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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll To Dodge - Blue
Ragdollmaster wrote: A site spreading warez with advertisements for Russian wives? Oh, very reputable, broski Bit reluctant to register, but whatever, I want to see this. EDIT: OK, immediate nit-picking; in the OP you're describing "Martians" as being this hostile alien race, but you do realize that "Martian" implies somebody/something with an origin on Mars, right? The Kupier belt is way out past Mars. Why would there be Martians way out in the farthest reaches of our star system and not anywhere on Mars? JUST SAYIN', because this is about the second time you've just come in and gone, "Well see in my RTD we do it differently because we're better." I don't know if you're intentionally doing it or not, but you have a pretty noticeable superiority complex that's showing up in your posts, and it's frankly annoying. This is why I'm being very blunt with my criticism. I never said Martians, infact if you read the RTD, the Mars colony gets annihilated very early on. I change ships to improve the crews rather grim chances of survival. The first ship was infact, the UES Bismarck a rather limited gunship. The current ship is the UES Province, a Light cruiser with a prototype FTL Drive made by said hostile alien race, who happen to be machines. Due to a horrific twist of events that would have probebly ended with the extinction of all complex life on Earth, led to a alliance with the enemy. Basically the crew have signed themselves a mercenary Contract they cant withdraw from, and are forced to oblige. I just prefer my RTD because its different, mostly in the more serious then SrsRTD, as ive got a horrible hatred of 'Magic'. Tsk Voodoo Suggestions for weapons are always welcome, that Entropy Cannon was a reference to Xcom Apocalypse, a weapon mounted on the UFOs. Just Reread my OP, the Martians refer to humans living on mars. EDIT : Ive just read a couple of interesting GM guides, that apply to DnD but can be adapted for RtD. A good idea ive got is to give people who want Enormous power... Enormous Power, but with strings attached. The example for this is, give them the ability to destroy Universes, but in the process destroy our own.
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Mon Oct 04, 2010 10:38 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: Roll To Dodge - Blue
Weapon suggestions; don't use weird-sounding stuff such as entropy cannons. Nothing that can control "time/space", either. FTL drives already border on slightly extravagant for a realistic future RTD, so be careful If you want to keep them realistic, then keep in mind that there are three main types of weapons which ships would realistically use in space battles as based on the norm of scifi; 1 - Directed Energy Weapons 2 - High-Velocity Weapons 3 - Ballistic Weapons 1 would be weapons such as lasers, microwaves, photon torpedoes and so on. These weapons have a long range and maintain their effectiveness at a distance but are typically weaker against heavily armored ships than 2 and 3. These weapons either fire continuously (constant beams/waves) or in pulses. 2 would be weapons such as mass drivers, rail guns, and so on. These weapons have a slightly shorter effective range and lose effectiveness over a distance, but they are more powerful in close quarters than Directed Energy Weapons and more likely to pierce through heavy armored targets. They can fire both explosive and non-explosive ammo, and have the most variations of ammo (eg Armor Piercing, HE, Regular, and so on) 3 would be weapons such as missiles and rocket propelled grenades. These weapons have the shortest effective range, but they do not lose any of their effectiveness as long as they have the fuel to reach their target. They are deadliest when used in tandem with other weapons, as they can cause high damage inside breached hulls. Conventional weaponry (ie bullet-firing weapons, cannons, and so on) doesn't function well in zero gravity environments. On-board ships, though, I would expect any guards or "Marines" to be equipped with basic conventional weaponry such as machine guns and shotguns and maybe a few high-powered weapons, like lasers or rockets.
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Mon Oct 04, 2010 10:57 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll To Dodge - Blue
Ragdollmaster wrote: 1 would be weapons such as lasers, microwaves, photon torpedoes and so on. These weapons have a long range and maintain their effectiveness at a distance but are typically weaker against heavily armored ships than 2 and 3. These weapons either fire continuously (constant beams/waves) or in pulses. 2 would be weapons such as mass drivers, rail guns, and so on. These weapons have a slightly shorter effective range and lose effectiveness over a distance, but they are more powerful in close quarters than Directed Energy Weapons and more likely to pierce through heavy armored targets. They can fire both explosive and non-explosive ammo, and have the most variations of ammo (eg Armor Piercing, HE, Regular, and so on) 3 would be weapons such as missiles and rocket propelled grenades. These weapons have the shortest effective range, but they do not lose any of their effectiveness as long as they have the fuel to reach their target. They are deadliest when used in tandem with other weapons, as they can cause high damage inside breached hulls. Conventional weaponry (ie bullet-firing weapons, cannons, and so on) doesn't function well in zero gravity environments. On-board ships, though, I would expect any guards or "Marines" to be equipped with basic conventional weaponry such as machine guns and shotguns and maybe a few high-powered weapons, like lasers or rockets. I aint to sure about adding energy weaponry, I might do it later on, but missiles and projectile weaponry are already in. Crew turned town a missile that would tunnel into the centre of the ship, then detonate on the inside, with the missile capable of being given a nuclear warhead. Im thinking that Atomic weaponry will be the end point. Nothing like a nuclear cannon, but racks of nuclear missiles, albeit shortrange ones. The entropy cannon was a joke. The energy requirements would outstrip the Nuclear reactors power generation. I hope. Don't want uber players frakking up my plan. I might use 'Bigger Fish' Doctrine if that happens.
