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D&D Forum Game: Signup Thread and Intro

Like I said, I am planning to run Dungeons & Dragons here. You guys seem to enjoy forum RPGs, so why not try running the granddaddy of them all? (In its 5th edition, though.)

I'm forming a party of five. Any more than that, and I'm afraid things can get out of hand. This is going to go first come, first served. If you don't make it in, don't worry too much. If this first experiment goes well, I'm planning to do more in the future.

Now, here's the party's roster, updated as I see posts:
1. Liberty
2. pianotm
3. Seiromem
4. Zeigfried_McBacon
5. Ratty524

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Now, then. Let me explain the basics of this:

Dungeons & Dragons' Core Mechanic



See this motherfucker here? This is a twenty-sided die, d20 to its friends. You better start getting acquainted.

Every action in D&D is determined by the roll of a d20, with relevant modifiers added. That value is compared to a specific value to see if you succeed or fail. If it's equal or higher, you succeed. If it's lower, you fail.

The most common action in D&D, the attack? You want to attack someone, you roll a d20 and add your attack bonus to the roll. If you get equal or higher than your target's armor class, you hit with your attack, and roll for damage. If you get lower, you missed. There are two special cases when it comes to attacks, though. If you roll a 1, your attack always misses. Likewise, if you roll a 20, not only do you hit, regardless of your target's armor class, but your attack is also a critical hit.

With other actions, it's similar. If you want to jump over a chasm, you roll a d20, add your Athletics skill modifier to it, and then compare the result to a difficulty class set by the dungeon master. If someone throws a magical fireball at you, you roll a Dexterity saving throw to see if you can evade it. If you want to trick an NPC, you roll a d20 and add your Deception skill modifier, then the NPC does the same with Insight, and then you compare the results.

Also, there's advantage and disadvantage. There are situational modifiers you may acquire. When you have advantage when performing an action, you roll twice and keep the highest roll. Likewise, with disadvantage, you roll twice and keep the lowest.

There are dice other than the d20, but they're only used when rolling for damage. A dagger shouldn't deal the same damage as a large two-handed axe, after all.

Since we're doing this on an online forum, no actual dice will be involved. I'll be using an RNG on my end to determine the success of your actions.

The Six Attributes

Each character in D&D has six attributes, or stats if you wish to call them that. Their score determines the character's competence at certain kinds of actions. These attributes are:

Strength

Strength is a measure of the power of your muscles, your ability to exert raw physical force. It determines your ability to push or lift objects, break things, or other applications of brute force. Strength is important when attacking with most melee or thrown weapons. Strength is important for Fighters that focus on heavy weapons, Paladins, Barbarians, melee-focused Rangers, and combat-focused Clerics.

Dexterity

Dexterity is a measure of your agility, reflexes, and balance. Actions such as balancing on a tightrope, or picking a lock are influenced by your Dexterity score. Dexterity also helps with your attacks with finesse or ranged weapons. Dexterity also helps you dodge attacks, if you're not wearing heavy armor. Dexterity is important for Rogues, most Rangers, Bards, Fighters focused on light or ranged weapons, and Monks.

Constitution

Constitution relates to your stamina, pain tolerance, and general health. Things like long marches and holding your breath involve Constitution. Constitution is important for all classes, as it is used to calculate your HP total, but Barbarians make especially good use of it, as it also adds to their armor class.

Intelligence
Intelligence measures your capability for logical reasoning, your recall, and your deductive skills. Intelligence is important for Wizards, and those Fighters and Rogues that choose to dabble in magic.

Wisdom

Wisdom is about how in tune you are with the world. It has to do with your perceptiveness and intuition. Wisdom is important for Clerics, Druids, Rangers, and Monks.

Charisma

Charisma measures your capability to navigate social situations, your eloquence, and your raw presence. Charisma is important for Bards, Sorcerers, Paladins, and Warlocks.

Races and You

As with most fantasy games, there are several races in the world. The races available to you are human (of course), dwarf (mountain or hill), elf (high, wood, or dark (also known as drow)), halfling (lightfoot or stout), dragonborn, gnome (forest or rock), half-elf, half-orc, and tiefling.

Your character's race is not a purely aesthetic choice, and it determines some of its abilities, as well as some bonuses to the attributes.

On To Classes

Oh, yes, classes. Probably the most defining part of a character. You probably want to know about those. Here they are:

Fighter

Possibly the most straightforward class in D&D, though not necessarily lacking depth. The Fighter is the man-at-arms, the master of martial combat. He combines raw strength, agility, and tactical awareness to become a lord of the battlefield. Capable of using any weapon to its maximum potential, and an effective warrior in any kind of armor.

