Servant Battles. nina edition
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Servant Battles. nina edition
Been bored lately with having no job, so I've been going through the old servant battles and looking over the house rules we made. So having nothing better to do I made these rules.
General Rules:
1) Any character from any media (ie, anime, games, movies, books etc) will be allowed for a game unless the current GM says otherwise. No full-blood gods, half-bloods only.
2) A pre-existing Type-Moon servant can be made but must meet the following conditions: must be a different class, have clearly different Noble Phantasms, not named Hercules.
3) No EX skills, Stats or Noble Phantasm.
4) No Anti-World noble Phantasm.
5) No Marble Phantasm. Reality Marbles will be judged by the GM and assigned a rank and cost based on the description of it’s effects given.
6) Only the main classes are allowed. No Avenger, Saver, or Ruler.
7) A single player can only submit the same servant for approval two times per game. One initial time, and again if it is rejected by the GM.
8) No wide beam Noble Phantasms. Beams that only take one space are ok.
Your turn during a battle:
During your turn you are able to move and have the choice of attacking, chanting for a spell or chanting/charging for a Reality Marble.
Movement:
Basic movement: 1 space per rank in Agility (max 5 spaces)
Prana Burst movement: 1 space per rank in Agility + 1 space per rank in prana burst. -10 per use
Rolls:
All rolls for combat use a d20 dice.
Natural 20 ignores opponents roll. Attacking natural 20 deals double damage
Natural 1 is automatic failure and ignores your roll.
If both players roll a 20 or 1 both players re-roll.
Attacking:
Basic attack: deals 5 X Strength rank
Prana Burst attack: +5 damage per Prana burst rank. -15 prana per attack
Noble phantasm: See Noble Phantasm section
Defending:
Block: D20 + Endurance & Luck modifiers; If roll is greater than opponents damage negated, if opponent beats your roll but only by 5 halve damage.
Parry: Deflecting the attack and trying to attack back, d20 + Strength and Luck modifiers if beat opponents roll negate damage and deal half of your damage total to opponent.
Dodge: Move out of the way of an opponents attack by moving one space to the side or backwards. Done by d20 + Agility and Luck modifiers.
Prana burst Block, Parry, Dodge: adds +1 modifier to roll per rank in Prana Burst. -20 prana per use
Chanting/Charging:
In order to chant or charge an spell or Reality marble you are unable to attack or parry only able to move and dodge. Getting hit by an attack breaks your concentration and cancels the chanting/charging.
Command Spells:
At the start of every servant battles all masters have three command spells. They can be used in any way you see fit weather to activate a skill, power an attack (make that attack deal double damage or automatically hit), force a dodge, or increase movement. To use a Command Spell the player must declare so before attacking, defending, or moving not after. Only one command spell can be used per turn.
Misc Actions:
Characters are able to talk up to three sentences per turn.
Servant creation:
All characters will have the following points to create a character:
Servant Descriptions and required skills:
Saber: Short range class known for using a bladed weapon. No skill requirements
Archer: long-range class that is known for using projectile weapons. Independent Action needed.
Lancer: Mid range class known for using spear like weapons. No skill requirements
Rider: Jack of all trades class that is known for using a mount. Riding required.
Caster: Spell caster class know for using destructive spells. High-Speed Divine Words required.
Assassin: Short range class know for sneak attacks. Presence Concealment required.
Berserker: A class that trades sanity for power or flying into fits of rage. Mad Enchantment or Berserker Rage required (pick one only)
Stats: 20 points
All stats start at E and can go up to A. A+ in any stat is only possible through skills.
Costs:
E: 1 D:2 C: 4 B: 6 A:8; + cost .5 points. Adding a + to a stat adds half of the next ranks total increase, except Agility and Luck.
Stats are as follows:
Strength: Determines your attack strength/damage. Increases by 5 per point.
Endurance: Determines your health. Increases by 50 per point.
Agility: Determines your movement speed. Increases by 1 space per rank.
Magical Energy: Determines your prana level. Increases by 100 per level.
Luck: gives additional modifiers to all rolls. See modifier list bellow.
Standard modifiers to rolls are as follow:
E: +0
D: +1
C: +2
B: +3
A: +4
Luck modifiers are as follows:
E: d2-1
D: d3-1
C: d4-1
B: d5-1
A: d6-1
Skills: 15 points
Skills can go from E to A (1-5). + cost .5 points. All servants can have no more than four
For skills refer to the type-moon wiki. For custom skills the GM will decide a rank based a on description that you submit. All classes that have mandatory skills (Rider’s riding for example) are given them at rank E for free.
