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| How to Play | |
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| Tweet Topic Started: Aug 7 2009, 02:04 AM (385 Views) | |
| Yotsuya | Aug 7 2009, 02:04 AM Post #1 |
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Hey, well, I wrote all this up for you guys, and Flooz has yet to approve it, or even comment on it, so I thought that I would post it out here in the open and discuss what we like and what we don't like about it right here. We don't have to be as uptight about the voting as mentioned in the HTP but if it gets rowdy (and if I don't acknowledge that I am getting rowdy please smack me a few times) those posts will be removed and sent to the court house. I don't wanna spam up this thread or the chat with our petty fights. So here it is, the Beta run for the HTP After reading through all the fights (of which I noticed I participated a great deal) and all the discussions we had I have compiled a system from the ashes of the world V3. But first I think you guys deserve some answers. +What happened to the world V3? I saw it up and most the threads were done, where did they all go? -All of those have been archived for the time being. The world V3 has a lot of work put into it and it would be wrong to put the people who created it out of the creative process, so we have decided to put it in hte archives so that it might be reborn some time in the future when those who have invested so much time into it can continue to do so. +Why was the decision made? Unlike other forms of RP, like DnD meetings or LARP events, The World is always on, and therefore needs attention most of the time. The people who run it must be available 5-6 days a week and at any given time slot to operate NPCs and Plots. The current staff that we had would have been unable to do so with their busy schedules. It would have been unfair to the players to have the world operate only on weekends, and it would have been unfair to the creators to get rid of their world. Now that we have gotten that out of the way here comes the How to Play This world is going to be much more familiar to you than NWO but will still be different so that V3 won't have to worry about a total repeat. In this thread are outlined the systems and methods that we will use to keep the world Running smoothly. These are operating rules- meaning that we are willing to have some flexibility with them if an issue arises or a better suggestion is put forth; but any change would require a positive vote from 1 of the head GM and 3 positive votes from other players. Any more than 4 negative votes and the issue is over. No more arguing about it for days on end and making bitter enemies. CHARACTERS Characters are who you are, so I'd give a great deal of thought into who you want to be. Character Profiles will be kept in the Gladiators Hall, Profile posts should follow this template. Title: The title of your thread should include your character's name and number (First you post your character's at a glance profile, this helps other members know what they are seeing quickly, does not need to be in full sentence form) Name: Your Characters name (If you want your character to be called something include it in parenthesis) Race: You may be anything you like, but you must include a classification with that. Classifications in no way effect your character it is just for our reference. (Classifications: Adept, Demon, Animal, Monster) Age: Sex: Male, Female, or Neither (both counts as neither) Height: Weight: Hair: Eyes: Skin: Garb: Clothing style and apparel. Temperament: (His general mood, is he cranky? badass? Evil? Or a goody two shoes. Your character may deviate from this of course but the general knowledge will definitely help other players.) Description: As much detail as possible. It doesn't matter how long it is, but usually a nice long description is expected. History: Please don't skip this it is very important for character development. Give us your character's backstory so that we can understand him and draw from it. Events from former worlds are permitted, but if other characters names are included you must have permission from the other player. This goes for NPCs as well. Rules for multiple characters
A character's stats are what he uses in battle. Stats should be included in a spoiler scroll box in everybody's signature. If you have multiple characters then all of their stats should be included. The code for this will be given to you when your profile is approved by a GM. HP: Your health, this will determine how long you live in battles. If your HP runs out you are knocked out. MP: Your ability to use the special force that is in the world. Skills and Magic both draw from MP, without it you are unable to use those moves that require it. ATK: This is your base attack, it varies by class and level, but it is added on to your weapon attack. ACC: under construction. EVD: under construction. STR: This stat will boost your base attack by 10% per point. It also allows you to carry more battle items. MAG: This stat will boost your Magic's MP cost. For every 1 Mag stat point, your MP cost is reduced by 10 MP. This stat will also allow you to carry more accessories. DEX: This stat will boost your ability to use weapons. Different weapons respond to DEX differently, so know your weapon. It also determines turn order. DEF: Your defensive ability. This should be automatically be deducted from any damage that you take. Your class will have a base DEF to give you, and armor will also boost your DEF, but usually reduces your EVD. RES: If your class or armors give you certain defensive powers or immunities, please list them here. Stats Rules
There are 4 different kinds of items. Items Weapons Armor Accessories Items: These include quest items, prize items, and battle related items. Each player may only carry 5 items. For every additional 2 Str a player may carry 2 more items. Items may also be stored in a world bank account, however there is a withdrawal fee. If a player is carrying more items, his evade is subtracted 20 points for each additional item, this is called overburdened. If a player's evade goes into negatives he will be forced to drop all the items he is carrying. If a player is overburdened he may choose to drop or hide items in the thread he is in, or give away/use items. All items may be used outside of battle, in any way that you wish. However using perishable items outside of battle will still count as having lost the item. Weapons: All weapons have an attack power that is added to the player's base attack when they use the weapon, they will also have a base ACC. Different weapons react to dexterity differently. Sometimes it will boost their attack power, some times it will boost their ACC, or maybe even have a totally different and unexpected effect. Weapons may have an element alignment or other effect added on to them. They