Barbarian

If you're imagining a shirtless man with a huge axe slaughtering countless numbers of his enemies while ignoring their blows, the Barbarian is the class for you. A primal and animalistic warrior, the Barbarian relies almost entirely on instinct when fighting, in contrast with the Fighter's structured form. The Barbarian is also capable of tapping into a primal rage, improving his physical capabilities even beyond those normally achievable by a man.

Rogue

Cunning and agile, the Rogue uses stealth and trickery to achieve his goals, whatever they may be. Capable of sneak attacking foes occupied with someone else or otherwise unaware of his presence for massive damage.

Monk

A master of martial arts, able to take the body to peaks of perfection. Is able to match the power of the most devastating weapons with only his body.

Cleric

The chosen champion of the gods, the Cleric wields divine power of his patron deity against the enemies of the faith.

Paladin

A holy warrior bound to an oath, and an exterminator of the foulest of evils. Even though many paladins are linked to a deity, the convictions of some of them are sometimes enough to awaken a divine spark in them.

Druid

A follower of ancient traditions, who channels the power of nature, calling on the power of the elements, life, and even being able to take the form of nature's fiercest beasts.

Ranger

An expert tracker and survivalist, the Ranger uses a combination of martial prowess and nature magic to eliminate any threats to the territory he protects.

Wizard

A scholarly wielder of magic who, through careful study and application of the principles of magic, can bend reality to his will.

Sorcerer

Unlike the Wizard, who studies magic from texts and teachers, the Sorcerer was born with the ability to wield magic. His power is innate, and wild, and their magic is more chaotic. Some Sorcerers go as far as claiming to be descendants of dragons.

Bard

Not just any performer, the Bard managed to discover the magic in music. He commands a subtle, yet powerful kind of magic, and has an inspiring presence that propels his allies to new heights.

Warlock

The Warlock's power is not his own. Though he wields magical power, it does not come from an innate capability or study, but it is granted to him by an entity he made a pact with. Entities that offer these pacts with mortals include powerful fey creatures, fiends, or perhaps far stranger beings, beyond reality as we know it.

In The Background

New to 5th edition, backgrounds are the part about what your character did before they turned to adventuring. With the background comes a set of extra proficiencies, sometimes languages, a few extra items to start out with, and a non-combat feature, all related to that past.

Backgrounds included in the Player's Handbook are the acolyte, charlatan, criminal, entertainer, folk hero, guild artisan, hermit, noble, outlander, sage, sailor, soldier, and urchin, but if none of those match the characters you have in mind, I'm okay with helping you create a custom background.


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That was a decent enough intro, but that's not enough to start playing yet, I know. I'll provide more info once I have the signups, I'll even walk you through creating a character for maximum ease. Or, if you want to see how things work right now, you can go check out the rules here. In terms of character creation, it only has four races and four classes, but the rules you use to play after creating a character are all there.

Here is an example of a completed character sheet. Some of you may remember this character, considering I played him in a forum RPG here. The second page is entirely optional, by the way, and the third page is relevant only to characters who know spells. Most of the important stuff is in the first page. Also, I won't be requiring you to actually submit a character sheet in PDF form. We're doing this on a forum, so we have better ways to do it, that work better in this medium. But I thought I'd show you a character sheet anyway.

Even with this not having started yet, I'll be glad to answer any questions you may have, so please, ask away.

Re-Introduction

This isn't my first time here. I've been here before. I asked some questions, played with RPG Maker, occasionally stopped by the IRC, even participated in one of Dudesoft's forum RPG things. (At least I think it was Dudesoft running it.) Then I vanished.

It's been so long since I last set foot here that I might as well introduce myself again.

Hi. Portuguese game design enthusiast here, currently studying animation in London. I'm a fighting game enthusiast, and also, of course, I enjoy my RPGs. I have always been a huge Pokémon fan in, particularly the competitive side, and I'd say it's my greatest inspiration among RPGs. If I could make something that engages the player in a similar way to playing Pokémon against another human, that would be great, but I'm aware of the limitations of AI, of course.

Why did I come back? I've been playing Dungeons & Dragons, both as a player and as a (somewhat inexperienced) dungeon master. Lately, I felt like taking the adventures of the campaigns I'm in, and adapt them as a video game. There is one campaign in particular, in which I'm playing a human warblade named Frederick, that has fantastic chemistry between the party members. That would be a good one to adapt after I get enough content to make a game out of.

