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| Aryxbez12-22-07, 02:10 PM | Reason for this idea is From this Thread HERE (http://forums.gleemax.com/showthread.php?t=925399) Risk Points: Also If anyone has ever played Vagrant story (http://en.wikipedia.org/wiki/Vagrant_story), they will know what I am going to be talking about. I want to implement the idea of Risk points into the game. Basically it would start at zero, then increase to 100(maximum). The Higher it got the less accurate you become, however the more damage you would deal. I was thinking of going with a Percentile for this, however was having slight trouble with how much should accumulate each time. Otherwise figured the damage would be about +1 per 5%-10%, and before you make an attack, you would roll the percentile and failure meant you missed, perhaps might make it where you shoot in a random direction. So do you guys have any ideas? Assuming anyone looks at these threads anymore. |
| Rohano01-19-08, 02:01 PM | Does this only work with ranged weapons? If used with a melee weapon, does this mean you "swing" in a random direction? Why use percentages if it's +1 per 5%/10%? Why not just say that you can use a maximum of 20 (or 10) risk points on a given roll? Swinging/shooting in a random direction would function as a d10 roll, given a square-based tile grid for combat. 1 would be N, 2 NE, 3 E, 4 SE, 5 S, 6 SW, 7 W, 8 NW, 9 Down, 10/0 Up. If you swing into a square with a person standing there, you make an attack roll against them with a -2 penalty. If you shoot a direction that has targets, you have to roll against their ACs as normal, as though the first person is your target (they grant cover to the people behind them; if you miss the first person, you roll against all the others until you either hit one or reach your weapon's maximum range). On the initial "risk" roll, failure meaning you attack a random direction, a fumble would mean a self-targetting attack (note to self: don't hold gun backward). It's actually a pretty good idea, but it might be abused too much if someone has an insane attack bonus and can sacrifice a lot of it to get a huge amount of extra damage. I'd probably work it into a feat chain, with each feat granting more risk points to use in one attack (first feat would only allow, say, two, final feat allows all 10, epic version would take it further and just keep adding more as you take it repeatedly). |
| Aryxbez01-22-08, 10:09 PM | Well I'm glad you posted, however my original thoughts was for this to work similiar to how it works in Vagrant Story video game. Just that it's then melded to work hopefully in D&D. In fact I was originally intending this for my Fantasy Western campaign, however I think it might not be able to work. Thus I intended this for ranged weapons, so for melee weapons I guess the same could apply, or perhaps nearly nothing at all. Sadly I had no rules of sort for this, my thoughts were that attacking and such would spend Risk, which would accumulate,thus giving penalties to attacks and bonus to damage. To how this made sense, I know little, just the whole chaos of it I suppose. Of course just using simple penalties could work, I just thought it would represent Vagrant story's way better by using percentile. Main problem was finding out how the penalty rises, if it's per every last attack, or spell, then multiple attacks would likely be impossible. If it were to be a penalty given at end of the current round to apply to next round, then that could work too. Of course the Penalty would then not go very high, as no battle lasts usually more than 3 rounds or so. |
| Rohano01-23-08, 01:48 AM | Do you immediately have access to all 100 risk points or do you access them based on a scale of some kind, like by level (you can spend 10 per day at 1st level, 20 at 2nd, etc.)? This is just so I can try to work out how the risk point usage works. Player ABC decides to use a risk point against his foe. He rolls a successful hit and adds extra damage because he used his risk point. However, on his next attack, because he used a risk point today, he takes a negative. If he misses against his target, the arrow he fires goes a random direction and strikes an ally (the negative to his attack bonus does not apply to attack roles made due to random direction fire). If he had rolled the direction of his original target and there were no other targets in that line, he has to reroll a different direction. Alternately, the system could work to where you add a bonus to your attack but take a penalty equal to that bonus on all other attacks for the rest of the day. So if I wanted to add +20 to my attack, I'd take -20 to all other attacks for 24 hours or until I rest. And would this be an optional system implemented as a house rule or would it be accessed via feats or class features? |
| Aryxbez01-23-08, 06:10 PM | They go about as an accumulating penalty of sorts in Vagrant story. So it would normally start at 0, then increase due to attacks and such. Which would then cause you to gain penalties. This went up to 100, which was very bad for accuracy purposes, as that essentially meant in D&D terms, would only hit normally on a natural 20. Since this isn't level based either, could go up to 100 at any level. As in the game, accuracy went down, however damage increased (however also damage taken increased and healing increased too, but I decided to omit this part) , which would then cause you to miss more, but hit for more damage. So for what type of Penalty trade-off/ benefit given is somewhat simple for D&D. But doesn't seem to be all that easy for D&D. As you know, you've gone about it being like Action points, which the game I use it for, will kinda have. I think If I used percentile, I will use another use for AP as thus;roll 1d6, and -5% per result would deplete, however up to that result. So if had 45% and rolled 4, could deplete up to 20% or less if wanted to. For normal penalties, be same, but penalty would go down as much as role so -4 rolling 3 would equal up to -3 or less taken off. Of course if you take off the penalty using AP, you would also lose the benefit as one. So its always a trade-off for this benefit. Anything else I forgot to answer? (if so my bad) |