har här - fast med Tanklike Body och en Guillotine Claw - skulle jag säkert förlora. Och så finns det ju en jobbig build med Rock Hard Fists + Razor growths + Toxin glands (= åtminstone tre skada varje drag!) som jag får ordentliga problem mot. Resten tror jag att jag spöar.

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Jag skriver kommentarer och respons i ett annat inlägg.
 

Rising

Vila i frid
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Risings Respons:

Okej, nu kommer respons:

Jag är lite tveksam kring det här med att man slår prioritetsslag, eftersom det sällan kommer att ha någon betydelse. Visst, det finns specialare som gör att motståndaren inte får slå tillbaka om man är först, samt möjligheter att göra extra skada om man lyckas få in en crit, men ofta så kommer det bli "jaha, vi kommer att göra skada på varandra. Och eftersom vi båda har hög tålighet så spelar det ingen roll vem som kommer att slå den andre först." Det känns helt enkelt som att en massa potential går förlorad här.

Jag stör mig också på att de defensiva pryttlarna är meningslösa. Vad ska man med Membrane Wings till? Om jag väljer den och har otur med tärningsslaget, så tar bara jag skada, och om jag väljer den och har tur, så... tar ingen av oss skada. Visst, vingarna kan ge mig initiativet i nästa runda, men det är ju inte mycket att ha.

Det finns en del andra sådana där småskevheter, såsom att tekniker med en låg tärning ofta är bättre än höga tärningar, eftersom de krittar oftare.

Jag vill nog också föreslå dig att använda en större skala för skada och tålighet. Som det är nu så blir det ett jättehopp mellan den lägsta skadan =1 och nästa steg =2, vilket gör att en kroppsdel såsom Bony Armor kan stänga ner många monster helt och hållet. Den snäva skala du använder tror jag också begränsar dig en hel del om du skall designa nya kroppsdelar.

När jag läste listan över kroppsdelar så blev jag glad av att få se den elektricitetsbuild som fanns bland kroppsdelarna. På Magicspråk så kallas en sådan strategi för linjär - spelaren ser tydligt att en möjlig taktik vore att helt enkelt skaffa mer av samma. Goblinlekar är ett vanligt exempel. Linjära strategier är väldigt tydliga och lätta att förstå sig på, vilket ofta får nybörjare att gilla dem. Jag tycker det var bra att du hade en sådan - eftersom den gjorde att jag tidigt fick struktur på vad jag läste. Det är viktigt att man inte bara designar för proffsspelare, utan att man också låter nybörjarna hitta något som de direkt vid första ögonkastet kan förstå sig på. Dessutom var den där elektricitetstaktiken både fantasifull och tematisk.

Det finns en sak till som jag ser lite som ett möjligt problem: Jag gissar nämligen att många strider kan komma att bli väldigt automatiska och enformiga. Verkar det inte som att man oftast bara kommer gå på rutin och utväxla en och samma taktik om och om igen efter varandra? Visst, det finns klor som klipper av motståndarens lemmar och slemmiga kroppar som denne kan fastna i, osv, men ofta tror jag att man kommer finna att man liksom står och trampar på en och samma position från ett drag till nästa.

I Pokemonspelet så har många varelser möjligheten att införa permanenta effekter på de stridande, såsom att piska med svansen så att motståndarens Defense minskas. Det smarta med den typen av val är att de inte är vettiga att använda hur ofta som helst. Det är klokt att använda dem i början av striden, men någonstans på vägen så blir det mer framgångsrikt att övergå till att börja späka motståndaren. Men när? Den sortens fråga gör att striderna i Pokemon får lite inslag av spelskicklighet, samt att de ändrar karaktär med tiden.

Jag tror att några sådana motsvarigheter skulle kunna vara gynnsam även i ditt system.

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Hoppas jag inte framstår som alltför neggo. Det finns en del saker jag tycker att man skulle kunna slipa på, men det viktigaste är ju att jag hade kul medan jag satt och mekade med mitt monster. Du har definitivt något kuligt på gång.
 

