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Exile of Heaven sneak peek discussion(7)

1 .

I'm about to run off too work, and should've done this earlier but here's some little things that's been nagging me.

1. Right now the system I'll be using to do stat checks is based upon dice, of course. The idea is each level in the stat will equal a single die. Checks will have a Difficulty, the number you have to meet at least for it to count, and Success, the amount of dice you need to pass.

i.e. A D3/S1 means you need at least 1 die to be 3 or higher to pass.

While in battle I think this system works wonderfully, each successful attack on an enemy is damage (no required successes) I find the more difficult is for mundane things such as a Charm check.

After all, what justifies a Charm check? I don't want relationships to be based up on dice rolls, but at the same time I don't really want you able to do things you couldn't do in the relationship yet (i.e. try to well, you know. have sex or something)

I also don't want to prevent you from having write-in questions, so I don't want to put stat checks on questions or stuff. What do you think?

...
I have more i want to say but uh, ack. I have to be going to work. After work then.

2 .

You could take a(nother) page from Fairy Maid's book- When you make a write in, you can pick what stat to use. I'm not sure how assigning difficulty would work, though. I suppose you'd have to set that personally for write-ins.

3 .

Well relationships don't have to have dice rolls. Rather have them on a static point system, the more points we get with someone the more things we can do.
And have amount of points we get/lose depend on charisma/charm actions. Or simply doing something that character likes/dislikes (not everything has to have dice checks).

Still, I'm not all to clear on the dice system. What kind of dice will it be? d20, d6?
Could also explain a bit more on combat parts. Will there be HP, MP, armor ? etc

4 .

I was in a rush so I will now take the time to respond.
You could take a(nother) page from Fairy Maid's book- When you make a write in, you can pick what stat to use. I'm not sure how assigning difficulty would work, though. I suppose you'd have to set that personally for write-ins.
I had considered this. It would however make write-ins a bit double-edged. You could pick what you want to do in them yes, but you wouldn't know what kind of check you're going up against. And failing checks can result in bad things happening, this of course depends on the check in question.

Well relationships don't have to have dice rolls. Rather have them on a static point system, the more points we get with someone the more things we can do. And have amount of points we get/lose depend on charisma/charm actions. Or simply doing something that character likes/dislikes (not everything has to have dice checks).

I was leaning to a static point system, as used early on in RiG (until I stopped using it) as it is much easier. It's just then the Charm stat will be underused which I guess is bound to happen, some stats will just turn up more depending on how things goes, but...

Still, I'm not all to clear on the dice system. What kind of dice will it be? d20, d6? Could also explain a bit more on combat parts. Will there be HP, MP, armor ? etc

Certainly, allow me to expand. By default all checks will be done with a d6, meaning you can pass any sort of check so long as the difficulty is 6 or lower. I haven't finished building the Faith tree yet, but there will be ones that will 'upgrade' your die to higher ones. Such as a d8, d10 or so and and so forth.

Combat itself will involve HP and armor for the player. Generally enemies deal 1 damage if they succeed an attack, by default they only succeed to hit you on a roll of 6 and they have a number of rolls equal to their Attack value. Some enemies (mainly things that would be 'boss' types, or Touhous) have special traits that mean they may deal more damage on an attack, or succeed on a 4 or 5 for example.

I don't think there will be MP, there will however be Spell Cards which function as a useable item. They deal high damage, but have the drawback of having a limited number of uses a day. Generally you can use each card once a day, and the number of cards you have (and their strength) is based upon the Faith Powers you have.

Armor is also used and will simply absorb an entire attack. That is if say an attack did 5 damage and you had 1 armor, the armor will take all 5 points and then be depleted. If you had 2, you could safely absorb 2 attacks before your HP takes a hit. Of course some enemies will have attacks that will bypass armor or weaken it.

5 .

Interesting. The combat system seems to be duel oriented. How with armor nullifying an attack regardless of damage, than vanishing, instead of simply reducing the received damage.

Now I'm curious how perks/traits/feats? will come into play and will there be more than one type of damage (such as holy/dark/elemental, etc.)
Also, how do stats work? (or what are the stats).
Seen how its all dice check oriented (instead of scaling numbers). Will increasing one stat past certain rank add a benefit?
For example: Lets say dexterity menages ToHit, if its below 5, we need to roll 6 to hit, but if its from 5-10 we need 5 or higher to hit, and so on.

6 .

Interesting. The combat system seems to be duel oriented. How with armor nullifying an attack regardless of damage, than vanishing, instead of simply reducing the received damage.
Somewhat. Not all fights will be done 1 on 1. Some will involve you against many enemies. Usually the individual enemy is weak, but the danger lies in numbers. For instance, a single Fairy isn't scary. Now if there was ten of them, that's another story. Compared to a single Fairy, which likely only has 1 Attack, ten fairies with 1 attack each means ten attacks against you in a round.

I thought of at first armor just being 'extra' HP but felt it wasn't as important then. It was just fluffing out your HP, and most enemy attacks only deal 1 damage. Excluding boss-types or Touhous of course.

Now I'm curious how perks/traits/feats? will come into play and will there be more than one type of damage (such as holy/dark/elemental, etc.)
Traits will be picked at creation. You are allowed to pick one without penalty, but picking two will require a negative trait. Even if you pick one, you still get a negative but it's not very bad. However, negative traits get progressively worse and if you actually don't do anything about it, you will end up reaching a Bad End that would require a significant rewind.

Fixing the negative isn't very difficult though, it will require some work, but there's a rather large timeframe.

I haven't thought of doing elemental damage types, I want to try to keep things as simple as possible.

Also, how do stats work? (or what are the stats).
The number of the stat is how many dice you get for it. The stats being used are Might, Charm, and Spirit. They're rather broad and general, but I again wanted to keep things as simple as possible. So if you had 5 Might/2 Charm/4 Spirit, it means in a Might check you have 5 d6's, in a Charm 2 d6 and in Spirit 4 d6.

Seen how its all dice check oriented (instead of scaling numbers). Will increasing one stat past certain rank add a benefit?
Not particuarly. You will however need a higher stat in order to pass checks, as the required successes will increase as the CYOA progresses. Battle-wise you want to ensure you have a high stat so you can do more attacks in your 'round' of combat. For example, if you had only 2 Might you could only roll 2 dice and thus only deal 2 damage. if you instead had 7 Might, you get 7 dice and can deal up to 7 instead.

For example: Lets say dexterity menages ToHit, if its below 5, we need to roll 6 to hit, but if its from 5-10 we need 5 or higher to hit, and so on.
Not too sure what you mean here, sorry.

Also to expand on combat, right now there are different ways you can approach it. If you fight to kill your enemy, you won't suffer a penalty combat-wise, the issue is that you will probably kill your opponent or at least severely wound them.

If you instead opt to Subdue an enemy, you will suffer a penalty, but as you're holding back you will only fight until they can't go on anymore. This can prove valuable in some cases, although Subdue will yield less Faith from combat I'm thinking up ways it will benefit you.

7 .

Well I Assumed we first need to roll to see if we hit, than roll for the damage. But it looks like that's not the case?

8 .

Well I Assumed we first need to roll to see if we hit, than roll for the damage. But it looks like that's not the case?
Nope. For combat an enemy will have a Difficulty. You will use all your rolls and you just have to pass this Difficulty. Each passed is, by default 1 point of damage. So you just roll to hit, and damage is automatic.
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