And of course,just because I'm taking inspiration from my D&D campaigns, it doesn't mean I can't make anything wholly original. That option's still open.

Anyway, here I am. Hello again.

Oh, and by the way... Speaking of D&D. If anyone's interested in a play-by-post campaign here, I'm totally up for running it.

Look who's back. Let's Rock!

MY BODY IS READY



*sniff* I missed you, Sol.

Mechwarrior Online: Wanna play it with me?

I've started playing Mechwarrior Online. It's hectic giant robot fights, and I sure as hell like that. I took notice of the strategic elements of the game and started liking it even more. For example, I can have a faster spotter tag a target with an infrared laser so that someone else can have their missiles track the target even if a lock would otherwise be impossible. Coordination between teammates to flank and overload a priority target's defenses is a necessary skill, and (except for scouts whose job is to survey the battlefield and get in and out of places quickly) getting separated from the rest of the team is a death sentence.

Now, I've been in PUGs, but it's obvious that this game is best played in premade groups that can coordinate their attacks, especially with voice chat. So I'm here trying to recruit fellow pilots for a team.

The post will be in a Q&A format from here on.

Q: Is this game complex?
A: Yes. Yes it is. You'll suck the first few times you play, so I sugest heading off to the testing grounds to get a good feel for the controls. The mechs don't control like a soldier in your average FPS, but like a tank on legs. W makes the mech walk forward, S makes it walk backwards, A and D are for turning, and the mouse moves the torso independently of the legs, so you can walk in a direction while looking at another entirely different direction. I sure ran into a lot of walls as I was learning how to play, and so will you. Protip: C centers the torso back to the direction the legs are facing, and F makes the legs turn to the direction you're looking at.
Then there's customization. You'll mess around with your mech down to the individual placement of heat sinks. Myself, I love this kind of customization, but it might not be your cup of tea.
My sugestion: Take a look at the manual. There's a bunch of tutorial videos here, and if you like old school booklet style game manuals, this PDF here is right up your alley.

Q: The game is free to play. Is it pay to win?
A: Not at all. There is paid stuff, but it's mostly for convenience. You can use real money to pay for mechs you could otherwise pay for with ingame currency, you can pay for ingame money and experience bonuses (a.k.a. premium time), and most paint colors are paid. There are some premium exclusive mechs, the Hero Mechs, but you're mostly paying for the unique skin and 30% cash bonus when playing them. They are far from dominating. In fact, you'll easily find people saying that the Yen-Lo-Wang, Fang or Misery are actually worse than the standard variants of their respective chassis.

Q: The game seems a bit barebones right now...
A: Yeah, it is. Remember that the game is still in open beta, though. When the official launch comes, Community Warfare will roll out, and factions will be fighting for control of planets, with players in the front lines, with bonuses for control of planets. Right now it has just ye olde matchmaking, but it can still be fun.

Q: The out of battle UI seems a bit clunky.
A: Yes. A new scratch built UI is in the works right now, set to replace the existing one soon.

Q: Those last two weren't questions.
A: No, they weren't. And neither is this one.

Q: I've started playing, and I'm racking up cash pretty fast. Is this to be expected?
A: That's the cadet bonus, and it'll last for your first 25 (I think) matches, with its impact being reduced a bit every subsequent match. It's supposed to give you enough money to buy your first mech and play around with it a bit soon after you start playing.

Q: I'm ready to buy my first mech. Do you recommend anything?
A: Did you try out all four trial mechs? There's one of each weight class, so you should use them to get a feel of how each of them handles. Then choose one of the one that suits you better.
If you already did that, I'd point you to the Hunchbacks. They're affordable, versatile, and with compact frames. There's a Hunchback variant for every role, but I'd recommend the 4SP, as it is symmetrical, without the huge and easily shot weapon mount on the right side that gives the mech its name, and with the weapon hardpoints evenly distibuted, so the loss of a part will not cripple you. Protip: The stock Hunchback's greatest weakness is its underwhelming speed, so your first upgrade to it should be a 260 engine.
Should you want something other than a Hunchback, you can't go wrong with a Centurion or Catapult, in my opinion.