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Mon Oct 04, 2010 11:03 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Roll To Dodge - Blue
I reserve the right to skip Foa to preserve timely rolls and my lead over Yolady.
CrazyMLC [4]: Overcoming your "HolysheetIjustalmostdied" feeling, you start examining the stalactites for the best of them. You easily find 6 that are big, crack-free, and shiny, so you break those off with Geokinesis. Sadly, the stalactites are too big to fit into your backpack of holding. Now then, what to do with them... 2/2 Active Abilities: - Perfected Elemental Kinesises (Fire, Air, Water, Earth, Light, Electricity) --- #-Point Star --- Kinetic Trance --- Healing Light 2/2 Passive Abilities: - Mythical Power - Photosynthetic Regeneration 3/4 Inventory: - DecaBow - DecaBow Quiver - Nautical Shiv 1/2 Equipped: - Gold Gauntlets (Right: Wiffles' Orb | Left: Pure Electric Orb) Injuries:
Tomaster [2+1=3]: You feel and see dhart fall off your back, but you react too slowly to catch him when he falls off. You dive after him, folding your wings back, and just barely manage to snatch him out of midair, grabbing dhart by his wrist. You pull up again, and flap back to a good cruising altitude. 2/2 Active Abilities: - Summon Shade - Invisibility 2/2 Passive Abilities: - Wing (+1 if flying) - Super Strength (+1 to any rolls involving strength, moderate protection from impacts) 3/4 Inventory: - 1 BLKBST Syringe Cartidge (40 Syringes) - 1 Mostly Harmless Syringe Cartridge (25 Syringes) - Butterscotch (Kitten) 2/2 Equipped: - WolfHunt --- Butenko Raisen --- Piercer of the Heavens --- Blue Screamer --- Guardian - Force Amplifiers (+1 to any rolls involving strength)
Foa [3]: "Uh, Ragdoll? Please tell me you have a plan. Please." You hear a mighty *FWHOOMP*, and your flight path stabilizes. The sound of Ragdoll's wings has also gotten deeper and slower, and you look up. His wings are goddamn huge! 0/2 Active Abilities: 0/2 Passive Abilities: 2/4 Inventory: - HIGH-SPEED HANDCANNON - 4 Mags for LadyKillers (Current Mags: 18|18) 2/2 Equipped: - Fedora - LadyKillers (Dual Kickass Desert Eagles) Injuries: - Bloody Nose (-1 to Charisma) - Dried Blood on face (-1 to Charisma)
Ragdollmaster [4]: In your time of need, you strain your wings to grow. They comply, and with an almighty Fwhoomp, your wings expand to 5 times their previous size, being as big as buses now! With these monsters, you'll have no trouble carrying even two other people! 2/2 Active Abilities: - Mega Electrokinesis - Invisibility 1/2 Passive Abilities: - Super Wings 4/4 Inventory: - Satchel --- Whistle --- Orange Smoke Flare --- A Fake Mustache - Keyring - Flask of "Sunshine" - Carved Obsidian Key menacing with Spikes of Donkey Leather 1/2 Equipped: - Durendal Injuries: - Second Thoughts (If roll a 3 or lower, do not perform roll; lasts 2 turns)
HighEndNoob [6-2=4]: "Thank you." you say while learning Umbrakinesis. 1/2 Active Abilities: - Cryokinesis 1/2 Passive Abilities: - Umbriantic Regeneration 0/4 Inventory: 1/2 Equipped: - Cryolight (BlueMetal Halberd) Injuries: - Groin Pain (-1 to rolls) - Fullbody Sunburn (-1 to rolls, lasts 4 turns)
dhart5000 [5]: Immediately after falling off Tomaster, you realize that if you hit the water, you'll probably die. It's strange that you realized this so fast though. Now that you look around, everything seems to be going in slow-mo. It's like your mind speed up a bunch, or time slowed down. Very odd. You watch Tomaster swoop down and grab you in slow motion. This is actually really cool. Once he grabs you, the Bullettime ends, and you snap back to normalcy. 1/2 Active Abilities: - Bullettime (+1 to rolls, +2 to combat rolls, can use every other turn) 0/2 Passive Abilities: 0/4 Inventory: 0/2 Equipped: Injuries: - Sliced Hand (-1 to using left hand)
Game Events: "Yeah, yeah, whatever. Fiona, let's boogie. It looks like they're all heading for your ex-island, so..." "Lead the way. FORWARD, FREDERIC!" The two of them go racing off towards Fiona's island, HEN flailing in fear as Blue drags him through the air at high speed.
Last edited by TorrentHKU on Tue Oct 05, 2010 2:11 am, edited 2 times in total.