Wilmer

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Grindmaiden
Re: Risings Respons:

Utmärkt feedback! Jag gillar skalorna av rent estetiska skäl och kände på mig att bony armor skulle vara väldigt OP och om man t ex dubblade all skada och HP men inte armorn så skulle ju tempot vara det samma men man skulle fortfarande kunna göra ett meningsfullt val i och med armor (den blir ju bättre ju oftare du blir slagen) (dvs: en strid tar sällan mer än fem rundor om ingen håller på med nedlåsning).

Ett försvarstal till prioritetssystemet: först tänkte jag att det skulle fungera som prioritet i fightingspel att endast movet med högst prioritet räknas. Problemet blir då att alla snabba moves blir nedlåsning on top of att göra skada eller whatever. Nu finns det en säkerhet i att ens attack alltid träffar och man behöver inte göra en framtidsprognos som baseras på att fienden är orörd (då blir man ju ledsen).

Dessutom är prioritet enromt viktigt när bägge spelare kan få in den avgörande träffen. Betänk att din boxarvampyr möter en varelse med 5 hälsa som gör tre skada per slag (giftrakbladsnävar) (låtsas att bony armor inte finns, den är så imba särskilt som låg prioritet är bra OCH dåligt i kommande exempel).
Runda 1: här är det viktigt för dig att få lägst prioritet, dels för att det ger dig mer i nästa runda men mest för att du inte kan hela dig över din max-HP, att lägre och framför allt ensamma tärningar crittar oftare är meningen eftersom starka och critberoende kreatur vandrar ut i rena slumpterritorier (det går att bygga en varelse som har 1/3 att göra 8 skada). Dessutom innebär låg prioritet att man får se motståndarens move innan man väljer själv nästa. Ha i minnet att med Feathers kan man sänka sin prioritetstärning ett steg (borde skrivit ut skalan) och under T6 kommer 0.

Runda2: Du har antingen tagit 2 eller 3 skada nu. Har du tagit 2 överlever du rundan om du får högre prioritet eftersom du helar upp dig innan du tar 3 skada till. Har du tagit tre skada kan du bara överleva om du dödar motståndaren först och dessutom har crittat i runda1 eller 2. Hade du haft en svagare snabbare attack (typ sickle) så hade du kunnat känna dig ganska safe ifall du gjort 4 skada runda 1.

Nu skulle du din varelse äga sönder tack vare armorn. Jag gillar faktiskt storleksskillnaden i skador så tills vidare gör jag en fuling och introducerar halvifyllda skadeboxar. Tror den nya bony armor får se ut:

Bony armor
– This creature is covered in bony plates making it a tougher nut to crack(subtract ½ box of damage from the attack each time this creature is dealt damage unless the hit was critical)

Det ser fortfarande bättre ut än ren health eftersom den outHPat en health box vid tre attacker men jag tror att det vägs upp av att man kan göra annat skoj med health som att använda den till mana (ska försök introducera fler sådana attacker).

Problemet med defensiva moves: ja de suger för det mesta. Jag vet inte hur jag ska göra dem bra utan att göra något som "om du defendar tillräckligt hårt får du bonus i nästa runda" vilket mest känns tennisaktigt. Deras enda merit just nu är i små combos, en elvarelse skulle t ex ha nytta av att försvara sig eftersom den bygger upp sin attack under tiden. De har också synergi med insticter som ger mer prioritet om de har initiativet (borde ha ett move som ger extraskada vid initiativ, aggro aggro aggro liksom).

Vad tycker du om kroppsdelar som ger rena debuffs? Jag har försökt hålla den sortens balans i form av att nischa vissa effecter till vissa slots så att t ex man inte kan ha bägge HP-boostarna OCH armor.

Debuff moves nämnde du. Gör man några sådana passiva blir försvar lite användbarare eftersom de vinner mot rena prioritetsbonusar i längden eftersom de stackar oändligt mycket.