Skills locked to one class:
Rage: Berserker
Independent action: Archer
Mad Enhancement: Berserker
Presence Concealment: Assassin
Territory Creation: Caster
High-Speed Divine Words: Caster
Skills that are limited on other classes:
Magic Resistance: all except Saber, Lancer, and Archer. (Rank D)
Riding: All except Rider; Unavailable to berserker with over D rank Mad Enchantment (Rank B)
Techniques: All classes can use this except Caster; Berserker can only take up to rank C
Expanded Effects:
Mad Enchantment:
Depending on the rank taken the following effect is applied. Whole Stats can be broken up into + and raises stat limit to A+
E: Random Stat up: .5
D: Player Choice Stat up: .5
C: Player Choice Stat up: 1
B: Player Choice Stat up: 1.5
A: Player Choice Stat up: 2
Rage:
The user flies into a fit of rage trading Reason for power. Depending on rank the servant is able to enter this sooner and gains points to be distributed among the servants stats besides magical energy. Raises stat limit to A+. Using a command spell allows you to bypass the required health loss.
E: 85% health lost +1 point gained
D: 70% health lost +1.5 point gained
C: 65% health lost +2 points gained
B: 55% health lost +2.5 points gained
A: 45% health lost + 3 points gained
Magic Resistance:
Depending on rank following effect is applied
E: Spell damage is reduced by 10%
D: Spell damage is reduced by 20%
C: Spell damage is reduced by 30%
B: Spell damage is reduced by 40%
A: Spell damage is reduced by 50%
Presence Concealment
Determines whether a sneak attack works on an enemy servant at battle start.
Sneak attacks are determined by rolling two D20 one representing assassins Luck skill the other representing the targets Agility skill. Modifiers are added to the result and the higher result wins. rolling a 20 is an automatic pass for the one who rolled it regardless of the result of the other roll while a 1 is an automatic failure. If both players roll a 20 or 1 they will both re-roll. On a successful roll for assassin one the following effects will be applied based on the rank of presence concealment:
E: -.5 random stat for enemy servant
D: -.5 player choice stat for enemy servant
C: -1 player choice stat for enemy servant
B: -1 player choice stat for enemy servant, +.5 player choice stat for assassin
A: -1 player choice stat for enemy servant, +1 player stat choice for assassin
Territory Creation
When submitting a character sheet for Caster, the creator chooses one of the maps available. Whenever caster fights on that map one of the following effects activates depending on this skills rank:
E: + .5 Magical energy for Caster
D: +1 magical Energy for Caster
C: +1 magical Energy for Caster, -.5 Random stat for enemy servant
B: +1 magical Energy for Caster, -1 Random stat for enemy servant
A: 2 points to be distributed between Caster and enemy servant ( All to caster, minuses to a player choice stat to enemy servant, etc)
Battle Continuation
Ability to keep fighting after serious injury reduces hit points to 0. This only works once per battle, meaning that if a character is healed above 0 they will die if brought back down.
E: Can continue fighting until -10% of Max HP
D: Can continue fighting until -25% of Max HP
C: Can continue fighting until -50% of max HP
B: Can continue fighting until -75% of Max HP
A: Can continue fighting until -100% of Max HP
Charisma
Reduces enemy stats. Reductions can be broken up in increments of .5
E: -.5 random stat for enemy servant.
D: -1 random stat for enemy servant.
C: -1 player choice stat for enemy servant.
B: -1.5 player choice stat for enemy servant.
A: -2 player choice stat for enemy servant.
Disengage
Proficiency in swiftly transitioning in and out of battle. Can not go over Rank A unless stated otherwise.
E: +.5 increase in Agility
D: +1 increase in Agility
C: +1 increase in Agility, +.5 increase in Endurance
B +1.5 increase in Agility, +.5 increase in Endurance
A: +2 increase in Agility, +1 increase in Endurance. Able to increase these two stats to A+
Rebellious Spirit
Cancels out enemy Charisma of the same rank or lower.
E: Cancels E rank Charisma and bellow
D: Cancels D rank Charisma and bellow
C: Cancels C rank Charisma and bellow
B: Cancels B rank Charisma and bellow
A: Cancels A rank Charisma
High-Speed Divine Words:
Spells that are known by caster. For every point spent in this skill you get 5 points to spend creating spells. Spells cost, damage and rank are to be discussed with GM.
