Post by Retasu on Nov 4, 2016 18:16:34 GMT -5
So, the last thing I want is to have things so "stat heavy." I know it's sort of not the most popular thing in terms of RP, but a reliable HP system is something I've been thinking about implementing for some time now. It's more something to further separate the weak and the strong, I suppose. It would also help out with offering another type of buff for transformations.
My idea is that a character's HP is determined by 1.number of dice x their dice sides. For example: 3d20 x 1.3 = 26HP, 2d50 x 1.2 = 60HP, 4d100 x 1.4 = 140HP, etc. This calculation gives a solid base, in my opinion, and if we were to implement an HP System I would honestly like to use something similar to this.
What does this mean for transformations that increase dice sides, you say? Good question! If a character transforms mid-fight, and it increases their dice from 3d70 to 4d70 then their Max HP for the match would go from 91 (70 x 1.3) to 98 (70 x 1.4), or from 3d100 to 4d115 it would go from 130 (100 x 1.3) to 161 (115 x 1.4).
Now, these numbers may seem intimidating, especially now since we're all pretty weak and our dice rolls are not entirely strong. But, let's look into the bigger territory to get a picture as to how this HP system isn't too over the top. At 3d70, a perfect roll of 3 70's equals 36 damage. Now, it's highly unlikely that anyone would roll that high, but just for the sake of the example, the max damage output on that roll against someone with the same dice, using the HP system, would put them at 36/91 HP. Much better than using the conventional "set" HP of let's say 50 or 60.
However, there is the possibility that this may drag some spars out pretty long. For example, the Mass Spar right now with three characters at 3d20 is moving slowly as far as causing damage goes, to the point where we needed to reduce the Max HP to 15 from 20. BUT, looking at the 1v1 spar of Majin Kazam vs Dian Xin, where Kazam is transformed at 2d30, that match when fairly fast and to 15. Really, the d20 is a hump to get over, because the dice miss from 1-14 sides, and hit 1 damage from 15-19, and 2 on 20. After that fairly quick hump, I think this system would flourish quite well.
And I don't believe it would manipulate the Point Spread system for 1v1 Spars, either. With that, I would love to hear your thoughts and feedback. If it's something everyone is into, I'll update everyone's stats to include HP, but it will not need to be retroactively implemented into any threads that have started already.
My idea is that a character's HP is determined by 1.number of dice x their dice sides. For example: 3d20 x 1.3 = 26HP, 2d50 x 1.2 = 60HP, 4d100 x 1.4 = 140HP, etc. This calculation gives a solid base, in my opinion, and if we were to implement an HP System I would honestly like to use something similar to this.
What does this mean for transformations that increase dice sides, you say? Good question! If a character transforms mid-fight, and it increases their dice from 3d70 to 4d70 then their Max HP for the match would go from 91 (70 x 1.3) to 98 (70 x 1.4), or from 3d100 to 4d115 it would go from 130 (100 x 1.3) to 161 (115 x 1.4).
Now, these numbers may seem intimidating, especially now since we're all pretty weak and our dice rolls are not entirely strong. But, let's look into the bigger territory to get a picture as to how this HP system isn't too over the top. At 3d70, a perfect roll of 3 70's equals 36 damage. Now, it's highly unlikely that anyone would roll that high, but just for the sake of the example, the max damage output on that roll against someone with the same dice, using the HP system, would put them at 36/91 HP. Much better than using the conventional "set" HP of let's say 50 or 60.
However, there is the possibility that this may drag some spars out pretty long. For example, the Mass Spar right now with three characters at 3d20 is moving slowly as far as causing damage goes, to the point where we needed to reduce the Max HP to 15 from 20. BUT, looking at the 1v1 spar of Majin Kazam vs Dian Xin, where Kazam is transformed at 2d30, that match when fairly fast and to 15. Really, the d20 is a hump to get over, because the dice miss from 1-14 sides, and hit 1 damage from 15-19, and 2 on 20. After that fairly quick hump, I think this system would flourish quite well.
And I don't believe it would manipulate the Point Spread system for 1v1 Spars, either. With that, I would love to hear your thoughts and feedback. If it's something everyone is into, I'll update everyone's stats to include HP, but it will not need to be retroactively implemented into any threads that have started already.