II - Icy frosting - This creature is covered smoking frost bringing chill to its surroundings (at the end of each round reduce all future priority by other creatures in the fight with one)

(såg nu coillike body som skulle göra en initiativförlust i runda1 ännu bättre eftersom den den nävarna T6+3 i prioritet vilken nästan är lika bra som 2T6)

Insåg just combon:
Towering – This creature is very tall either standing on its hind legs or through a long body (ranged attacks from this creature gets automatic priority the first two rounds of combat instead of the normal one)
Ambush predator – This creature prefers to act first so it can strike a sweet spot (if this creature gets priority in the first round of combat it deals double damage)
Toxin glands – This creature is filled with toxin producing organs and the substance seep through pores and cover parts of the creature (attacks from this creature deals an extra box of poison damage unless the attack is blunt or special)
Spine darts – This creature has spines growing out of it which can be launched at enemies (priority T10 ranged attack, deals one box of damage)

Toxin glads är jävligt bra, å andra sidan är många i slot V det. Nerfar den nog till half skada också vilket iofs är synd på immunitetstraitsen som iofs combar med Quick blooded.
 

Rising

Vila i frid
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Re: Risings Respons:

Ett försvarstal till prioritetssystemet: först tänkte jag att det skulle fungera som prioritet i fightingspel att endast movet med högst prioritet räknas. Problemet blir då att alla snabba moves blir nedlåsning on top of att göra skada eller whatever. Nu finns det en säkerhet i att ens attack alltid träffar och man behöver inte göra en framtidsprognos som baseras på att fienden är orörd (då blir man ju ledsen).

Dessutom är prioritet enromt viktigt när bägge spelare kan få in den avgörande träffen.
Prioritet är absolut viktigt när man möter vissa speciella builds, och det är förstås alltid avgörande i den sista rundan i en varelses liv. Det förstår jag, men detta dröjer ju oftast till den femte rundan. Jag hade gärna sett att det hade kunnat spela någon roll även i de första fyra stridsrundorna. Per deafault, inte bara i möten med mycket speciella motståndare.

Ett exempel skulle kunna vara att låta merparten av taktiker ha en bonuseffekt (såsom extra skada) om de fick högst prioritet. Titta på dessa tre exempeltekniker:

Sax: Prioritet T10+4. Gör 2 skada.
Hastighetsbonus: Ingen.

Sten: Prioritet T10+2. Gör 0 skada.
Hastighetsbonus: +3 skada.

Påse: Prioritet T10. Gör 2 skada.
Hastighetsbonus: Mots gör ingen skada.

Vad dessa tre tekniker visar (sorry att jag ökade skalan på skada, men jag behövde göra det för att få exemplet att fungera snyggt) är att en sådan approach lätt kunde leda till små taktiska småspel där vissa val tydligt var bättre mot andra.

Sten-tekniken gör mycket skada endast när den är först, vilket betyder att den får ett övertag mot den långsamma påsen, medan den hamnar i underläge mot den snabba saxen. Saxen är snabb men tjänar inte på att vara först. Det gör att den sällan får någon stor fördel mot den jättelångsamma Påsen. Visst, i den avgörande stridsrundan så kan det (som alltid) vara viktigt att få slå först, men då och då så kommer Saxen förmodligen att vara långsammare än Påsen, och då kommer Påsen att stänga av Saxen helt och hållet. Påsen har alltså överlag ett rejält övertag mot Saxen, medan dess bonus inte spelar någon roll mot Stenen.

Vad jag förhoppningsvis lyckats visa är hur valet av teknik och hur tärningarna föll skulle kunna spela roll redan i den absolut första stridsrundan. Vilket jag tror skulle gynna spelet.

Debuff moves nämnde du. Gör man några sådana passiva blir försvar lite användbarare eftersom de vinner mot rena prioritetsbonusar i längden eftersom de stackar oändligt mycket.
När jag först såg de defensiva movesen så trodde jag att det skulle finnas attrition längre ned på listan. Alltså pågående nednötning i någon form. Typ: någon sorts gift som gör att motståndaren tar 1 skada i slutet av varje drag. Så man förgiftar honom först, och sedan flyger man undan och undviker tills motståndaren har dött. I Pokemonspelen förknippas den strategin med ninjor av olika slag (Oftast med ninjaskalbaggen Ninjask); de förgiftar sin motståndare och spenderar sedan de kommande dragen med att bara sänka motståndarens träffchans, så att man till slut bara står där och luftsvingar medan giftet sakta men säkert äter upp en.

