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  • File : 1296169065.jpg-(40 KB, 519x588, SRWRPG and MURDER.jpg)
    40 KB SRWRPG and MURDER HLeviathan !WNtC9hhgws 01/27/11(Thu)17:57 No.13681951  
    It's SRWRPG time!

    SRWRPG, newest version: Alpha v3

    http://www.mediafire.com/?3wc19u72771cl84

    This version is notepad++ only because fuck re-formatting everything from scratch. A lot of changes though. We reduced front-loading, separated ammo (now [A]) from [P], we made Hit and Run, Aim and Stand Ground all [F] compatible, we fixed up some of the questionable Spirit Commands, balanced Limit Break better, closed the infinite Berserk Loop and infinite nested integrated repair kits... Your feedback was very valuable and really drove home the fact that this was only an Alpha version.

    As usual we are located on irc.rizon.net at #SRWRPG

    And a bonus! Whoever the fucker is that asked about MURDER in SRWRPG's first thread, we haven't forgotten you! We said February 1st, but fuck it, here it is.

    MURDER, newest version: Alpha v2

    http://www.mediafire.com/?c682r7v3fyoxbfv

    Plaintext: http://pastebin.com/Su4nDA13

    For those of you who missed it the first time around, MURDER is exactly what it sounds like, an RPG that revolves around murder. As presented it's meant to replicate the feel of Drakengard without the shitty control scheme. I ran a RL playtest at my LGS and the response was positive. A group of four who had did not know the rules were given premade characters and were able to kill 300 people in a single hour. Their suggestions and feedback have sped up the system even more.

    Future plans are to adapt MURDER to Dynasty Warriors and similar games and eventually divorce MURDER from a pre-existing properties entirely and release it as a wholly original system (with all the Drakengard and Dynasty bits as extras).

    We are also located on irc.rizon.net at #MURDER
    >> Anonymous 01/27/11(Thu)18:03 No.13682015
    sage
    >> MR. RAGE !D9l9S8Lio6 01/27/11(Thu)18:07 No.13682073
    >>13682015

    WELCOME BACK, SAGE. MISS US?
    >> Anonymous 01/27/11(Thu)18:08 No.13682075
    What happened to changing the ace bonus system so people wouldn't try to one up one another for it?
    >> HLeviathan !WNtC9hhgws 01/27/11(Thu)18:10 No.13682107
    >>13682075
    ...fuck me.

    I had it in my big list of notes and we forgot to implement it.

    Ace at level 11, Double Ace at level 21. Top Ace is not a default rule but is offered to whatever GM wants to allow it.
    >> MR. RAGE !D9l9S8Lio6 01/27/11(Thu)18:18 No.13682207
         File1296170304.png-(3 KB, 185x149, 1274351871653.png)
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    >>13682075

    THERE'S ALWAYS SOMETHING.
    >> Anonymous 01/27/11(Thu)18:23 No.13682271
    >>13682107
    >>13682207

    Glad to be contributing. Another thing. Barriers/Shields/Displacement really seem to be the exact same thing only with different flavor text. Intentional?
    >> HLeviathan !WNtC9hhgws 01/27/11(Thu)18:26 No.13682312
    >>13682271
    They aren't. Barriers and Shields are both damage reduction, effectively a boost to your defense score. The difference is that Barriers run off of your EN and your Shields come with a number of layers. A supertank mecha would prefer a shield to a barrier because its less likely to lose layers and costs no EN.

    Displacement is something else entirely. It's a percent chance to simply not get hit, which is more valuable to a mech with shitty defense than one with a strong one. Also displacement is an absolute percentage, where as Shields and Barriers modify a preexisting roll.

    You can only use one at a time though.
    >> Anonymous 01/27/11(Thu)18:38 No.13682456
    >>13682312

    You're right. In this case it was my lack of understanding. However, as I was going through the combat section, this line in particular confused me.

    "A unit with a shield may reduce damage to 0, however any attack that is not reduced to 0 consumes a layer."