may also be leveled up by a blacksmith (there is one in every country) Each weapon may have 5 levels, and with each level may come certain new effects or limitations. Adding an element to a weapon is not leveling it up. Some classes may allow for certain weapons to be dual weilded, or some weapons may come in pairs. Dual wielding is the same as normal attack, it just allows for a wider range of effects or levels. You may carry up to 2 weapons that may be switched mid battle as you please, any additional weapons are considered items and must be exchanged for a weapon. That weapon may not be used that same turn. Armor: You are allowed to wear a maximum of 6 different armors. Head, Chest, Shoulders, Arms, Hands, Legs. You may not wear two different armor in the same area. Armor will increase your Def but will also reduce your Evd. Armor may also be upgraded at the Blacksmith, but some armor shops will do it for you as well. Accessories: You are allowed 3 accessories, and for every additional 2 Mag a player may wear an additional accessory. Accessories can do almost anything, they can teach you skills or magic, give you new Res effects, boost your stats, or even increase you luck with NPCs. However every effect will have its price. You cannot allow yourself to become overburdened by accessories, you may only have the number of accessories allotted to you. You may have custom items, but they must be paid for and approved of by a GM. Battle It is the same turn based system that we know and love. Players are their own judges and each battle command has a set formula. Battle commands: Attack! Evade Magic Skill Rest Additional Commands Item Truce Attack!: This allows you to inflict damage without cost. When you use attack you must list the weapon you are using and the damage you should do. You add your base attack, and whatever weapon you are using. If you do not have a weapon you may use only your base attack. If you have an attack skill (a special skill that uses the attack command) then list it as if it were a weapon and treat it like one. There will be an attack button included in the forum, please use it when posting attack commands. You are allowed only one attack per turn unless otherwise stated. Magic: This allows you to cast a spell for MP. When you use Magic you must list the name of the magic, damage and cost, and any effect that the magic grants you. The magic must be quoted in full- at least once per battle. Use the magic command button when you are using magic. Skills: This allows you to perform advanced physical maneuvers for Mp. When you use Skill you must list the name of the skill, damage and cost, and any effect that the skill grants you. The skill must be quoted in full at least once per battle. Use the skill command button when you are using a skill. Evade: under construction. Rest: Resting will allow you to catch your breath. You may recover 25% of your current Mp (not exceeding your max) and 10% of your current Hp (not exceeding your max). You may not regenerate HP if you reach 0. You may regenerate up to the number of your MAG stat if you reach 0 MP. This counts as a full turn and defence is down for it. Additional Commands: Additional commands may be used in addition to your standard battle command. These commands do not take up a full turn. Item allows you to use an item during the battle, and allows you to exchange active weapons. Truce allows you to offer up a truce to end the battle, the opponent may not respond or may ask for a truce settlement (in the form of gold or favors) or agree outright. Once both players have agreed to a truce the battle is over and neither player may attack the other one in that same area. The truce is suspended when both players have left the area. EXP/leveling System Here Is information on how to level up in the world (again based off chats and archives) How to Level Up The rule of levels is based of basic math, If you have a problem with such math then it is recommended that you keep an in-browser calculator. These basic principles are color coded for reference in the example.
What you get when you level up When a player levels up they get a few perks.
The Class System This is not a class list, this is just how the class system works. I hope that dark will post a class list soon, but if he doesn't then we will need to make a rough one of those too. Classes are a group of training that you undertake to become better qualified in the world. As long as you are training under these classes you are getting the benefits of said class. You may only train under one class at a time, and unless you have completely finished a class level then you will loose any skills you had in that class if you change to a different class. Your progress in that class, is saved in your profile. As you level up while training under a class you will get class benefits. These are mostly skills or magics but can sometimes be other perks, like stat gains. Once you have leveled up to a certain point, you will have completed a class level and will be eligible to either switch classes or advance to the next class level in your class. Example: Player has reached Lv. 20, they have completed the Basic Mage Class. They can now choose a new class between the options of Black mage, white mage, or advanced mage. |
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| Yotsuya | Aug 8 2009, 10:35 PM Post #2 |
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Member
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Without question the evade and accuracy needs to be changed. I hate it. I know we had a good thing going on in the chat regarding it, but I have not kept records of that particular convo. Ironic huh? I am also considering making Rest into a magic. opinions, ideas? |
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| dark_vagabond | Aug 9 2009, 09:08 AM Post #3 |
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vagabondo scuro!
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Hmmm. Well, personally, I think accuracy and evade should work just the same as it did in the second world - they both max out at 150, an attack/ability hits if they are equal. It's simple and it works, and there are so many different ways to become stronger that accuracy and evade in the end are just a small part of the system. I don't think people will get the chance to rest in the heat of battle. Restoring Hp comes either by letting time heal you, or by using magic/items. So any ability that heals will have an Mp cost. Restoring Mp will be as simple as absorbing the mana that flows around you - which adepts' bodies do naturally anyway. I think everyone should get like +5% Mp per turn because of that, but should also be able to absorb through concentration. I'll posts my thoughts on the rest of the how to play when I get more time >.> Gotta leave in a minute. |
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