Redwall: Warlords

Discussion => Role-Play => Topic started by: Rakefur on November 15, 2011, 03:54:22 PM

Title: The Arena Development
Post by: Rakefur on November 15, 2011, 03:54:22 PM
[Fade in from black] ........You woke up as if in a dream. But you knew it was not a dream, because your head burned like fire. You put your paw up to touch the wound and winced. Your paw was covered in blood. They must have hit you pretty hard............[fade out to black]

[Fade in from black] ..........There were other beasts there, in the deep pit which you were in. You couldn't see them, but you could hear them, beasts kept there for years, slowly losing all hope and sanity.....[Fade out to black]

[Cut to scene on a road. A battalion of rats are marching down it] You were kicked awake and dragged out of the prison. The guard handed you over to the rats that were marching around you. You stumbled many times during the long march to the capital city. You remember very little about it. You walked as if in a daze, not knowing where you were going.........[Cut out to black]
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You are a gladiator. Trained in the ways of a fighter, you spend your days waiting for a turn in the arena. Now, your turn has come.
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Profiles: http://www.redwallwarlords.com/forums/index.php?topic=14518.msg298334#msg298334 (http://www.redwallwarlords.com/forums/index.php?topic=14518.msg298334#msg298334)
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All suggestions welcome.

When people sign up, I shall make a schedule. I shall be the referee. Dice shall be rolled like in the board game Risk (http://en.wikipedia.org/wiki/Risk_%28game%29#Dice_probabilities).
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Please, when you make a move, do not say "I cast (spell) on (person)". Please make it a story.
Title: Re: The Arena
Post by: Muse on November 15, 2011, 05:13:59 PM
Name: Dhareikka Renegade
Species: Komodo Dragon

Gender: Female
Age: 34 seasons

Type of Position (Rank/Profession): Gladiator/5-time winner

Weapon 1: Double Cutlasses
Weapon 2: Teeth and tail

Is that it?
Belt loop 2: Greater HP Potion
[/quote]
All suggestions welcome.

When people sign up, I shall make a schedule. I shall be the referee. Dice shall be rolled like in the board game Risk (http://en.wikipedia.org/wiki/Risk_%28game%29#Dice_probabilities).
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Available objects: Greater and lesser HP potions (adds 5 and 10 HP when applied, respectively)
When you start, you have 10 points to disperse over your different fields.
Each won battle earns you a Level.
Each level earns you 10 points to disperse over your different fields.
You also have to make up 2 spells, one that is for 1 turn and another that is for 2 turns.

Please, when you make a move, do not say "I cast (spell) on (person)". Please make it a story.

[/quote]
Title: Re: The Arena
Post by: Camaclue on November 15, 2011, 07:57:50 PM
I have an idea. Arenas. They vary from a flat, sandy arena, to a maze, to a forest. Also Items. Like a sandbag to quickly blind a foe, or steel-toed sandals to climb over rocks faster(and for kicks to be more painful).
Title: Re: The Arena
Post by: Durza on November 15, 2011, 08:16:33 PM
Name: Rakar Swordson (lvl. 1)

Species: Fox

Gender: Male

Age: 21 seasons

Type of Position: Gladiator/new to the arena

Weapon 1: Hand-and-a-half sword

Weapon 2: None

Belt Loop 1: Lesser HP poition

Abilities: Defensive Stance, Offensive Stance

Defensive Stance: Rakar enters a defensive postion, increasing odds of preventing damage at cost of offense.  Lasts 3 turns or until he leaves the stance.

Offensive Stance: Rakar enters an offensive state, increasing chance to deal damage at cost of defense.  Lasts 3 truns or until he leaves the stance.

Ideas:  I like the other items, and terrain.  I can pull out my Dungeons and Dragons books to help if you want( i have lists of terrain, and other possible features to include).  Also, based on the level system(what ever it may be) allow the gladiators to change abilities based upon experiences.
Title: Re: The Arena
Post by: Rakefur on November 15, 2011, 08:30:52 PM
Yes please I want as much help as possible.