Jag trodde att du skulle ha något sådant, men det kom aldrig på listan.

Toxin glads är jävligt bra, å andra sidan är många i slot V det. Nerfar den nog till half skada också
Nu skall du alltså ha halva lådor på två av de starkaste och mest ikoniska förmågorna för att balansera spelet. Snart gissar jag att du kommer vilja göra detsamma med Vampiric. Vore det inte bara enklare att använda en högre skala från början?

Toxin Glands och Bony Armor är ju typ varandras spegelbilder, och denna typ av effekter (+ och - skademodifikationer) är sådana som jag tror att du skulle kunna komma att vilja leka mer med längre fram. Ett sådant ännu inte utnyttjat designutrymme är ju möjligheten att utdela skador flera gånger på en och samma runda.

Tänk dig exempelvis följande:

Kulspruta: Prioritet T10: 1 skada. På prioritet 0 gör du en ny attack med 1 skada.

Vid en första anblick så kan man tycka "men... va? Är inte det här detsamma som att göra 2 skada, fast med lite annorlunda timing?" Men det eleganta kommer in i hur denna effekt samverkar med effekter såsom de som Bone Armor och Toxic Glands har. Att absorbera skada från varje attack blir särskilt bra mot dubbelattacker, och att öka sin skada blir särskilt bra om man själv har sådana attacker. Du hade någon annan kropp som gjorde att man bara kunde ta 1 skada som mest från någon enskild skadekälla. Även den skulle få intressant samverkan med sådana här tekniker, eftersom den ju vore särskilt tandlös mot dessa.

Att leka med både Singel- och Multiattacker vore roligt och skulle öppna för en massa intressanta valmöjligheter och utmaningar. Men det behöver en lite vidare skadeskala för att inte bli obalanserat väldigt snabbt.
 

Wilmer

Hero
Joined
9 Jan 2005
Messages
1,086
Location
Grindmaiden
Re: Alphatesta mitt pokémoniga spel take 2

Nu har jag helt fått slut på inspiration så postar spelet såsom det ser ut nu. Se det som ett tillfälle att bygga coola fightingdjur, inte bara en gamismgasm! Nu har monster 11 HP som grund och många delar har skrivits om och några få lagts till!

Slots att lägga gener i: (read from top to bottom when stacking passive effects)
I – Limbs
II – Skin
III – Body type
IV - Instincts
V – Chemistry
VI – Bony growths
VII – Limbs

Priority (speed or accuracy of an attack)
Effect (what it does)
Creatures can target themselves
Alla varelser har 11 boxes of health som grund
Moves är aktiva grejer som har prioritetstärning, man kan göra en per runda
Passive effecter händer ändå
Unless effects say otherwise: roleplay who starts with initiative or flip a coin if you can't decide. The creature with initiative states its move first. Roll priority to see what move happens first. Whoever had the highest priority has the initiative next round.
Read effects from the one with highest priority to the one with the lowest priority.
Highest possible priority (i e 6 on a T6) means you get a critical hit, critical hits doesn’t mean shit except in special cases
Tied priority means creature with initiative wins priority
Ranged attacks have automatic priority over other attacks in the first round of combat
When taking damage you draw the symbol of the damage type in the health box (generic damage is X)
Should the priority of passive effects come in question their priority is 0
When all health boxes are filled with damage the creature can’t dish out effects and is seen as defeated
If two effects can’t both the negative one wins (ie the immovable object DOES stop the unstoppable force)
When subtracting and multiplaying and stuff first add everything that can be added, then multiply with the multipliers and lastly subtract. Division isn’t a part of this game!
Priority scale: 0 – T6 – T10 – 2T6 – 2T10


