Alright, most of us agree that its time for a change to the KZ stats. We've had some issues on the fairness of voting and statistics, and so I'm giving everyone a chance to have their voice heard on this issue.
We want to create a unique and streamlined way to show our character's stats that makes it easier and more fair for everyone.
Here is the current system: (Number Stats) Strength: Stamina: Speed: Agility: Intelligence: Defense:
Here is the Breakdown I wrote from the Kwikguide:
Strength: Physical strength, how much damage your khar kan deal out. Stamina: Endurance, how long your khar kan withstand attacks, and how long they kan keep attacking. Speed: How fast your khar kan move and attack, as well as dodge attacks. Agility: Reflexes, how agile and easily your khar kan move, attack, and avoid attacks. Intelligence: Brain power! How smart your khar is, whether they kan outsmart the enemy, and see ways around them. Magicks and other powers will be relfekted in this stat as well. Defense: Blocking, how much your khar kan defend against attacks, lowering their damage.
Here is the blurb about the relation of stats from the Kwikguide:
Relations. Certain stats work with and against each other in kombat. Speed and Agility generally go hand in hand, as well as Strength, Stamina, and Defense. Intelligence and Defense kan also go together if the khar has magick related defenses. Generally speaking, faster, more agile khars will have less Strength and Stamina, and vice versa.
So, I know a lot of you gave some excellent responses on the Stat poll I did a bit ago. I ask that you put in fresh input, or even just copy and repost from that poll to here. I want everyone to think about this, since its OUR club!
-- ~Geben Sie mir die Stärke, um zu sehen, geben Sie mir den Willen, um zu sein.~
Alright, most of us agree that its time for a change to the KZ stats. We've had some issues on the fairness of voting and statistics, and so I'm giving everyone a chance to have their voice heard on this issue.
We want to create a unique and streamlined way to show our character's stats that makes it easier and more fair for everyone.
Here is the current system: (Number Stats) Strength: Stamina: Speed: Agility: Intelligence: Defense:
Here is the Breakdown I wrote from the Kwikguide:
Strength: Physical strength, how much damage your khar kan deal out. Stamina: Endurance, how long your khar kan withstand attacks, and how long they kan keep attacking. Speed: How fast your khar kan move and attack, as well as dodge attacks. Agility: Reflexes, how agile and easily your khar kan move, attack, and avoid attacks. Intelligence: Brain power! How smart your khar is, whether they kan outsmart the enemy, and see ways around them. Magicks and other powers will be relfekted in this stat as well. Defense: Blocking, how much your khar kan defend against attacks, lowering their damage.
Here is the blurb about the relation of stats from the Kwikguide:
Relations. Certain stats work with and against each other in kombat. Speed and Agility generally go hand in hand, as well as Strength, Stamina, and Defense. Intelligence and Defense kan also go together if the khar has magick related defenses. Generally speaking, faster, more agile khars will have less Strength and Stamina, and vice versa.
So, I know a lot of you gave some excellent responses on the Stat poll I did a bit ago. I ask that you put in fresh input, or even just copy and repost from that poll to here. I want everyone to think about this, since its OUR club!
-- ~Geben Sie mir die Stärke, um zu sehen, geben Sie mir den Willen, um zu sein.~
I was going to copy and paste but my opinions have mellowed out so... I'mma write this up real quickly. X3
I'm sure everyone agrees that weaknesses need to be regulated somehow. Most characters frequently have weaknesses that apply to things completely unrelated to the fight but are otherwise flawless. We need to find a way to properly and consistently keep people's weaknesses on track and make sure they properly balance out strengths.
I have a suggestion, coming from my text role-play experience... Perhaps we can require that fighters have a list of specific "Strengths" and specific "Weaknesses" that must be the same in number. So, for example, a character might have strengths like: "high stamina, high agility/dodges very well, fleetfooted/doesn't trip much". But opposite that, they must have at least three weaknesses related to their ability to perform in battle. So something like: "low strength/not very powerful physically, little to no magical powers, terrified of dogs".
It can be a rule that there must be the same number of weaknesses as strengths. Or, instead of strengths, we can simply use the weapons system we have currently. So, fighters must list all of the weapons they have on their person (including magical attacks/abilities) and, for every weapon, they must have a weakness. Weapons would include teeth, claws, fists, kicks, and any martial arts skills, as well as elemental attacks, powers, and your typical guns and knives and swords and things.
