Post by Kilo~ on Feb 14, 2006 1:07:05 GMT -5
Info for admins and mods:
If you do not possess the title of ‘Admin’ or ‘Moderator,’ then you don’t need to know this info. Feel free to look if you’re interested, though.
Here I will explain how admins and global mods calculate stats. Also, there are certain rules that admins and mods should follow, besides the basic RP rules. Yes, I follow these rules too. They aren’t very complicated. First, the rules:
1. You must let the other player choose what to do, or where to go. You can give hints and information, but basically, it’s still their decision. The only exception to this rule is if the player looses a fight against a monster. Then you are allowed to send the player to some other part in Vetra. (Just please make it reasonable.)
2. Sometimes you will assume the role of npcs (non-player characters)or ‘guest’ characters, which can help the player fight monsters. These characters can only stay with the player for a specific quest. They can never ‘permanently’ join. These guests’ stats will remain unknown, with one exception. If the guest is with the player for a series of battles, and the guest has the possibility of being KO’d, you can let their HP be known.
3. You can’t kill a player. Your monster/enemy can threaten them with death, but even if you win the battle, you can’t kill them.
4. The monsters are supposed to be defeated. Don’t make them impossibly hard. Keep the monsters within the area’s levels. The only exception to this rule is during Boss battles, which shouldn’t occur all that often. The bosses should be harder than most, but still not impossibly hard. I’ll explain how monsters get their stats later.
5. While rping as a monster you will probably need the following: paper, pencil with eraser, calculater, and two dice.
6. You must have the information pre-planned as far as dungeons and monsters go. Under no circumstance can you ‘make it up as you go’. This doesn’t take that much time. Really. Take a sheet of paper (or card; I use cards myself) and make the stats at the beginning of the battle or dungeon. Let’s say it was a monster. Your basic info should look something like this:
At
Def
Mag
Res
Ag
Tol
HP
MP
Lvl
EXP
Coins
Items
I usually do this in pencil so I can erase it, and just put different numbers in for different monsters. You’ll probably need two or three of these lists in case the player fights multiple monsters, or if you're doing multiple threads. I'll explain how to get all that stats later.
7. The player you're rping with should not know the monster's stats, or the dungeon's layout. No exceptions.
8. You can not rp with just yourself. You can't be a monster and a character and just respond to your own posts. This is to prevent people from leveling at an unfair pace. Besides, it's really boring to rp with yourself, and it defeats the purpose of the game. If you want to gain levels, wait for a different global mod/admin to rp with you. That way things keep fresh, and unexpected events can occur.
9. If you make a mistake and catch it, correct it. There are two things you can do if someone else catches your own mistake. If the mistake created was harming the other player, fix things to what they normally should be. If the mistake created was in favor of the other player, leave it. The person's honest enough to tell you, and you really shouldn't dock them for it. If the mistake has a major impact, fix it, and then just give them a small bonus for telling you. That sounds fair, right? Try to do your best regardless of what happens.
Ok, so now you know the basic rules. All you need to know is how things are calculated. Let's go in order.
Whoever has the highest agility goes first. Then second goes second, third third, etc.
When someone attacks, subtact the target's defence to the user's attack. Then, roll the two dice. Add the first die's number to the total amount of damage done. So this would be your equation: user's attack minus target's defence plus first die roll equals damage. (Attack - defence + first die = damage.) If both dice come up, and it's snake eyes, the attacking character misses. If the dice both come up as two sixes, it's a critical hit. Critical hits do twice the amount of damage than a normal attack. Basically just double the amount of damage that would normally be done.
If someone defends, they only take 1/3 of the damage that would normally be given until it's their turn again.
When someone uses offensive magic that causes damage, subtract the target's resistance to the user's magic. Then, roll the two dice. Add the first die's number to the total amount of damage done. So this would be your equation: user's magic minus target's resistance plus first die roll equals damage. (Magic - resistance + first die = damage.) However, most magic can create a status ailment, although it is unlikely. If the second die's number is higher than the opposing character's tolerance, then that character will be inflicted with a status ailment. (Status ailments occur only if the magic has that special bonus; not all magic does. If the second die is equal to the other's tolerance, then the character will not be inflicted with any status ailment. If the target's tolerance is above 5 then it cannot be inflicted by side effects of magic.) Also remember the elements. They can cause double or half the damage depending on the magic used and the character's element.