Techniques:
Specialized melee attacks that are part of the hero's legend. Attacks like Shirou's Nine Lives Blade Works or Assassin's Tsubame Gaeshi fall under this category. For every point spent in this skill you get 5 points to spend creating techniques. Techniques damage and prana cost are to be discussed with GM.
Noble Phantasms:
25 points
Ranks: E to A (1-5)
Types:
support:(.5) Self use Noble Phantasm that is either a boost to stats or a defensive Noble Phantasm.
Anti-Unit (1) A attack Noble Phantasm that functions like a melee or ranged attack.
Anti-Army (2) A Attack Noble Phantasm that functions like a AOE spell
Anti-Fortress(3) A attack Noble Phantasm that functions as a Large AOE spell or a beam.
Reality Marble (4) A spell that changes the surrounding area to a map of the users design while granting the caster a buff or other advantage.
Calculating Noble Phantasm damage:
Support: Noble Phantasm cost * 2
Anti-Unit: Noble Phantasm cost * 4
Anti-Army: Noble Phantasm cost * 6
Anti-Fortress: Noble Phantasm cost * 8
Calculating Cost:
Support: To be discussed with GM
Anti-Unit: Total damage /2
Army: Total damage /3
Fortress: Total Damage /4
Reality Marble: To be discussed with GM
General Rules:
1) Any character from any media (ie, anime, games, movies, books etc) will be allowed for a game unless the current GM says otherwise. No full-blood gods, half-bloods only.
2) A pre-existing Type-Moon servant can be made but must meet the following conditions: must be a different class, have clearly different Noble Phantasms, not named Hercules.
3) No EX skills, Stats or Noble Phantasm.
4) No Anti-World noble Phantasm.
5) No Marble Phantasm. Reality Marbles will be judged by the GM and assigned a rank and cost based on the description of it’s effects given.
6) Only the main classes are allowed. No Avenger, Saver, or Ruler.
7) A single player can only submit the same servant for approval two times per game. One initial time, and again if it is rejected by the GM.
8) No wide beam Noble Phantasms. Beams that only take one space are ok.
Your turn during a battle:
During your turn you are able to move and have the choice of attacking, chanting for a spell or chanting/charging for a Reality Marble.
Movement:
Basic movement: 1 space per rank in Agility (max 5 spaces)
Prana Burst movement: 1 space per rank in Agility + 1 space per rank in prana burst. -10 per use
Rolls:
All rolls for combat use a d20 dice.
Natural 20 ignores opponents roll. Attacking natural 20 deals double damage
Natural 1 is automatic failure and ignores your roll.
If both players roll a 20 or 1 both players re-roll.
Attacking:
Basic attack: deals 5 X Strength rank
Prana Burst attack: +5 damage per Prana burst rank. -15 prana per attack
Noble phantasm: See Noble Phantasm section
Defending:
Block: D20 + Endurance & Luck modifiers; If roll is greater than opponents damage negated, if opponent beats your roll but only by 5 halve damage.
Parry: Deflecting the attack and trying to attack back, d20 + Strength and Luck modifiers if beat opponents roll negate damage and deal half of your damage total to opponent.
Dodge: Move out of the way of an opponents attack by moving one space to the side or backwards. Done by d20 + Agility and Luck modifiers.
Prana burst Block, Parry, Dodge: adds +1 modifier to roll per rank in Prana Burst. -20 prana per use
Chanting/Charging:
In order to chant or charge an spell or Reality marble you are unable to attack or parry only able to move and dodge. Getting hit by an attack breaks your concentration and cancels the chanting/charging.
Command Spells:
At the start of every servant battles all masters have three command spells. They can be used in any way you see fit weather to activate a skill, power an attack (make that attack deal double damage or automatically hit), force a dodge, or increase movement. To use a Command Spell the player must declare so before attacking, defending, or moving not after. Only one command spell can be used per turn.
Misc Actions:
Characters are able to talk up to three sentences per turn.
Servant creation:
All characters will have the following points to create a character:
Servant Descriptions and required skills:
Saber: Short range class known for using a bladed weapon. No skill requirements
Archer: long-range class that is known for using projectile weapons. Independent Action needed.
Lancer: Mid range class known for using spear like weapons. No skill requirements
Rider: Jack of all trades class that is known for using a mount. Riding required.
Caster: Spell caster class know for using destructive spells. High-Speed Divine Words required.