If you could delete your characters and add them in the other topic, The Arena Characters (http://www.redwallwarlords.com/forums/index.php?topic=14518.msg298334#msg298334)

Thank you.
Title: Re: The Arena
Post by: Rakefur on November 16, 2011, 07:38:52 AM
All right, to reiterate

-To win a battle, you must kill your opponent.
-You gain a level up every time you win a battle.
-You gain an XP point every time you finish a battle (dead or alive).
-Every time you level up, you get 10 points to disperse among your 8 fields (HP, MP, Strength, Intellect, Speed, Armor, Resistance, Willpower).

QuoteAvailable items (may take any 2 before a fight, cannot change till after, each takes a turn to apply. Unlock lvl2 item when you use lvl1 5 times)

  Lesser HP potion, Greater HP potion (Resupplies {[+5/+10] * Intellect} HP, not reusable)
  Sandbag, Stonebag (-1/-2  speed to opponent and -1/-2 willpower to self, reusable in the "Sand" arena)
  Wooden Shield, Bronze Shield (+1/+2 armour and -1/-2 speed for 1 turn, reusable)
  Wisp, Smoke (Invisible and -1/-2 damage for 1 turn/2 turns, reusable in the "Forest" arena)
   Oil, Greek Fire (+1/+2 damage to opponent and -1/-2 resistance to self for 1 turn, reusable in "Lava Pit" arena)


QuoteArenas (add and subtract points from all fighters)

  Sand (+1 Willpower, -1 Speed. Reuse sand/stone bag)
  Grass (+1 Speed, -1 Resistance. )
  Forest (+1 MP, +1 Willpower. Reuse wisp/smoke)
  Lava Pit (+1 Strength, -1 Armor, -1 HP when in lava, reuse oil/greek fire)
   Lake: (+1 Intellect, -2 speed)
   Dungeon (+1 Armor, -1 Willpower, random traps)
I will be designing the maps in the next couple of days.
Title: Re: The Arena Development
Post by: TaggerungTheOtter on November 16, 2011, 08:55:19 AM
what if you rank p ur weapons as you leverl up
Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 08:57:20 AM
Not sure what you mean...I think the weapon stays the same, the strength (attack) goes up.

EDIT: 888 post best post

Also each HP point is worth 10 HP, so if you have 10 HP points, you have 100 HP
Title: Re: The Arena Development
Post by: TaggerungTheOtter on November 16, 2011, 09:23:16 AM
oh ah get et now
Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 09:31:55 AM
I need ideas on how to run the battles.

I'm going to make a test battle. Would you like to fight Cam and Tagg?

OK, so I don't think you should be able to attack till 3 turns have gone by.
Title: Re: The Arena Development
Post by: Durza on November 16, 2011, 02:33:16 PM
Attack system:
~Hits determined by the roll system like risk:Risk (http://en.wikipedia.org/wiki/Risk_%28game%29#Dice_probabilities).
~Modifiers of the number of dice used will be based on skills and type: melee, ranged, magic

~~Melee
Bouns modifier dependant on Strength, more strength more dice;

~~Ranged
Bouns modifier dependant on Speed, more speed more dice; range dependant on weapon

~~Magic
Bonus modifier dependant on Will power, more willpower more dice; range dependant on spell; uses MP

Defense:
~All non magical attacks, have defense based on Armor and speed; magic is based on Resistance and Speed

Terrain:
Marsh/swamp: movement takes twice as long

Tell me how this summation/ideas are for the attack system.  When I have played D&D we use 20-sided dice, i can tell you more if you want.

Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 02:47:19 PM
hmm, maybe instead of lava...

yeah I'm not sure I understand though.
Title: Re: The Arena Development
Post by: Durza on November 16, 2011, 02:56:22 PM
my thoughts are probably based on d20.  a 20 sided die is rolled for most actions, and a modifier is added to that.  Based on the roll + the modifier, a result is detrmined.

In this system melee attack bonus is determined by your strength modifier + atack modifier, range bonuse is determined by dexterity(Speed in this case) modifier + attack bonus, and the same for magic.