If the magic only causes a status ailment (and not damage), then roll the two dice. If the target's tolerance is below the sum of the two dice numbers, then the target will be inflicted with the status ailment. (The max tolerance stat is 11, and that should be rare.)
When someone uses defensive magic, bring out the calculator. Unless otherwise stated, status enhancements and HP restoration depend on the character's stats. Divide the stat by 3 and then add the number you got to the total . Basically, the stat increases (or restores) by 1/3. For example, the character uses vigor on its ally. Take the ally's max strength and divide it by 3 on the calculator. Say the ally's strength was 12. 12 divided by 3 = 4. So the ally's strength would then become 16. This would be displayed under the character's profile as: Attack 12 (4). HP restoration works basically the same way. Say a character used heal on an ally. The ally's max HP would be divided by 3, and the number you got would then be restored. So if a character had 60 max HP, heal would recover 20 HP. Of course some magic restores HP by 1/4 or 2/3, so keep an eye on the different effects.
Whenever damage is done, subtract it from the target's remaining HP. Always use parantheses ( ) to show the current HP if it isn't at the max. For example, if a player's max HP was 50, but they took 10 points of damage, their profile should say:
HP 50 (40)
Just subtract the damage from max HP, and show it in parantheses. Whenever the character takes damage, subtract it from the HP in parantheses. Simple, right?
MP is reduced much like HP. The only difference with MP, is that it tends to be used by magic. (There are a few exceptions... some magic drains MP.) Say a player used Fire ball, and their max MP was 30. Since Fire ball consumes 3 MP, the character's profile should say:
MP 30 (27)
Just subtract the MP consumption from max MP, and show it in parantheses. For every time the player uses magic, subtract more from the parantheses.
Next is how to calculate the stats for a monster. First, make the base stats for the monster. The base stat points are usually between 30 for anything between attack to agility, and about 40 points for HP and MP. Next, depending on the monster's level, will depend on what you will multiply. Multiply the monster's level times X (X can be different things... I will explain that in a second.) Distribute the amount of points in anything between attack to agility. Then, multiply the monster's level times Y. Distribute the points between HP and MP. Add the points you multiplied and got to the base stats.
So this would be your equation: monster's level x X + base stats=stats (and) monster's level x Y + base stats=HP & MP.
Now, you need to find out what the variables will be. Below is listed what the values of X and Y are, depending on the monster's level. If the monster's level is:
Lvl 1-10,
X=11 and Y=9.
lvl 11-20,
X=12 and Y=10
lvl 21-30,
X=13 and Y=11
lvl 31-40,
X=14 and Y=12
lvl 41-50,
X=14 and Y=12
lvl 51-60,
X=15 and Y=13
lvl 61-70,
X=16 and Y=14
lvl 71-80,
X=17 and Y=15
lvl 81-90,
X=17 and Y=15
lvl 91-100
X= 18 and Y=16
Got it? This creates a difficulty curve, so that beginning monsters will be weaker than those at higher levels. As a player becomes more used to the battle system, the monsters will become more challenging.
Alright, now on to how experience is distributed. This can be a little tricky. If the player defeats the monster that is the same level as the player, 25 points of experience are gained. If the monster was one level below the player, dock 10 points. Thus, the amount of experience gained would only become 15. Keep subtracting 10 points for every level below. If the monster was above the player, add 5 points of experience for each level. Thus, if the monster was a single level above the player, the experience gained would become 30. For boss battles, regardless of the levels, always give 10 experience points as a bonus at the end of the battle. In the character's profile, add the amount of experience to the EXP section.
The character will oftentimes level up. When this occurs, you should not only inform them of their new level, but also what stat improvements they have gained. Insert the below when a character gains a level:
Attack:
Defense:
Magic:
Resistance:
Tolerance:
Agility:
HP:
MP:
Ignore HP and MP for a while. 12 points are available to distribute among anything that is between the stats attack to agility. Roll one of the dice. The number on the die will be added to 12, and thus give more points. Say you rolled a 3. 12 + 3 = 15, so you would have 15 points to distribute for the stats.
10 points are available to distribute among HP and MP. It's basically the same as the other stats. Roll the die. The number on the die will be added to 10, and thus give more points. HP is normally considerably higher than MP, although Mages tend to have nearly equal HP and MP.
By this time you should have your attack to MP chart filled out.