I & VII (23)
Digging claws – This creature has shovel like claws with which it can burrow into the ground quickly for protection (priority T6 movement, this creature is now burrowed, it can’t make melee attacks and any movement cancels being burrowed when they come into effect, burrowed creatures takes one less box of damage from attacks)
Griffin wings – This creature can take off into the sky and the swoop down on the enemy from above (this creature can if it wants count attacks also as movement)
Heavy hooves – stomping furiously this creature can create a minor earthquake possibly causing the enemy to lose balance (priority T10 movement, cancels moves of lesser priority)
Membrane wings – This creature can fly clumsily with the help of its batlike wings. It can lift off the ground to dodge attacks (priority 2T10 movement, avoids all effects with lower priority)
Leaper legs – Strong legs with backwards knee joint, excellent for gaining distance to an opponent or dodge melee attacks (priority 2T6 movement, aviods melee attacks of lower priority and ranged attacks regain their automatic priority)
Shield – This creature has a heavy but mobile shield (priority 2T6, blocks all attacks with lower priority, ranged attacks doesn’t have automatic priority against this)
Javelin tongue – This creature can shoot out its extremely long and powerful tongue at enemies hurting them with the calcareous spear at the end (priority T10 ranged attack, deals one box of damage)
Staff sling - This creature uses a stiff limb to throw hard projectiles at distant targets (priority 2T6 ranged attack, deals one box of blunt damage)
Tazer trident – This creature can lodge a spear into another creature, a conductive string connects the spear with this creatures body (priority T10 ranged attack, all electrical damage is shared equally and instantly by the connected creatures, halves are rounded upwards)
Guillotine claw – This huge guillotine like claw can cut off any limb if it manages to close around it (priority T6 attack, deals one box of damage, if it gets priority it cuts off limb I or VII, attackers choice and it can only be reattached with flesh forging)
Ovipositor – This creature has a tube for inserting its eggs into unwilling hosts (priority T6 attack, target will take one box of damage at the end of each round till the fight is over, this effect does not stack)
Rock hard fists – Clenched fists that strike relentlessly (priority T6 blunt attack, deals two boxes of damage)
Sickle – A long arm with a few joints that ends in a razor sharp sickle (priority 2T10 attack, deals one box worth of damage)
Terrifying scythe – This creature is armed with an enormous scythe that is clumsy but no less lethal (priority 0 attack, deals two boxes of damage)
Teeth like assassinous daggers – These vicious teeth twist once inside flesh (priority T10 attack, deals one box of damage, doubles damage on a critical hit)
Tesla hand – This limb will when touching a creature transmit all electrical charge from the owner of the hand to the target (priority T6 special attack, move all electrical damage from this creature to target)
Quick claws – These claws strike to quickly an untrained eye won’t even see them and surely will taste them again before reacting (priority 2T6 attack, deals one box of damage, if they win priority they deal one additional box of damage which counts as the same attack)
Unhingable jaw – This creature can unhinge its jaw to swallow enemies, even enemies bigger than itself (priority T6 attack, if this attack has priority the target is now swallowed and will take two boxes of damage at the start of each round and can’t use movement or ranged attacks, it can’t be the target of attacks)
Critical eye – Eyes on stalks provide this creature with a good view of its target (granting it critical hits on the next best priority result as well as the best)
Surgical implement – This is a set of very sophisticated and specialized claws used for acute surgery (priority T6 attack, deals one box of damage but if this creature wins priority or is not attacked during the round target heals three boxes of health)
Blinding ink – This creature can squirt a blinding ink at a targets sensory organs so impair their combat capabilities (priority T10 ranged attack, reduces priority with two)
Mucus cannon – This creature can spit coarse mucus at its opponent possibly trapping it (priority T10 ranged attack, target a limb and it can’t be used this turn or the next)
Snaring tentacle – A long whiplike tentacle portrudes from this creature, it’s used to snare limbs of the opponent (priority 2T6, locks down a limb of choice, this limb has no priority what so ever, only one limb can be locked down at once with this limb)