And, just to keep the idea ball rolling, perhaps we can include an "element" section of the bio. So all characters have to be associated with a particular element, even if they do not have any powers associated (anyone who has no elemental powers can be part of a neutral element that has no weaknesses to anything). But, for example, a fire breathing dragon would be associated with the Element of fire, and it would therefore be automatic that he has a weakness to water. And so on. The more elements a character is associated with, the more weaknesses they have automatically. So a character that was both... I dunno fire and darkness elements would automatically be weak against anything with water or with light.
I hope I explained that properly. XD
Anyway, let me shush now before I start talking too much.
I agree with Avvie. Hardcore. So many good points. Especially the weaknesses thing (which I've been guilty of too XD) A fighter should have at least two realistic weaknesses. Family and friends are a given, so they should be ruled out. Physical handicaps are important to point out. Hall being blind in one eye should be something that's mentioned, for example. Also, mental or emotional weaknesses, like Lei's love for life, as another example.
One other thing that I noticed that could use some thought is the weapons. It's not the weapons that's the problem, but it's the adjectives that go with them, like "strong arms" or something like that. Weapons should just be weapons. I think that "Fists, broadsword and battle axe" works better than "strong punches." I think I've done that a few times myself as well.
I guess, overall on the members' part, some things just need to be thought out better.
I'll leave more comments as I come up with other things. Zombie brain is going "GRAAAAAAAAAAAGHHHHH." Avvie really covered a lot. I think I repeated her mostly. Haha. Rock on, Av's!
I'm not sure if streamlining is such a great idea.
I dunno if it's just all the character sheets I've made from playing DnD and other d20s, but I find that a more detailed stat sheet gives a better reflection of a character's abilities. Downside of this is that the more complex a system, the harder it is to learn. And I'd be an idiot to think that every one of you knows how to play, or is willing to spend the $40 CAN on a shiney new rulebook. There is one incredibly simple game I've been playtesting for a few months now, called Dustworld. I can ask the creator if we could adapt something from there. It's easy enough to learn that I didn't even need to read the rule-book.
'Course, I'm a total newb, so for all I know you guys are probably reading this post going "You idiot, we've already agreed that we want simpler stats! What's this talk of Dungeons and Dragons?" >> Eh-heh, yeah. Honestly, I haven nothing against a more simple stat build. It'd be easier, that's for sure. But I still believe that the more complex a stat build, the better it is to get an idea of who would win in a certain fight. Like I told Boo, I've got some fair experience with dice-based systems, which often use lotsandlotsandlots of stat detail things. So I'd be willing to help make one for KombatZone, if you guys would like one.
-- Rorschach's Journal, May 14, 10:24 PM
Man with green hair and purple suit approached me. Asked me if I knew where he got his scars. Told him I didn't care. Gave him bigger scars.
I'm not sure I like the element idea that's been suggested. It seems far too pokemon to me, and that makes things much more complicated, especially if a character has nothing to do with an element. Assigning it an element seems silly to me, in that case.
Here's my suggestions from the poll:
"I totally agree with what Avyris said. People do and are voting based on satistics they know little about; they're tending to vote based on the straight forward statistics, like speed and strength "well anyone whose that fast/strong/smart could easily ..." I consider stamina the greatest statisic anyone could have, but no one seems to consider it. Stamina and agility pack a powerful punch. If someone can keep darting around for the entire fight while the other character gets tired after throwing a few insanely strong punches, guess who's gonna win?
As for the defense stat you mentioned last night...we've been using it? o.O I do'nt think we should be using it, since it borders on complication, like the HP system I recommended. How is defense figured out? You can't just add it as another statistic, since that grately affects the other stats. It would have to be something separate altogether, and created by awarding points to the stats like the HP system I recommended. That's how video games and certain table top rpgs do it honey.
The weaknesses need an overhauling too. At the beginning when you first made it, we all made joke weaknesses and we haven't bothered changing them. And weapons DO need serious consideration when someone is making a vote!
Bottom line is people need to consider all of the statistics better before voting. None of this strength/speed/intelligence bullshit anymore. It's time to take the entire char, stats, weaknesses, weapons and all, and cast a vote on that.
Maybe you could do a trial run for some votes without pictures too, see if it affects the voting differently."
-- The Twilight sequel has a title: The Twilight Saga's New Moon. I was hoping they'd go with Twilight 2: Still Suckin'. ~Dan Hopper
I have another idea! Wheehee, I love conversing! You kome up with so many other ideas that way X333
Anywho, in a discussion with =boofrickityhoo, I discovered that there are alternate forms in the current battles (or to a certain degree, either way, no big deal). But it occurred to me that some characters DO have alternate forms. Most of my holidays do. A strong example would be Halloween. My personal conflict comes from if the alternate form should be used as a "weapon" or "strength" as opposed to an entire new combatant.