At the end of each battle, coins are awarded to the victors. Monsters hold less coins than enemies that can think and talk. Regular monsters usually hold about 5 x their level. Intelligent creatures usually hold 7 x their level. Thieves usually carry 10 x their level.
There is an item list, but these only apply to those in shops. Feel free to make your own armor and other miscellaneous items that monsters drop. Just make sure that you let the player know what the item does!
Equipped weapons and armor are symbolized with an E next to its name. The equipped item's power can be seen by what is in the parantheses. For example, pretend a player equips a short sword. Their stat page would probably look something like this:
Items: 2 herbs, E short sword (2, 0)
The (2, 0) represents the short sword's attack power. It adds 2 points to attack, but 0 to magic. Weapons always have attack listed first, then magic. Armor works in nearly the same way. For armor, the first number in parantheses represents the added defense, while the second number represents the added resistance. It helps me remember that the item is equipped if the affects are listed underneath the corresponding stat. Let's go back to that short sword. It increases attack by 2, right? So the player's stat page would probably look like this:
Attack 20 (2)
The total attack power would now be 22. While you don't have to put it near the attack, I would highly suggest that you do. Otherwise it will be easy to forget that the player has an item equipped.
Some weapons can 'unleash' a special ability. (If you've ever played Golden Sun, you should immediately know what I'm talking about.) If one of these rare weapons is equipped, a special power can be 'unleashed'. Roll the dice as you would normally if the player chose to attack. If the two dice come up as doubles (except snake eyes or two sixes), then that power will be unleashed. Each weapon has a different ability it can unleash. Some cause status ailments, while others increase attack.
For rping as a specific type of monster and what it looks like, be creative. If your description is different than mine or someone else's, don't worry about it. Just pretend it's a different variety of the same monster. Be creative as far with making up different magic abilities, too.
Have fun creating your own 'guest' characters, enemies, quests, and dungeons.
I hope that isn't too much to take in. Just to let everyone know, my worst subject is Algebra. No lie. Once you get used to it, this really isn't that complicated, and it's very fun. If you have any questions at all, feel free to PM me. Good luck, everyone. ^^
///////////////////////////////////////////////////////////
Note: I copyed this off of an awsome site because I liked the idea. Here's the url:meneil.proboards38.com
If you do not possess the title of ‘Admin’ or ‘Moderator,’ then you don’t need to know this info. Feel free to look if you’re interested, though.
Here I will explain how admins and global mods calculate stats. Also, there are certain rules that admins and mods should follow, besides the basic RP rules. Yes, I follow these rules too. They aren’t very complicated. First, the rules:
1. You must let the other player choose what to do, or where to go. You can give hints and information, but basically, it’s still their decision. The only exception to this rule is if the player looses a fight against a monster. Then you are allowed to send the player to some other part in Vetra. (Just please make it reasonable.)
2. Sometimes you will assume the role of npcs (non-player characters)or ‘guest’ characters, which can help the player fight monsters. These characters can only stay with the player for a specific quest. They can never ‘permanently’ join. These guests’ stats will remain unknown, with one exception. If the guest is with the player for a series of battles, and the guest has the possibility of being KO’d, you can let their HP be known.
3. You can’t kill a player. Your monster/enemy can threaten them with death, but even if you win the battle, you can’t kill them.
4. The monsters are supposed to be defeated. Don’t make them impossibly hard. Keep the monsters within the area’s levels. The only exception to this rule is during Boss battles, which shouldn’t occur all that often. The bosses should be harder than most, but still not impossibly hard. I’ll explain how monsters get their stats later.
5. While rping as a monster you will probably need the following: paper, pencil with eraser, calculater, and two dice.
6. You must have the information pre-planned as far as dungeons and monsters go. Under no circumstance can you ‘make it up as you go’. This doesn’t take that much time. Really. Take a sheet of paper (or card; I use cards myself) and make the stats at the beginning of the battle or dungeon. Let’s say it was a monster. Your basic info should look something like this:
At
Def
Mag
Res
Ag
Tol
HP
MP
Lvl
EXP
Coins
Items
I usually do this in pencil so I can erase it, and just put different numbers in for different monsters. You’ll probably need two or three of these lists in case the player fights multiple monsters, or if you're doing multiple threads. I'll explain how to get all that stats later.