This would be compared to the opponents defense, which is based off of armor(or resistance) + dexterity(speed)

That is where I am coming from.

Lava could be interesting, 1-2 damage per turn?
Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 03:31:27 PM
Hmm. I don't have a 20sided die.

I was thinking this:

The attacking player attacks with up to three attack points x speed, and I roll up to three dice. The defender must choose to resist the attack with up to 2 armor points x speed and I roll up to two die. Each player's highest die are compared, as are their second-highest die. In each comparison, the highest number wins. The defender wins in the event of a tie. With each dice comparison, the loser removes one point from his field (attack or armor).
Title: Re: The Arena Development
Post by: Durza on November 16, 2011, 03:32:43 PM
yay i read it, that is why this is development.  I still might look for d20 online
Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 03:34:45 PM
oh I hadn't thought of that.  good idea.

Like this one http://www.wizards.com/dnd/dice/dice.htm (http://www.wizards.com/dnd/dice/dice.htm)?
Title: Re: The Arena Development
Post by: Camaclue on November 16, 2011, 03:51:54 PM
IDEA!!
Arenas:
Lake: +1 Willpower, -1 speed. Also, 10 steps away at the beginning.
Danger Zone(Traps and weapons in a dungeon): +1 attack, -1 health.
Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 03:54:08 PM
Keep it plus 1 minus 1.

Good idea. So:

sand
grass
forest
lava
swamp
lake
dungeon
Title: Re: The Arena Development
Post by: Camaclue on November 16, 2011, 04:16:19 PM
Almost forgot. Can you edit my main character on the practice fight, I added a shield as an item, since it's also my weapon.

Oil: slows down enemy and can cause burn damage(if you have a fire-based weapon)
Whistle: Birds come to aid you in a scuffle. 25% Of them attacking the enemy, 50% them moving you back 3 steps, 25% they give you a lesser HP potion.
Flint and Tinder: Usable to start a fire. 50% chance of it doing damage to the enemy, 100% chance if in the forest, 0% if near water or sand.
Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 04:18:00 PM
Those aern't avalibe items right now, wait till we are done with the battles.
Title: Re: The Arena Development
Post by: Uiblis on November 16, 2011, 06:06:24 PM
Holy [ferret poop] this is complicated.

I like the ideas, but I'm content to sit back and watch.

Btw, how will you prove people's honesty in rolling dice? There's no way to really check...
Title: Re: The Arena Development
Post by: Durza on November 16, 2011, 06:10:32 PM
That is where accepted discresion of ref. (Dungeon Master) is final.  They can't try to help or they can be mean [insert adjective]s.  I have played both sides.

Good job finding WotC, they are the leaders in RPGs like what we are trying.

Ulibis this is why WotC has so many books, to explain how stuff can be runhttp://en.wikipedia.org/wiki/List_of_Dungeons_%26_Dragons_rulebooks (http://en.wikipedia.org/wiki/List_of_Dungeons_%26_Dragons_rulebooks)
Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 06:14:09 PM
See that's a problem

Which is why me, Emperor Ragefur has to do it
Title: Re: The Arena Development
Post by: Durza on November 16, 2011, 07:47:18 PM
if you do not want to i can.
Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 07:58:25 PM
I don't mind. I need to figure out how though.
Title: Re: The Arena Development
Post by: Durza on November 16, 2011, 08:11:44 PM
Skill points allocated(if we are going to try it my way) will provide a bonus to the respective roles, based on my previous post on on the subject.  Who ever is incharge of determining the results(someone whose character is not fighting preferably), will give the result of the roll (who loses and what spectators see).
~~~~~
Example:

person a attacks perosn b.  a has 2 strength and 1 speed; b has 3 speed and 1 armor.  The person designated to take care of the rolling, using the die roller you found, for each a and b.  b's total in this case is better than a's total, so he states as an example

With the speed of a master b, manages to dodge the attack and nick person a.
[a loses one attack point]

~~~~~~~~~~~~~~~~~~
With the points, are you able to recover them during the battle?
Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 08:13:35 PM
Sounds really good. I guess I'll do the dice rolling.