Q: So, CD, what do you play?
A: My main mechs are:
A Catapult C1. A long range missile support unit with four mounted lasers for the inevitable close encounters. I'm considering switching two of my lasers for sniping weapons to pack even more of a long range punch, though.
A Hunchback 4P. My go to mech for short range engagements, it's capable of firing up to nine lasers simultaneously, packing a huge punch. Currently I'm packing small lasers in the hunch, but I'm considering switching to mediums once I get better at heat management. That way I get more range on my trump card, and it starts really doing some damage.

Q: What's your time zone, CD?
A: GMT, so I'm more partial to other EU team mates. Still, if you're from some distant time zone, I can try to arrange a workable time, especially on weekends.

If you're interested, say something. If you have any questions, ask away. If you tried playing but fail prety hard at it, hit me up and I can set up some matches together with voice chat to walk you through the ropes. I'm still a fairly newish player, but I've already passed that first wall of absolute fail, so I can help you get past it as well.

Achievement From Nowhere

So, I come in today, and I have a new notice, telling me I got an achievement. Writing, I Choose You, worth 10 Makerscore. Reason for getting the achevement? Well, according to its description, "Had a writing piece featured in the What's Written section of the front page."

That didn't happen. I never wrote anything that could qualify for getting featured in the What's Written section, and you can't feature nothing.

As much as I love Squirtle, I'd like for my Makerscore to be deserved. I'd like to have my achievement removed and if possible know why this happened.

Guild Wars 2 trial passes (1 remaining)

So, now that the first small scale expansion to the game is out, Arenanet's letting us sent trial passes to people that'll let them play between November 15 and 18. Each player gets 3 passes to give.

PM me with your e-mail adress to get one. I've got only 1 left now.

[Scripting-VXA] YEA Instant Cast and Yami's PCTB

I'm using Yami's Predicted Charge Turn Battle with the Ace Battle Engine.

One of the characters in my game can get stance skills, which change his stats during the course of the battle. I wanted you to be able to change stance and attack in the same turn, so I downloaded Yanfly's Instant Cast script, as it did exactly what I wanted. I put it in my game's scripts, and tagged all stance skills as instant.

And it didn't work... I tried having it both between the Ace Battle Engine and the PCTB and below both. Most of the time it completely ignores my tag and ends the turn after I use a stance skill. Occasionally, it instead crashes and gives me an error.
author=Error Window
Script 'Scene_Battle' line 330: NoMethodError occurred.

undefined method 'index' for nil:NilClass

I went to the Scene_Battle script. The error happens here:
#--------------------------------------------------------------------------
  # * Start Actor Command Selection
  #--------------------------------------------------------------------------
  def start_actor_command_selection
    @status_window.select(BattleManager.actor.index)
    @party_command_window.close
    @actor_command_window.setup(BattleManager.actor)
  end

I went to BattleManager and found the definition of actor.
#--------------------------------------------------------------------------
  # * Get Actor for Which Command Is Being Entered
  #--------------------------------------------------------------------------
  def self.actor
    @actor_index >= 0 ? $game_party.members[@actor_index] : nil
  end

I found uses of actor_index and actor.index in the PCTB code:
#--------------------------------------------------------------------------
  # new method: set_actor
  #--------------------------------------------------------------------------
  def self.set_actor(actor_index)
    @actor_index = actor_index
  end
#--------------------------------------------------------------------------
  # new method: ctb_prior_actor
  #--------------------------------------------------------------------------
  def ctb_prior_actor
    BattleManager.actor.make_actions
    last_index = BattleManager.actor.index
    prior_index = last_index - 1
    if prior_index < 0
      @actor_command_window.close
      @party_command_window.setup
    else
      return ctb_prior_actor if !$game_party.members[prior_index].movable?
      $game_party.members[prior_index].make_actions
      BattleManager.input_start
      BattleManager.set_actor(prior_index) 
      start_actor_command_selection
      if $imported["YEA-BattleEngine"]
        redraw_current_status
        @status_aid_window.hide
      else
        refresh_status
      end
      @status_window.show
      @status_window.open
    end
  end
#--------------------------------------------------------------------------
  # new method: ctb_next_command
  #--------------------------------------------------------------------------
  def ctb_next_command
    BattleManager.actor.make_actions
    last_index = BattleManager.actor.index
    next_index = last_index + 1
    if next_index > ($game_party.members.size - 1)
      return start_confirm_command_selection if $imported["YEA-BattleCommandList"] && YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
      BattleManager.action_list_ctb[0].make_actions
      start_pctb_action
    else
      return ctb_next_command if !$game_party.members[next_index].movable?
      $game_party.members[next_index].make_actions
      BattleManager.input_start
      BattleManager.set_actor(next_index) 
      start_actor_command_selection
      if $imported["YEA-BattleEngine"]
        redraw_current_status
        @status_aid_window.hide
      else
        refresh_status
      end
      @status_window.show
      @status_window.open
    end
  end

Can someone please help me understand what's happening and what I can do to fix this?