7. The player you're rping with should not know the monster's stats, or the dungeon's layout. No exceptions.
8. You can not rp with just yourself. You can't be a monster and a character and just respond to your own posts. This is to prevent people from leveling at an unfair pace. Besides, it's really boring to rp with yourself, and it defeats the purpose of the game. If you want to gain levels, wait for a different global mod/admin to rp with you. That way things keep fresh, and unexpected events can occur.
9. If you make a mistake and catch it, correct it. There are two things you can do if someone else catches your own mistake. If the mistake created was harming the other player, fix things to what they normally should be. If the mistake created was in favor of the other player, leave it. The person's honest enough to tell you, and you really shouldn't dock them for it. If the mistake has a major impact, fix it, and then just give them a small bonus for telling you. That sounds fair, right? Try to do your best regardless of what happens.
Ok, so now you know the basic rules. All you need to know is how things are calculated. Let's go in order.
Whoever has the highest agility goes first. Then second goes second, third third, etc.
When someone attacks, subtact the target's defence to the user's attack. Then, roll the two dice. Add the first die's number to the total amount of damage done. So this would be your equation: user's attack minus target's defence plus first die roll equals damage. (Attack - defence + first die = damage.) If both dice come up, and it's snake eyes, the attacking character misses. If the dice both come up as two sixes, it's a critical hit. Critical hits do twice the amount of damage than a normal attack. Basically just double the amount of damage that would normally be done.
If someone defends, they only take 1/3 of the damage that would normally be given until it's their turn again.
When someone uses offensive magic that causes damage, subtract the target's resistance to the user's magic. Then, roll the two dice. Add the first die's number to the total amount of damage done. So this would be your equation: user's magic minus target's resistance plus first die roll equals damage. (Magic - resistance + first die = damage.) However, most magic can create a status ailment, although it is unlikely. If the second die's number is higher than the opposing character's tolerance, then that character will be inflicted with a status ailment. (Status ailments occur only if the magic has that special bonus; not all magic does. If the second die is equal to the other's tolerance, then the character will not be inflicted with any status ailment. If the target's tolerance is above 5 then it cannot be inflicted by side effects of magic.) Also remember the elements. They can cause double or half the damage depending on the magic used and the character's element.
If the magic only causes a status ailment (and not damage), then roll the two dice. If the target's tolerance is below the sum of the two dice numbers, then the target will be inflicted with the status ailment. (The max tolerance stat is 11, and that should be rare.)
When someone uses defensive magic, bring out the calculator. Unless otherwise stated, status enhancements and HP restoration depend on the character's stats. Divide the stat by 3 and then add the number you got to the total . Basically, the stat increases (or restores) by 1/3. For example, the character uses vigor on its ally. Take the ally's max strength and divide it by 3 on the calculator. Say the ally's strength was 12. 12 divided by 3 = 4. So the ally's strength would then become 16. This would be displayed under the character's profile as: Attack 12 (4). HP restoration works basically the same way. Say a character used heal on an ally. The ally's max HP would be divided by 3, and the number you got would then be restored. So if a character had 60 max HP, heal would recover 20 HP. Of course some magic restores HP by 1/4 or 2/3, so keep an eye on the different effects.
Whenever damage is done, subtract it from the target's remaining HP. Always use parantheses ( ) to show the current HP if it isn't at the max. For example, if a player's max HP was 50, but they took 10 points of damage, their profile should say:
HP 50 (40)
Just subtract the damage from max HP, and show it in parantheses. Whenever the character takes damage, subtract it from the HP in parantheses. Simple, right?
MP is reduced much like HP. The only difference with MP, is that it tends to be used by magic. (There are a few exceptions... some magic drains MP.) Say a player used Fire ball, and their max MP was 30. Since Fire ball consumes 3 MP, the character's profile should say:
MP 30 (27)
Just subtract the MP consumption from max MP, and show it in parantheses. For every time the player uses magic, subtract more from the parantheses.
Next is how to calculate the stats for a monster. First, make the base stats for the monster. The base stat points are usually between 30 for anything between attack to agility, and about 40 points for HP and MP. Next, depending on the monster's level, will depend on what you will multiply. Multiply the monster's level times X (X can be different things... I will explain that in a second.) Distribute the amount of points in anything between attack to agility. Then, multiply the monster's level times Y. Distribute the points between HP and MP. Add the points you multiplied and got to the base stats.
So this would be your equation: monster's level x X + base stats=stats (and) monster's level x Y + base stats=HP & MP.
