Stamina Stat

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Stamina Stat

Postby Sixteen » Sun Nov 08, 2009 3:21 pm

This is Chubs, I don't have a forum account yet, so I are using Sixteen's name to put this up.

Gorthos and I have been working long and hard (nohomo) on a new way to deal with dodging and attacking in Rp that will make things more based on your tactics and strategy (and style) and less on what you feel. Feelings are not what should determine things (IE: I feel like I should dodge these attacks, so I do--this shouldn't be an option). Our invention is a very intuitive system that is also very, very easy. Rp is already too complicated, and we are hoping to remodel some of the bulkier problems. If you have issues with RP, things that are too complicated or that make you NOT want to Rp, please post it publically on here so we can have a discussion about it. Anyone who posts hate/flames about anyone's ideas will be disallowed from accessing this section of the forum.

The new stat is simple addition and subtraction. The stat is called Stamina, though I am more interested in caling it "Stress" instead, since it is universal (applies to androids, majins, bio, etc., whereas Stamina is more a organic thing related to living things, and many beings in DBE are of dubious nature). Below are the details, please read this over and post your criticisms on it. You can be as critical as you want. If you don't like it but don't know why, just say that. If you like it but don't know why, tell us that too. If you have suggestions, post them. This will be a major change to RP, so it'd be nice to have some concensus on if it is a workabe, usable system or not.

Your posts will be the deciding factor in whether this is implemented, so take it seriously.

Thanks,
Chubs





Stamina Stat: Base Stamina starts at 100


Base Regen Rate: 20 Stamina is regained per post

Demon (If fully submerged in fire, demons regain an additional 5 stamina)
Kanassan (Kanassans regain 5 additional Stamina while fully submerged in water)

Stamina Costs
Physical Attack: 5
Charging Ki: 15
Launching Ki Attacks: 10
Using a Focus/Support Skill (Zanzoken, Heal, etc): 15

Note: A Ki attack charged and launched in the same post only costs 10 Stamina, as you do not need to exert the Stamina it takes to hold in a charge of Ki.

Speed Attacking/Dodging: You can put as much stamina into dodging or attack-speed as you currently have (However, there is a minimum of 10 Stamina for enhancing attack-speed or dodging speed). Your opponent must spend an equal amount of stamina in order to dodge an attack that is stamina increased. If no stamina is used, then the base cost of 5 is expended, and a dodge requires 5 Stamina from your opponent.

Mukei Kaihou will restore 20 stamina. (Once per Rp)

Flying expends 5 Stamina per post.

Any time a post is spent resting instead of acting, users regain an additional 20 stamina (no actions except for flying-in-place: you’d regain 15 Stamina if resting while flying).

Being hit or negatively affected (blinded, stunned, cursed, or in some way hurt) negates the bonus Stamina gained.

You do not regain Stamina while invisible or powering up / down.
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Re: Stamina Stat

Postby Caedas » Sun Nov 08, 2009 8:38 pm

This is an interesting concept. Personally, I have not even RPed a fight once, but this new idea seems to fix one of the major flaws to the RP system that I, at this time, could see. That being easy to God RP. The addition of the stamina factor means fights would be potentially shorter, as well as more realistic in meaning that it won't be a constant super-dodge fest(A.K.A. God Mode). Of course, being that I haven't fought yet, I am just stating what SEEMS to be a flaw in the system, which a lot of OOC chatter seems to reinforce.

All in all, after some thinking, I feel its a great addition that forces players to RP more tactically, as well as forces them to be more realistic and all in all... KILLABLE. Let's face it, the old way people would just be dodge-machines whether they knew it or not. Jim throws a punch at Steve, Steve dodges and returns a blow. Jim dodges and kicks, ect ect. I like the idea, hooray for getting to it and patching the system.
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Re: Stamina Stat

Postby Pills » Fri Nov 13, 2009 9:30 pm

For some reason I like it. I just can't seem to pinpoint why I like it. Maybe because it keeps things on an even playing field. I don't know. But it seems more people need to come here and post their concerns or agreements in this thread. I'm not on the MUD all the time so I don't know if this had been discussed or not. Well, I like it. That's all that matters to me I guess.
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Re: Stamina Stat

Postby Rajin » Sun Nov 22, 2009 4:55 am

I like it...and Ill say why..

It gives RP a flat out way to filter out people who like to subtly auto hit. Alot of people do it...and dont even mean to do it..Davian our own RP Imms alt does it to a degree...Im sure he dosnt mean to and its not direct autohitting..but its close...and I have been known to sneak it in here and there also with clever wording. Its not something we intend to do..It just happens, and maybe thats part of why we are as good as we are. I want this new system for various reasons. I want to be tested to see if I can overcome. I want it to be more fair. And I want more people to RP.

I also have a suggestion!

You have it regaining 20 per post...when it seems like you will only spend 15-20 per post anyway..unless you add in more for your attack. I think maybe you should gain back 10 per post? 15? 15 sounds more rounded I suppose...But if you gain back exactly what you use for every combative post...Its not like your gonna run out..or struggle to preserve... I imagine most attacks with the exception of super people are just going to do the minimum anyway..Just to conserve and not have to worry about it...This is why I feel it should regen just a little slower than you suggest. I dont really like the way stress rolls off the tongue tho...and chubs is right about Stamina being a bad name as well.. My ideas arent that good either...but Maybe youll like one of them.

Considering this stat is for movement..Dodging and blocking...I think most of these fit. I am leaning towards Finesse and Ingenuity personally.

Finesse points Momentum points
Ingenuity points Velocity points
Proficiency points
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Re: Stamina Stat

Postby Adramelech » Mon Nov 23, 2009 5:39 am

I like the whole idea about integrating stamina or whatever you guys end up calling it in the end. It does seem to sound like it would even things out between players but I couldn't tell if it'll make it easier or not until it is implemented.
As for issues I personally have with RP fights mainly involves androids or any race really with an absorb type ability. I think those type of abilities should have some type of cool down. In my own experience (however little it may be) Ive mainly fought androids with the exception of Grubby. Matsu didn't use absorb in out fight but in the RP tourney where I fought Matt, I feel it was overpowering and it just got real irritating quick. Being able to grab an opponent, absorb him, physically attack him, jump back and launch a ki attack in my opinion would count as three attacks per post. The fact that I caused way more damage to an android and to have him instantly repair himself in one post, or absorb more pl than I can deal in a physical hit causing more damage to me than his physical hit would. I dunno, it just really got to me in that fight and i'd like to see what other people think about it or whatnot.
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Re: Stamina Stat

Postby Altair » Fri Mar 05, 2010 5:49 am

^ I agree.
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Re: Stamina Stat

Postby Minosha » Mon Mar 08, 2010 5:00 pm

I don't know about all this... It seems like it is over complicating things a bit to the point where RPers will be doing more math than writing and that seems a little wrong to me. But maybe it's just me. If it does get integrated, I like the idea of mukei restoring stamina because it doesn't do anything else IRP. "You do not regain Stamina while invisible" that line hits me as wrong just because I would assume if one is invisible(and not doing anything) they would regain stamina if not more.
Also, it seems logical to me that dodging should cost more stamina than the attack itself, but it might not work exactly that way. The reason I say this is because RP fights are already long enough if one is fighting to the death. If the system does get put in though, maybe the base stamina stat could be based off of race and pl. Certain races should have a harder time dodging, for example majins because they already take half physical damage. Just some thoughts, but overall, I am not loving the idea.
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