Assassin: Short range class know for sneak attacks. Presence Concealment required.
Berserker: A class that trades sanity for power or flying into fits of rage. Mad Enchantment or Berserker Rage required (pick one only)
Stats: 20 points
All stats start at E and can go up to A. A+ in any stat is only possible through skills.
Costs:
E: 1 D:2 C: 4 B: 6 A:8; + cost .5 points. Adding a + to a stat adds half of the next ranks total increase, except Agility and Luck.
Stats are as follows:
Strength: Determines your attack strength/damage. Increases by 5 per point.
Endurance: Determines your health. Increases by 50 per point.
Agility: Determines your movement speed. Increases by 1 space per rank.
Magical Energy: Determines your prana level. Increases by 100 per level.
Luck: gives additional modifiers to all rolls. See modifier list bellow.
Standard modifiers to rolls are as follow:
E: +0
D: +1
C: +2
B: +3
A: +4
Luck modifiers are as follows:
E: d2-1
D: d3-1
C: d4-1
B: d5-1
A: d6-1
Skills: 15 points
Skills can go from E to A (1-5). + cost .5 points. All servants can have no more than four
For skills refer to the type-moon wiki. For custom skills the GM will decide a rank based a on description that you submit. All classes that have mandatory skills (Rider’s riding for example) are given them at rank E for free.
Skills locked to one class:
Rage: Berserker
Independent action: Archer
Mad Enhancement: Berserker
Presence Concealment: Assassin
Territory Creation: Caster
High-Speed Divine Words: Caster
Skills that are limited on other classes:
Magic Resistance: all except Saber, Lancer, and Archer. (Rank D)
Riding: All except Rider; Unavailable to berserker with over D rank Mad Enchantment (Rank B)
Techniques: All classes can use this except Caster; Berserker can only take up to rank C
Expanded Effects:
Mad Enchantment:
Depending on the rank taken the following effect is applied. Whole Stats can be broken up into + and raises stat limit to A+
E: Random Stat up: .5
D: Player Choice Stat up: .5
C: Player Choice Stat up: 1
B: Player Choice Stat up: 1.5
A: Player Choice Stat up: 2
Rage:
The user flies into a fit of rage trading Reason for power. Depending on rank the servant is able to enter this sooner and gains points to be distributed among the servants stats besides magical energy. Raises stat limit to A+. Using a command spell allows you to bypass the required health loss.
E: 85% health lost +1 point gained
D: 70% health lost +1.5 point gained
C: 65% health lost +2 points gained
B: 55% health lost +2.5 points gained
A: 45% health lost + 3 points gained
Magic Resistance:
Depending on rank following effect is applied
E: Spell damage is reduced by 10%
D: Spell damage is reduced by 20%
C: Spell damage is reduced by 30%
B: Spell damage is reduced by 40%
A: Spell damage is reduced by 50%
Presence Concealment
Determines whether a sneak attack works on an enemy servant at battle start.
Sneak attacks are determined by rolling two D20 one representing assassins Luck skill the other representing the targets Agility skill. Modifiers are added to the result and the higher result wins. rolling a 20 is an automatic pass for the one who rolled it regardless of the result of the other roll while a 1 is an automatic failure. If both players roll a 20 or 1 they will both re-roll. On a successful roll for assassin one the following effects will be applied based on the rank of presence concealment:
E: -.5 random stat for enemy servant
D: -.5 player choice stat for enemy servant
C: -1 player choice stat for enemy servant
B: -1 player choice stat for enemy servant, +.5 player choice stat for assassin
A: -1 player choice stat for enemy servant, +1 player stat choice for assassin
Territory Creation
When submitting a character sheet for Caster, the creator chooses one of the maps available. Whenever caster fights on that map one of the following effects activates depending on this skills rank:
E: + .5 Magical energy for Caster
D: +1 magical Energy for Caster
C: +1 magical Energy for Caster, -.5 Random stat for enemy servant
B: +1 magical Energy for Caster, -1 Random stat for enemy servant
A: 2 points to be distributed between Caster and enemy servant ( All to caster, minuses to a player choice stat to enemy servant, etc)
Battle Continuation
Ability to keep fighting after serious injury reduces hit points to 0. This only works once per battle, meaning that if a character is healed above 0 they will die if brought back down.
E: Can continue fighting until -10% of Max HP
D: Can continue fighting until -25% of Max HP
C: Can continue fighting until -50% of max HP
B: Can continue fighting until -75% of Max HP
A: Can continue fighting until -100% of Max HP
Charisma
Reduces enemy stats. Reductions can be broken up in increments of .5
E: -.5 random stat for enemy servant.