I don't really understand though....
Title: Re: The Arena Development
Post by: Durza on November 16, 2011, 08:27:43 PM
what do you not understand, i might be able to clear it up
Title: Re: The Arena Development
Post by: TaggerungTheOtter on November 16, 2011, 08:28:04 PM
ah do
Title: Re: The Arena Development
Post by: Rakefur on November 16, 2011, 08:30:42 PM
Here.

You guys go ahead with the test run. Ill watch.
Title: Re: The Arena Development
Post by: TaggerungTheOtter on November 16, 2011, 08:43:26 PM
lets go
Title: Re: The Arena Development
Post by: The Masked Wolf on November 17, 2011, 01:03:39 PM
Quote from: TaggerungTheOtter on November 16, 2011, 09:23:16 AM
oh ah get et now

so do ah
Title: Re: The Arena Development
Post by: Durza on November 17, 2011, 02:40:05 PM
HIt Points Question:

As each point distributed equals 10 HP, when armor/resitance is reduced to zero points should damage start being dealt.  If so I think a six sided die plus bonus(melee=strength, range=speed, willpower=magic).

also on your turn you be able to recover one point of your choice?

Any objections? Rakefur?
Title: Re: The Arena Development
Post by: Rakefur on November 17, 2011, 02:42:42 PM
Quote from: Durza on November 17, 2011, 02:40:05 PM
HIt Points Question:

As each point distributed equals 10 HP, when armor/resitance is reduced to zero points should damage start being dealt.  If so I think a six sided die plus bonus(melee=strength, range=speed, willpower=magic).

also on your turn you be able to recover one point of your choice?

Any objections? Rakefur?
I think that's reasonable. Why don't you and the masked wolf do a test battle, and if you could post what I should do, that would be helpful. Just kinda like a walkthrough for running the game.
Title: Re: The Arena Development
Post by: The Masked Wolf on November 17, 2011, 02:45:02 PM
Durza just so u know i am TaggerungTheOtter so  i will be using his stats. As Rakefur if ye have questions
Title: Re: The Arena Development
Post by: Durza on November 17, 2011, 02:52:12 PM
okay, I just ran through a simulation of what goes into an attack behind the scenes
Title: Re: The Arena Development
Post by: The Masked Wolf on November 17, 2011, 03:04:39 PM
PM me when you get it done
Title: Re: The Arena Development
Post by: Rakefur on February 16, 2012, 11:47:02 AM
All right, to reiterate:

Dice: http://www.wizards.com/dnd/dice/dice.htm (http://www.wizards.com/dnd/dice/dice.htm)

General
  -To win a battle, you must kill your opponent.
  -You gain a level up every time you win a battle.
  -You gain an XP point every time you finish a battle (dead or alive).
  -Every time you level up, you get 10 points to disperse among your 6 fields (Strength, Intellect, Speed, Armor, Resistance, Willpower).
  -There are 8 bosses, each controlled by Rakefur.

Melee Attacks
  -When attacking, your add your strength and your speed. That number is your attack points.
  -When defending, you add your armor and your speed. That number is your defend points.
  -The ref inputs the AP and DP into the variable in the dice roller and rolls the dice.
   -During a fight, the attacker's [dice roll] are compared to the defender's [dice roll].
  -If the attacker has the higher number, he deals [dice roll] damage to the defender. (If the defender has armor, the damage is dealt to the armor first.)
  -If the defender has the higher number, the attacker loses 1 strength.
  -Turns may be spent bringing strength back up, but only to the point it was at the beginning.
  -However many AP or DP you had during the fight, you lose that many Energy Points (as seen below).
  -The attacker loses [Attack Points = Energy Points].
  -The defender loses [Defend Points = Energy Points].