II (16)
Adaptive hide – The hide of this creature moves around in a most unsettling way, the fasciculations increases and decreases the thickness of it constantly to account for anticipated violence (each subsequent attack from the same weapon does one less box of damage, mixing it up resets this)
Blubber – Excellent insulation and decent protection this blubber doesn’t actually hinder the creatures movement (grants one extra box of health)
Bony armor – This creature is covered in bony plates making it a much tougher nut to crack (subtract one box of damage from the attack each time this creature is dealt damage unless the hit was critical)
Covering fur – This creature has fur so thick its limbs are hidden inside the torrent of hair (the limbs of this creature can’t be targeted)
Disruptive patterns – Bright colors and confusing spots and stripes makes wrapping your mind around how this creature is built difficult (critical hits against this creature count as normal hits)
Glittering scales – This creature is covered in glittering scales that are actually thousands of tiny mirrors good for reflecting radiation (this creature doesn’t take fire damage)
Jello – This creature is covered in or consists mostly of a viscous gel (melee attacks landed on this creature traps the used limb till movement happens, the trapped limb can’t be used)
Weave of scars – This creature is horribly scarred from some unknown process in the womb conditioning it for a harsh environment (when attacked by more than one damage type in a round remove all damage except from one of the damage types, defenders choice)
Chameleon skin – This creature can blend in with the background no matter what and strike from an unexpected angle or foil an enemy attack with ease (grants plus two to priority when it has the initiative)
Chill marked – This creature has glowing symbols inscribed in its skin which radiate cold covering this creature and everything around it in a thin layer of frost (each round all creatures get their priority reduced by one, reduction is reset if recieving fire damage)
Cloaking – This creature can at will turn completely invisible for a short period of time (priority T6 movement, the next round count as the first round of combat)
Feathers – These stiff feathers acts as fins and helps this creature control its moves gracefully (this creature can, if it wants, remove or shrink any number of priority dice for a move it makes)
Infected sores – Dry and cracked, the skin of this creature is covered in deeply infected sores, sticking one of its weapons deep within a sore will worsen the infection but also cover said weapon in it (this creature may take one poison damage, its next attacks deals one extra box of poison damage)
Sheddable carapace – This creature can crawl out of its carapace to reveal a more powerful yet more tender form! (priority 0 movement, this creature now deals one extra box of damage with each attack but also takes an extra box of damage with each attack it recieves)
Thunder marked – This creature is covered in glowing stripes that resemble lightning bolts (at the end of each round it takes one box of electrical damage)

III (12)
Cat like – This creature has the grace and speed of a cat (granting it plus two to priority for all melee attacks)
Coil like – This creature has a coillike body, after a moment of charging it’s ready to spring (plus two to priority when not on the initiative)
Plant like – This creature looks like an immobile organism making any and all of its moves surprising (add one to priority)
Segmented – The body of this creature is divided into distinct segments making it more agile (all movement gets plus T6 to priority)
Bouncy – This creature has rubberlike qualities making it bounce away when hit (when hit by an attack this creature bounces away giving ranged attacks back their priority)
Collective – This creature is actually a collective of smaller creatures working in perfect symbiosis and are quick to fill missing functions by respecializing (this creature can never take more than two boxes of damage in one round)
Husk like – This creature is almost void of bodily fluids with the blood either hidden deep within the body or protected by thick veins or absent altogether (this creature doesn’t take poison damage or bleed, effects that imply bleeding doesn’t happen)
Massive – This creature is heavy and meat filled making killing it more of a process (granting this creature an extra box of health)
Skulkerous – This creature holds a low profile making it harder to hit with ranged weapons (ranged attacks against this creature never have automatic priority)
Inflated – This creature is filled with enough gas to make it float granting it relative safety before descending on its opponent (this creature is immune to all effects except those caused my movement or ranged attacks untill it has taken generic damage or done a melee attack)
Tank like – Dense and strong this creatures huge momentum adds damage to ramming attacks (horns deal an additional box of damage)
Towering – This creature is very tall either standing on its hind legs or through a long body (ranged attacks from this creature gets automatic priority an extra round of combat)
IV (14)