Now, you need to find out what the variables will be. Below is listed what the values of X and Y are, depending on the monster's level. If the monster's level is:
Lvl 1-10,
X=11 and Y=9.
lvl 11-20,
X=12 and Y=10
lvl 21-30,
X=13 and Y=11
lvl 31-40,
X=14 and Y=12
lvl 41-50,
X=14 and Y=12
lvl 51-60,
X=15 and Y=13
lvl 61-70,
X=16 and Y=14
lvl 71-80,
X=17 and Y=15
lvl 81-90,
X=17 and Y=15
lvl 91-100
X= 18 and Y=16
Got it? This creates a difficulty curve, so that beginning monsters will be weaker than those at higher levels. As a player becomes more used to the battle system, the monsters will become more challenging.
Alright, now on to how experience is distributed. This can be a little tricky. If the player defeats the monster that is the same level as the player, 25 points of experience are gained. If the monster was one level below the player, dock 10 points. Thus, the amount of experience gained would only become 15. Keep subtracting 10 points for every level below. If the monster was above the player, add 5 points of experience for each level. Thus, if the monster was a single level above the player, the experience gained would become 30. For boss battles, regardless of the levels, always give 10 experience points as a bonus at the end of the battle. In the character's profile, add the amount of experience to the EXP section.
The character will oftentimes level up. When this occurs, you should not only inform them of their new level, but also what stat improvements they have gained. Insert the below when a character gains a level:
Attack:
Defense:
Magic:
Resistance:
Tolerance:
Agility:
HP:
MP:
Ignore HP and MP for a while. 12 points are available to distribute among anything that is between the stats attack to agility. Roll one of the dice. The number on the die will be added to 12, and thus give more points. Say you rolled a 3. 12 + 3 = 15, so you would have 15 points to distribute for the stats.
10 points are available to distribute among HP and MP. It's basically the same as the other stats. Roll the die. The number on the die will be added to 10, and thus give more points. HP is normally considerably higher than MP, although Mages tend to have nearly equal HP and MP.
By this time you should have your attack to MP chart filled out.
At the end of each battle, coins are awarded to the victors. Monsters hold less coins than enemies that can think and talk. Regular monsters usually hold about 5 x their level. Intelligent creatures usually hold 7 x their level. Thieves usually carry 10 x their level.
There is an item list, but these only apply to those in shops. Feel free to make your own armor and other miscellaneous items that monsters drop. Just make sure that you let the player know what the item does!
Equipped weapons and armor are symbolized with an E next to its name. The equipped item's power can be seen by what is in the parantheses. For example, pretend a player equips a short sword. Their stat page would probably look something like this:
Items: 2 herbs, E short sword (2, 0)
The (2, 0) represents the short sword's attack power. It adds 2 points to attack, but 0 to magic. Weapons always have attack listed first, then magic. Armor works in nearly the same way. For armor, the first number in parantheses represents the added defense, while the second number represents the added resistance. It helps me remember that the item is equipped if the affects are listed underneath the corresponding stat. Let's go back to that short sword. It increases attack by 2, right? So the player's stat page would probably look like this:
Attack 20 (2)
The total attack power would now be 22. While you don't have to put it near the attack, I would highly suggest that you do. Otherwise it will be easy to forget that the player has an item equipped.
Some weapons can 'unleash' a special ability. (If you've ever played Golden Sun, you should immediately know what I'm talking about.) If one of these rare weapons is equipped, a special power can be 'unleashed'. Roll the dice as you would normally if the player chose to attack. If the two dice come up as doubles (except snake eyes or two sixes), then that power will be unleashed. Each weapon has a different ability it can unleash. Some cause status ailments, while others increase attack.
For rping as a specific type of monster and what it looks like, be creative. If your description is different than mine or someone else's, don't worry about it. Just pretend it's a different variety of the same monster. Be creative as far with making up different magic abilities, too.
Have fun creating your own 'guest' characters, enemies, quests, and dungeons.
I hope that isn't too much to take in. Just to let everyone know, my worst subject is Algebra. No lie. Once you get used to it, this really isn't that complicated, and it's very fun. If you have any questions at all, feel free to PM me. Good luck, everyone. ^^
///////////////////////////////////////////////////////////
Note: I copyed this off of an awsome site because I liked the idea. Here's the url:meneil.proboards38.com