Magic Attacks
  -When attacking, your add your willpower and your speed. That number is your attack points.
  -When defending, you add your resistance and your speed. That number is your defend points.
  -The ref inputs the AP and DP into the variable in the dice roller and rolls the dice.
  -During a fight, the attacker's [dice roll] are compared to the defender's [dice roll].
  -If the attacker has the higher number, he deals [dice roll] damage to the defender. (If the defender has armor, the damage is dealt to the armor first.)
  -If the defender has the higher number, the attacker loses 1 willpower.
  -Turns may be spent bringing willpower back up, but only to the point it was at the beginning.
  -However many AP or DP you had during the fight, you lose that many Mana Points (as seen below).
  -The attacker loses [Attack Points = Mana Points].
  -The defender loses [Defend Points = Mana Points].

Available Items
  -You may take any 2 non-reusable items, and 2 reusable items before a fight, but you cannot change them till after. Each item takes 1 turn to apply. Unlock lvl2 item when you use lvl1 item 10 times.
 
  -Lesser HP potion, Greater HP potion (Resupplies {[+5/+10] * Intellect} HP, not reusable)
  -Oatcakes, Skilly'n'Duff (Resupplies +10/+25 EP, not reusable)
  -Small Mana potion, Large Mana potion (Resupplies +10/+25 MP, not reusable)
 
  -Sandbag, Stonebag (-1/-2  speed to opponent and -1/-2 willpower to self for 1 turn, reusable in the "Sand" and "Grass" arenas)
  -Wooden Shield, Bronze Shield (+1/+2 armour and -1/-2 speed for 1 turn, reusable in the "Dungeon" and "Throne Room" arenas)
  -Wisp, Smoke (Invisible and -1/-2 damage for 1 turn/2 turns, reusable in the "Village" and "Forest" arenas)
  -Oil, Greek Fire (+1/+2 damage to opponent and -1/-2 resistance to self for 1 turn, reusable in the "Lake" and "Lava Pit" arenas)

Arenas
  -Sand (+1 Speed, -1 Armor)
  -Grass (+1 Speed, -1 Strength)
  -Dungeon (+1 Armor, -1 Resistance, random traps)
  -Throne Room (+1 Strength, -1 Willpower)
  -Village (+1 Willpower, -1 Strength)
  -Forest (+1 Resistance, -1 Armor)
  -Lake (+1 Resistance, -1 Speed)
  -Lava Pit (+1 Willpower, -1 Speed)

I will be designing the maps in the next couple of days.

Title: Re: The Arena Development
Post by: Camaclue on February 16, 2012, 01:44:31 PM
Yaey! my dungeon arena got in!
make the random traps(that is decided by a d6 roll, even means trap odd means no trap) deal damage to the player who wins a roll, and make it either half the attack of the enemy or the winner of the roll's speed(depending on which one is an even number)
also, could we remake our characters if we want?
Title: Re: The Arena Development
Post by: Rakefur on February 16, 2012, 01:50:44 PM
I'm still finishing that post BTW, so watch it for more stuff.

That is WAY to confusing for simple-minded people like myself, but let's see what Durza has to say.

Yes you can remake chars, but please just edit your previous ones, don't make just new posts, you know what I mean?
Title: Re: The Arena Development
Post by: Durza on February 16, 2012, 04:23:48 PM
I have two things to say right now.

1) Sorry about the laziness on my part, I ment to do what rakey did a couple posts back.  Schoolwork happened and I just could not find the time.

2) We should move the super large post and characters to another page as soon as maps are developed.  How are you doing that BTW?
Title: Re: The Arena Development
Post by: Rakefur on February 16, 2012, 04:47:31 PM
I'm not sure. Maybe on paint? Do you have any ideas?
Title: Re: The Arena Development
Post by: Durza on February 16, 2012, 05:13:31 PM
Grid or no grid?
Title: Re: The Arena Development
Post by: Rakefur on February 16, 2012, 08:09:59 PM
Yes grid. Any ideas?
Title: Re: The Arena Development
Post by: Camaclue on February 16, 2012, 08:56:53 PM
yeah
you know how we had the Idea for those arena bosses? Can whoever made the boss be them?
also, make a roster to decide who battles who and stuff.
Title: Re: The Arena Development
Post by: Colonel Yuri on February 18, 2012, 06:58:43 AM
this looks fun