So while talking, we figured that both is okay, but you have to pick one or the other. So I suggest a new rule! "IF you include the alt form in weaponry, you MUST have a visual to it in the submitted pic, i.e. Haze's Dantez. he's there normal, and he's there in werewolf form." I think something else that should go with that is if the alternate and original forms are going to compete separately, they shouldn't be in the same tournament.
=boofrickityhoo also suggested an "Alternate Forms slot," which I like a lot. Since the original and the alternate forms are the same entity, you can't really discount them as a weapon or a weakness.
I think that after the winner's been decided, the KZ admin should write up a little story about how the battle went down, with the already chosen results and post it to the journal or something
would be cool!
-- The Twilight sequel has a title: The Twilight Saga's New Moon. I was hoping they'd go with Twilight 2: Still Suckin'. ~Dan Hopper
These are some great ideas! I do wanna say a little bit tho.
I really do not want to have a system that copies too heavily from a pre-existing place. I'd like to stay away from a lot of D&D heavy things, since they are detail heavy games designed for rolls and random maneuvers.
I'd also like to steer clear of having too many "you HAVE to have this" rules. It seriously takes away from the customizable aspect of what are intended to be Original Characters.
What I do agree on are the weakness issue, and a char having to have a number of weaknesses that are both valid and in proportion to the chara's strengths. I think right now we tend to overlook weakness and weaponry, and they are important to all battles! However, I would like to point out that having a weakness does not mean you will be instantly defeated by it, it simply means you are vulnerable and at a disadvantage. That's where your stats and strengths can make up for it, and that's what makes a battle interesting!
I've been giving some thoughts as to the names of the number stats slots, and I have a suggestion to do away with the generic "agility" and opt for "dexterity" in its place. Dexterity can include agility off the bat, as well as how skilled one is at hitting true with their weapons, punches and kicks, magicks, etc etc. It also includes dodging and reflexes, and I think its a much better stat over all.
As for a need for balance, I think Weapons and Weakness should do that nicely for us with a few new rules and regulations. The number of weapons should not exceed twice the number of weakness. So a character with Fire Magick, Daggers, Claws, and Fangs should have at least two weaknesses, like weak against water magicks and fear of birds.
Since some charas come into battle weapon heavy, we may have to put a limit on the number of weapons they can use. Though the idea of a proportionate weakness system means the more gear you come to battle with, the more weakness you will have, and sort of curbs that pretty nicely.
-- ~Geben Sie mir die Stärke, um zu sehen, geben Sie mir den Willen, um zu sein.~
Strength: physical power Stamina: staying power, defense Speed: erm...level of..fast..ness? Dexterity: agility, reflexes, ability to land blows Intelligence: mental power
Weapons: physical attributes, hand made weaponry, magickal powers Weakness: disadvantages
I'm liking the look and definitions of these so far. Any thoughts? Anything that should be added as a description of each stat? Anything wrong with these as they are? Any other stat you think should be included in here?
Feedback, bitte! <3
-- ~Geben Sie mir die Stärke, um zu sehen, geben Sie mir den Willen, um zu sein.~
We want to create a unique and streamlined way to show our character's stats that makes it easier and more fair for everyone.
Here is the current system:
(Number Stats)
Strength:
Stamina:
Speed:
Agility:
Intelligence:
Defense:
Here is the Breakdown I wrote from the Kwikguide:
Strength: Physical strength, how much damage your khar kan deal out.
Stamina: Endurance, how long your khar kan withstand attacks, and how long they kan keep attacking.
Speed: How fast your khar kan move and attack, as well as dodge attacks.
Agility: Reflexes, how agile and easily your khar kan move, attack, and avoid attacks.
Intelligence: Brain power! How smart your khar is, whether they kan outsmart the enemy, and see ways around them. Magicks and other powers will be relfekted in this stat as well.
Defense: Blocking, how much your khar kan defend against attacks, lowering their damage.
Here is the blurb about the relation of stats from the Kwikguide:
Relations.
Certain stats work with and against each other in kombat. Speed and Agility generally go hand in hand, as well as Strength, Stamina, and Defense. Intelligence and Defense kan also go together if the khar has magick related defenses. Generally speaking, faster, more agile khars will have less Strength and Stamina, and vice versa.
So, I know a lot of you gave some excellent responses on the Stat poll I did a bit ago. I ask that you put in fresh input, or even just copy and repost from that poll to here. I want everyone to think about this, since its OUR club!
--
~Geben Sie mir die Stärke, um zu sehen, geben Sie mir den Willen, um zu sein.~