D: -1 random stat for enemy servant.
C: -1 player choice stat for enemy servant.
B: -1.5 player choice stat for enemy servant.
A: -2 player choice stat for enemy servant.
Disengage
Proficiency in swiftly transitioning in and out of battle. Can not go over Rank A unless stated otherwise.
E: +.5 increase in Agility
D: +1 increase in Agility
C: +1 increase in Agility, +.5 increase in Endurance
B +1.5 increase in Agility, +.5 increase in Endurance
A: +2 increase in Agility, +1 increase in Endurance. Able to increase these two stats to A+
Rebellious Spirit
Cancels out enemy Charisma of the same rank or lower.
E: Cancels E rank Charisma and bellow
D: Cancels D rank Charisma and bellow
C: Cancels C rank Charisma and bellow
B: Cancels B rank Charisma and bellow
A: Cancels A rank Charisma
High-Speed Divine Words:
Spells that are known by caster. For every point spent in this skill you get 5 points to spend creating spells. Spells cost, damage and rank are to be discussed with GM.
Techniques:
Specialized melee attacks that are part of the hero's legend. Attacks like Shirou's Nine Lives Blade Works or Assassin's Tsubame Gaeshi fall under this category. For every point spent in this skill you get 5 points to spend creating techniques. Techniques damage and prana cost are to be discussed with GM.
Noble Phantasms:
25 points
Ranks: E to A (1-5)
Types:
support:(.5) Self use Noble Phantasm that is either a boost to stats or a defensive Noble Phantasm.
Anti-Unit (1) A attack Noble Phantasm that functions like a melee or ranged attack.
Anti-Army (2) A Attack Noble Phantasm that functions like a AOE spell
Anti-Fortress(3) A attack Noble Phantasm that functions as a Large AOE spell or a beam.
Reality Marble (4) A spell that changes the surrounding area to a map of the users design while granting the caster a buff or other advantage.
Calculating Noble Phantasm damage:
Support: Noble Phantasm cost * 2
Anti-Unit: Noble Phantasm cost * 4
Anti-Army: Noble Phantasm cost * 6
Anti-Fortress: Noble Phantasm cost * 8
Calculating Cost:
Support: To be discussed with GM
Anti-Unit: Total damage /2
Army: Total damage /3
Fortress: Total Damage /4
Reality Marble: To be discussed with GM
Last edited by kaede on 2013-02-25, 15:42; edited 8 times in total
kaede- Archon
- Nasuverse PhD
Posts : 3256
AwesomeSauce : 45
more like durrvant batturrss
I really like all the innovations and mechanics you've added with the dice rolls that make it seem like an actual working game, but unfortunately at the core Servant Battles remains just a popularity poll. I would much prefer it if some sort of actual battle took place with people playing each others' characters. That would probably take a lot of modification so let's focus on the small stuff first.
Separate point pools works, but would any problem arise from allowing creators to "carry over" unused points from one category into the other?
I realize the power limiter rules are sadly necessary, but I believe it would not be too game breaking to allow EX/S rank skills and stats albeit at a much greater cost than A rank. It would also be nice to allow the other classes since you already have non-canon skills/effects and the non-Knight classes can be different for each war, what's your reasoning behind the ban?
For Territory Creation, how do you define "Magical Energy" points? The mechanic is sound but I feel it doesn't really represent how the skill works in an actual Grail War. I'd also like to know how the Pimp and Rebellious Spirit skills work since I don't recall seeing them mentioned in canon.
Separate point pools works, but would any problem arise from allowing creators to "carry over" unused points from one category into the other?
I realize the power limiter rules are sadly necessary, but I believe it would not be too game breaking to allow EX/S rank skills and stats albeit at a much greater cost than A rank. It would also be nice to allow the other classes since you already have non-canon skills/effects and the non-Knight classes can be different for each war, what's your reasoning behind the ban?
For Territory Creation, how do you define "Magical Energy" points? The mechanic is sound but I feel it doesn't really represent how the skill works in an actual Grail War. I'd also like to know how the Pimp and Rebellious Spirit skills work since I don't recall seeing them mentioned in canon.