    To me this implies that reducing damage to 0 with a shield does not consume that layer and that layers are only lost when damage > 0.
    >> MR. RAGE !D9l9S8Lio6 01/27/11(Thu)18:39 No.13682472
    >>13682456

    THAT IS CORRECT, AND PART OF THE TACTICAL USE OF A SHIELD. THEY'RE NO-BRAINERS AGAINST WEAKER FOES, SINCE YOU'LL PROBABLY 0 THEIR DAMAGE AND BE NONE THE WORSE FOR WEAR. BUT AGAINST BIGGER GUYS, DO YOU PAY THE LAYER AND TAKE SOME HURT OFF, OR HOLD ONTO THEM AND TAKE A HARDER BLOW NOW?
    >> HLeviathan !WNtC9hhgws 01/27/11(Thu)18:39 No.13682479
    >>13682456
    Exactly what it means.
    >> Anonymous 01/27/11(Thu)18:42 No.13682502
    >>13682472
    >>13682479

    So I wasn't misunderstanding anything then. My confusion was due to the fact that "infinite" shields sounded overpowered and I assumed it would not work like that.
    >> HLeviathan !WNtC9hhgws 01/27/11(Thu)18:45 No.13682535
    Man, to avoid further rulesmind Imma just let Rage answer any rules questions. I'll cover anything else.
    >> Anonymous 01/27/11(Thu)19:11 No.13682807
    Dammit, now I have to redo all my weapons again.

    Like what you did with Co-Pilots. Combiners is still derp though, as it implies you can form voltron with just a head and one arm. Although It's fine for two part combiners I guess, so Strike Packs work.
    >> MR. RAGE !D9l9S8Lio6 01/27/11(Thu)19:22 No.13682907
    >>13682807
    >as it implies you can form voltron with just a head and one arm

    IT'S THIS OR YOUR HALF-LEVEL RED LION GETS OBLITERATED BY A BOSS AND YOU CAN'T VOLTRON AT *ALL*.

    SOME MIGHT SEE THAT AS A RISK INHERENT TO COMBINERS OF MORE THAN 2 UNITS, IN EXCHANGE FOR HAVING MORE HALF-LEVEL FIGHTERS ZOOMING AROUND, BUT THE DESIGN-TEAM DOESN'T QUITE CONSIDER THAT A HEALTHY OUTCOME FOR THE GAME.
    >> Anonymous 01/27/11(Thu)19:33 No.13683016
    ...

    I love what you guys are doing and wish to suck your dicks.

    I shall read this in full after my work is completed.
    >> Anonymous 01/27/11(Thu)19:35 No.13683033
    Hey I see two of the devs mucking around in this thread, where are the other three?
    >> Gilgamesh, King of Heroes !EnkiduOJiw!!fXOkC1tdv81 01/27/11(Thu)19:38 No.13683071
    >>13683033
    I'm here, I've been letting the others answer questions though.
    >> Anonymous 01/27/11(Thu)19:48 No.13683152
         File1296175733.jpg-(481 KB, 811x1073, 1286381944011.jpg)
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    AWESOME!
    >> HLeviathan !WNtC9hhgws 01/27/11(Thu)19:48 No.13683156
    >>13683033
    Rage and I are on both projects.
    Night, the third man from MURDER is away for a while, dunno when we'll get him back.

    Brand, Nacht and Taros are around, but they don't post as much.
    >> Gilgamesh, King of Heroes !EnkiduOJiw!!fXOkC1tdv81 01/27/11(Thu)20:14 No.13683370
    >>13683156
    Pff, I post reasonably often, just... Haven't been in this thread because I'm slightly busy.
    >> Anonymous 01/27/11(Thu)21:06 No.13683887
    ...Bump? :(
    >> HLeviathan !WNtC9hhgws 01/27/11(Thu)21:14 No.13683964
    >>13683887
    Man, don't worry about it. The people who are interested will join #SRWRPG
    >> Cidolfas Orlandu, aka Thunder God Cid !gYjELVKQn6 01/27/11(Thu)21:15 No.13683977
    Bump. Nice to see another thread, Leviathan.
    >> HLeviathan !WNtC9hhgws 01/28/11(Fri)00:28 No.13685946
    It's been three hours. I'm just giving this a final bump so anyone who didn't get a chance to see it can see it.
    >> Anonymous 01/28/11(Fri)05:52 No.13688519
    Bumping.
    >> Anonymous 01/28/11(Fri)09:45 No.13689743
    So, how complete are the rules?
    >> Gilgamesh, King of Heroes !EnkiduOJiw!!fXOkC1tdv81 01/28/11(Fri)10:42 No.13690183
    >>13689743
    They're playable, but there hasn't been much testing so far. There also aren't example mooks, bosses, etc, you'll have to build such things from the ground up yourself if you want to run a game.

    Download it and give it a look, we could always use additional feedback.



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