Bully – For this creature it’s all about getting on top and staying on top (plus two to priority when on the initiative)
Calculating – Quickly catching on to patterns this creature knows how to exploit them (if an enemy uses the same move twice in a row this creatures move always gets higher priority the second round)
Hesitant – This creature thinks twice and thrice about acting denying it any initiative (never has initiative in combat)
Rabid –Unless kept in check by magic or chains it will attack closest being. In a fight it’s super aggressive (granting it initiative in all rounds)
Supressed rage – This creature gets angrier and angrier the more pain it is in (this creature gets as many bonus points to priority as it has crossed off health boxes)
Symmetrical thinking – This creature can’t see the difference between right and left making it ambidextrous (if this creature has two limbs I&VII of the same type it uses both in one round, roll twice for priority and use the lowest roll)
Untouchable – This creature enter combat with a sense of invulnerability (granting it plus four to priority untill it takes damage)
Zealous – This creature is so devoted to its task its prepared to give its life to succeed (this creature can choose to take one box of damage to gain plus T6 to priority)
Aikidous – This creature is all about harmony and turning the opponents energy back against it (priority T10, damage from attacks with lower priority affects the attacker instead of this creature)
Ambush predator – This creature prefers to act first so it can strike a sweet spot (if this creature gets priority in the first round of combat it deals double damage)
Cutthroat – This creature knows how to bring death (deals double damage on critical hits)
Relentless attacker – This creature pulls no punches and knows bringing down the pain early is the key to success (this creature deals one extra box of damage if its attack wins the priority unless the attack is special)
Masochist – This creature loves getting dominated and feels better when restricted (this creature heals one box of damage each turn when a move is disabled unless the damage is fire damage)
Stubborn – This creature simply doesn’t give up (granting this creature an extra box of health)
Sadist – This creature dfgdgfg

V (13)
Acidic piss – This creature can spray enemies with corrosive urine searing their skin (priority T10 special attack, disables any slot II trait on target for the rest of the battle)
Breath of fire – This creature can exhaust roaring flames that sear all in its path (priority T6 special ranged attack, deals two boxes of fire damage to target)
Breath of frost – This creature can blow a cloud of icy vapor at its victim trapping it in ice (priority T6 special ranged attack, prevents all movement from target till it takes fire damage)
Infectous bile – This creature can empty the contents of its bowels onto itself to enhance its attacks (if it wants this creature takes on box of generic damage and attacks done this round deals one extra box of poison damage)
Toxin glands – This creature is filled with toxin producing organs and the substance seep through pores and cover parts of the creature (attacks from this creature deals an extra one box of poison damage unless the attack is blunt or special)
Acidic blood – Black sulfur stinking blood flows through this creatures veins, taking a bite out of it is a nasty surprise (damaging melee attacks landed on this creature deals one box of damage to the attacker)
Biocapacitator – This creature continously builds up electrical an charge within itself (at the beginning of each round it takes one box of electrical damage)
Fire core – This creature burns with a literal inner fire (at the beginning of each round this creature takes one box of fire damage which is healed by the end of each round) (misstänker att den här är gravt OP om man kombar med Collective-kropp)
Regeneration – Focusing intensly this creature can regenerate damage and even whole limbs (priority 0, regain one box of health unless the damage is fire type OR regain a lost limb)
Thick blooded – This creature has thick resin like blood that quickly coagulates when its hurt (granting this creature an additional box of health)
Vampiric – This creature lives off blood (damaging melee attacks dealt by this creature makes it regenerate the latest box of health crossed off unless that is fire damage then it doesn’t regenerate)
Volatile innards – When the hide of this creature is breached the hot and volatile innards explode out of it possibly harming the aggressor (when taking damage from a critical hit by a melee attack it deals three boxes of damage to the attacker)
Extreme metabolism – This creature has to eat a lot but keeps its muscles filled to the brim with energy (all movement gets plus T6 to priority)
Quick blooded – This creature has fast flowing but thin blood making it very active but also more affected by trauma (this creature has plus three to priority minus the number of crossed off health boxes it has)