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Mon Oct 04, 2010 11:14 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: Roll To Dodge - Blue
Lasers are pretty dang effective, even now. Their power is of course affected by how much energy you're supplying them, so it makes them pretty tactical (eg do you route 10% of your total energy to your lasers, or do you ramp it up to 50% in hopes of destroying the enemy immediately?) Electrolasers would also be effective light anti-personnel weapons; armor can block bullets and even explosions, but it's hard to totally insulate a soldier from electricity. Hyper: Awesome.
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Mon Oct 04, 2010 11:21 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll To Dodge - Blue
Ragdollmaster wrote: Lasers are pretty dang effective, even now. Their power is of course affected by how much energy you're supplying them, so it makes them pretty tactical (eg do you route 10% of your total energy to your lasers, or do you ramp it up to 50% in hopes of destroying the enemy immediately?) Electrolasers would also be effective light anti-personnel weapons; armor can block bullets and even explosions, but it's hard to totally insulate a soldier from electricity. But if I remember correctly, lasers have those inner focusing arrays totally essential to the lasers coherency. As such they chould be knocked out of place. Power is not a obstacle, with a Nuclear reactor and all. Thank god that thing has its own ejection pod, along with the blackbox.
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Mon Oct 04, 2010 11:24 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: Roll To Dodge - Blue
True, but really, the increased risk of disablement is negligible. You're just as likely to have a missile array disabled by an attack, or a rail gun/mass driver, and so on.
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Mon Oct 04, 2010 11:31 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll To Dodge - Blue
Ragdollmaster wrote: True, but really, the increased risk of disablement is negligible. You're just as likely to have a missile array disabled by an attack, or a rail gun/mass driver, and so on. Ramming speed is also a option as a weapon, but I beg them not to do that. Its a pain to do background mechanic rolls, especially when there are quite a bunch of different variables to count, such as speed of impact, armour damage, structural damage, engine status for a saving throw... So on and so forth.
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Mon Oct 04, 2010 11:34 pm |
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Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
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Re: Roll To Dodge - Blue
So where's this lead-preserving roll then? My bad, he's only had half an hour. And how many rolls are you up to now?
Last edited by Yoman987 on Mon Oct 04, 2010 11:48 pm, edited 1 time in total.
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Mon Oct 04, 2010 11:40 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: Roll To Dodge - Blue
Cool but anyways maybe we should stop derailing this thread
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Mon Oct 04, 2010 11:41 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll To Dodge - Blue
Yoman987 wrote: So where's this lead-preserving roll then? And how many rolls are yo up to now? Il give you a example of a complex background mechanic roll. A gunshot. This all happens to determine a impacts damage to the player, rather then being determined by the characters action roll. This means a 5 can still cause nasty bodily damage. Shooter rolls a 3 : Bullet leaves barrel, ricochets off of wall. Ricochet rolls a 2 : Bullet bounces off the wall straight into the defenders upper armour Armour defence rolls a 5: The bullet is stopped by the armour. Concussion damage due to impact Rolls a 5 : No bruising. Now there might be a Saving roll IF the bullet breaks through the armour, at which point this happens, with use of a D20, Saving roll comes in if the player rolled a 5, giving them a additional chance to survive. Armour Break Rolls a 19 : Minor fragments from the broken armour smash into the chest, causing additional Damage. Injury Roll armour smashed, rolls a 7: Damage is insignificant, just minor scratchs. Bullet Damage Rolls a 18: Light Damage to internal organ. Saving throw reduces the damage recieved to or sets the damage to this number rolls a 19 : Damage INCREASED by roll, damage is now severe, with hit to spine, Shredded organ. Organ Hit rolls a 29 : Heart is cut by the bullet, which passes through the other side. Feel free to simplify the method, but it is a very good way of making combat fluid like. Like water in this case. Jelly like is another alternative, but it is better then the Brickwall current version. Now lets get this RtD back on track.
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Mon Oct 04, 2010 11:53 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Roll To Dodge - Blue
Hyper, you already know my action. Make sure to ask Blue and Fiona for help.
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Mon Oct 04, 2010 11:58 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: Roll To Dodge - Blue
"Hoo-hah, now we're flying in style." >Try to make the wings more compact while retaining their power- I feel like having huge wings would give enemies a really big target.
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Tue Oct 05, 2010 12:02 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Roll To Dodge - Blue
Caek, I think you're overcomplicating things. This isn't Arma, this is Roll to Dodge. It's meant to be airy, lighthearted, and easy to pick up. You've added a buhmillion mechanics to a simple bullet. A roll for the gunshot aside from the target's normal roll is fine, but rolling for every type of damage and variable is overkill.
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Tue Oct 05, 2010 12:02 am |
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HighEndNoob
Joined: Mon Feb 22, 2010 2:48 am Posts: 26
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Re: Roll To Dodge - Blue
Meep. Gain control over wind.I'd say a super-halberd-tornado-attack would be awesome
Last edited by HighEndNoob on Tue Oct 05, 2010 1:21 am, edited 1 time in total.
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Tue Oct 05, 2010 12:05 am |
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