[Scripting-VX Ace] MP Generation on Turn Start

After searching the 'net for some scripts that would help bring my game to where I want it, I came across something that seems like I have to do myself.

Some background. I'm using a CTB. (Specifically, Yami's Predicted Charge Turn Battle on top of Yanfly's Ace Battle Engine) All of the characters in my game have a static ammount of 100 MP. What I want is for a character's MP to regenerate by 10 every time their turn comes up.

I tried using MP regeneration, but it's definitely not what I want. It happens at the end of a turn and shows a message. I want the regeneration to happen at the start of the turn, before the action is chosen, and to show no message, just an increase of the gauge. While this increase will be at its default value of 10 for most of the game, I want to be able to increase it through equipment and states.

How would a script that implements this be? This is my first attempt at scripting, so I'm confused.

I also want to have MP start at 0 in every battle. I think this is achievable by eventing, but if it's substantially more practical to do it by script, feel free to give me some pointers on this one. Perhaps I should attempt this one first, as it is certainly the most simple.

Monsters, stats, damage and balance. A game of numbers.

I've started work on my first project, and I'm having some trouble with a design stage. And it's really bothering me because I for some unknown reason simply refuse to start mapping and eventing until I have some starting points done on the database.

I am, understandably, utterly confused by how I should balance the numbers in my game.

First of all, I have the overall stat spreads of my characters figured out, but I'd like to have numbers considerably lower than those on te default spreads. All stats will be lowered, but HP more than all the others. I just don't really like having HP in the hundreds at level one. My two problems in this area are:
  • How should I adjust the damage formulas to take into account the lower relative HP? Slapping a division on the previous formulas doesn't seem elegant.And speaking of that, how do I even know if a formula is good?
  • How much variance can I have in stats? For example, if I want to make a glass cannon character, how I can I make his attack and how low can I make his defense? I understand that this varies from game to game, but I'd like to have some concept of safe zones.

Then, there's equipment. I'm still trying to figure out how much it should influence stats. It doesn't seem to matter as much as the rest and I feel like I have some leeway. But is something like equipment influencing about 20% of the final stats a good number? It varies with the ammount of customization you want, of course... I've actually been toying with the idea of a game where all the characters have the same base stats, or different but with very little variance, and their final stat spreads are almost entirely determined by equipment with large and varied bonuses, but this shall not be that game.

Lastly, there's the matter of enemies. This, to me, seems like the hardest part. The default database does come with some examples of (bland) enemies, but I have no indication of what level they are intended to be fought at, so I can't derive any balance rules from them. How strong should the enemies be relative to a party of average level for the area? How should the stats scale down with the increase number of enemies in a battle? Should some stats decrease more harshly that others? (I think defensive stats should scale less harshly than offensive ones, and speed shouldn't even be considered in the equation, but I might be wrong.) How much should, on average, the difference in stats between a single enemy random encounter and a boss be?

I understand that most of this is trial and error. I understand I'm going to spend countless hours coing through the same content over and over again making small changes to the numbers every time until I get it right. But I'd like to have some guideline I can follow so I start on the right path.

[VX Ace] - The problems of the part-time dual wielder

Here's the deal. I have a four man party in my current project. One is a warrior who can use light swords and two-handed greatswords. The second one is a rogue who can use daggers and light swords. Then there's an offensive mage who can use staves and daggers. The last one ia a heal and support type mage that can use staves and spears. Pretty standard RPG party.

The problem is, daggers are meant to be dual wielded by both the rogue and the mage, and nothing else. No other waepon should be dual wielded.

Two-handed weapons have the Seal Equip feature, which works fine with my warrior and "white mage", preventing them from equipping shields when they have a greatsword or staff equipped. But since the dual wiealders don't have a shield slot, it doesn't work for them.

I tried not tagging the characters as dual wielders and making all daggers give them the dual wield property, but that only solves half the problem. You can't equip anything in your off hand if you equip a staff or a sword, but as soon as you put a dagger in your main hand, you can equip one of the other weapons on the off hand.

Can anyone tell me how this problem can be solved? I imagine it would involve scripting, but I'm still very much a noob when it comes to that, so I'll probably require some explanation.
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