VI (15)
Sharp horns – This creature has straight pointy horns (priority T6 attack, deals one box of damage and cancels attacks of lower priority)
Gnarled horns – Twisted and mottled horns portrude from this creature, should they enter flesh pulling them free would be hard (priority T10 attack, deals one box of damage, should it have priority the horns get stuck in the target creature and can’t be used further, target creature can’t use move effects)
Curled horns – Big backwards curled horns and a reinforced skull lets this creature head butts opponents so they fall on their butts (priority 2T6 blunt attack, cancels moves of lower priority)
Hammer head – This creatures head is shaped like an enormous battle hammer (priority T6 blunt attack, deals two boxes of damage)
Conductive horns – These horns create a closed circuit when rammed into flesh (priority T10 attack, deals one box of damage and if it had priority electrical damage is distributed evenly between the connected creatures with halves rounded up)
Lightning rod – A weird metallic growth on this creature continously catches electrical charges and stores them inside the creature (at the end of each round this creature takes one box of electrical damage)
Razor growths – Sharp shards grow out of the skin of this creature (blunt attacks from this creature also count as not blunt)

Grounded soles – This creature can rid itself of electrical charges by stomping the ground (priority 2T10 movement, remove all electrical damage from this creature)
Hard spines – This creature is protected by hard spines (deals one box of damage to attackers who land a melee attack unless critical)
Reflective surfaces – This creature has many flat reflective surfaces throwing some damage back at opponents (damage from attacks that doesn’t get crossed off on this creatures health some reason that is not avoidance is reflected back at the attacker)
Shell – This creature is covered in a thin but hard shell that can soak up part of the first attack (grants an additional box of health)
Scarpal spinal fluid – This creature has balance sensors all along its spine making it move more precise (all movement gets plus T6 to priority)
Telescopic eyes – The eyes of this creature can be extended to act as binoculars (ranged attacks from this creature gets automatic priority an extra round of combat)
Blinding fog – This creature can release a thick black fog around itself that lingers and disrupts the enemy, this creature can see through the fog no problem (priority 2T10, protects this creature from ranged attacks till movement happens)
Sleep spores – This creature have spore capsules that can be opened at will to release a cloud of sleep inducing spores (priority T6 attack, puts target creature to sleep granting the capsule bearing creature three free actions unless the the sleeping takes damage in which case it gets to act immedeatly after recieving damage, moves when the opponent is sleeping count as having initiative no matter what)
Flamthrower – This creature can blow a thin but hot beam of fire through its snout (priority T6 special ranged attack, deals one box of fire damage)
Spine darts – This creature has spines growing out of it which can be launched at enemies (priority T10 ranged attack, deals one box of damage)
 

Banarok

Veteran
Joined
7 Jun 2008
Messages
196
Location
Stockholm
Re: Alphatesta mitt pokémoniga spel take 2

Kanske inte den bäste Varelsen men Ruggig i alla fall

Ragera, även känd som Fiendtooth

I :Leaper Legs
II :Adaptive Hide
III :Massive
IV :Rabid
V :EXTREME metabolism
VI :Flamethrower
VII :Teeth like ass . . .

tanken är att vinna initiativ och sen springa runt och skjuta eldklot från distans, eller mot fiender med samma taktik springer man fram och biter mot med Teeth, adaptive hide är bra för att undvika att ta och dö på 2 rundor ifall att någon crittar.

jag tror att den springa runt taktiken är svårslagen, ifall man specialiserar sig på den, näst intill omöjlig att slå faktiskt, kanske inte episkt men man vinner

dessutom skulle något som ser ut som ovanstånde vara ruggit läskig, typ drake på steroider med en personlig tandläkare
 

Rising

Vila i frid
Joined
15 Aug 2001
Messages
12,763
Location
End of the green line
Re: Alphatesta mitt pokémoniga spel take 2

jag tror att den springa runt taktiken är svårslagen, ifall man specialiserar sig på den, näst intill omöjlig att slå faktiskt, kanske inte episkt men man vinner
Fast man vinner ju inte så mycket på det. Allt man får är att rangeattacker skänker "prioritet" över närstridsattacker. Det är rätt få tekniker som ens bryr sig om vem som har prioritet och initiativ. Så ofta blir det så att man bara anstränger sig en massa för att ens attack skall få prioritet, och sedan står ens motståndare där och dödar en med attacker som gör dubbel skada.
 
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