Re: Servant Battles. nina edition
1) That was what I was planning on doing after I got the core rules with skills NP and . I already have basic ideas for stats down and they follow as such:
Strength: Attack Power ( increments of 5)
Endurance: Health (increments of 25)
Agility: Speed (increments of one; determines how many squares a player can move each turn, and determines who would go first, highest would post first)
Magical Energy: Mana Points (increments of 20)
Luck: how far in the negatives you can get in HP before you die. (Increments of 15)
2) There are no carry over, it's all or none. I was originally going to have a carry over pool, but I figured it would have caused imbalances so left it out.
3) Magical energy is what the translated version of F/SN lists as Prana, and Pimp is Cha-risma your board changes it to Pimp. Rebellious Spirit is a skill given to the Lu bu in Fate/Extra called Nature of a Rebellious Spirit, it signified him being able to find a king and negated Cha-risma of the same rank.
Also just realized I would have to come up with some rules for Mystic Eyes because there are different types and that they are skills rather than a NP. Was thinking of lifting the ban on EX NP but the player would only be able to have one more NP regardless of points.
Strength: Attack Power ( increments of 5)
Endurance: Health (increments of 25)
Agility: Speed (increments of one; determines how many squares a player can move each turn, and determines who would go first, highest would post first)
Magical Energy: Mana Points (increments of 20)
Luck: how far in the negatives you can get in HP before you die. (Increments of 15)
2) There are no carry over, it's all or none. I was originally going to have a carry over pool, but I figured it would have caused imbalances so left it out.
3) Magical energy is what the translated version of F/SN lists as Prana, and Pimp is Cha-risma your board changes it to Pimp. Rebellious Spirit is a skill given to the Lu bu in Fate/Extra called Nature of a Rebellious Spirit, it signified him being able to find a king and negated Cha-risma of the same rank.
Also just realized I would have to come up with some rules for Mystic Eyes because there are different types and that they are skills rather than a NP. Was thinking of lifting the ban on EX NP but the player would only be able to have one more NP regardless of points.
kaede- Archon
- Nasuverse PhD
Posts : 3256
AwesomeSauce : 45
You can't have charisma without Pimp
Ah yes, the pimp thing was an unforeseen consequence of overzealous censorship, it's fixed now while retaining its identity concealing properties. I'm not sure I like the way Luck is right now, it seems like essentially bonus HP that is much less efficient to invest in than Endurance. Its effects would be a much better description of the Battle Continuation Skill.
IMO Luck should give small bonuses to any dice rolls or elements of chance for a character.
I would much prefer a conversion system for points. It could be boring for everyone to have the same amount of stats.
I think the way they are now there would be only one optimum stat distribution given a certain number of points, and whoever had stats closer to that optimum would be better off period. There doesn't seem like room for raw stats to aid in the overcoming of superior Noble Phantasms, meaning they might as well not matter. Of course that is assuming that Noble Phantasms do not scale off of statistics which I don't know for sure.
Magical Energy seems to be the most ambiguous stat at this point besides Luck which I already mentioned before. It would be helpful to define the extent of actions a Servant can or cannot perform without using up their supply and also if any abilities scale off of the stat for damage or other variables.
IMO Luck should give small bonuses to any dice rolls or elements of chance for a character.
I would much prefer a conversion system for points. It could be boring for everyone to have the same amount of stats.
I think the way they are now there would be only one optimum stat distribution given a certain number of points, and whoever had stats closer to that optimum would be better off period. There doesn't seem like room for raw stats to aid in the overcoming of superior Noble Phantasms, meaning they might as well not matter. Of course that is assuming that Noble Phantasms do not scale off of statistics which I don't know for sure.
Magical Energy seems to be the most ambiguous stat at this point besides Luck which I already mentioned before. It would be helpful to define the extent of actions a Servant can or cannot perform without using up their supply and also if any abilities scale off of the stat for damage or other variables.
Re: Servant Battles. nina edition
When I wrote the luck skill last night that was the only idea I came up with at the time. Now I'm thinking of using it as modifiers to dodge chance (Which atm I am thinking will use the agility stat) or ,like you suggest, general modifiers for everything.
I have some general ideas for combat, such as weapon reach (Saber classes only able to attack one space infront of them, while Lancer can attack two spaces, Archer and Caster from up to 10 away with caster able to have aoe attacks) and different types of blocks (standard block which reduces or negates damage[done by rolling a D20 with endurance as modifiers vs opponets D20 beating an opponents roll negates damage while being within 5 points lower than an opponent halves damage],parry which you try and deflect the blow to the side and counter with an attack and giving up your attack during your turn [done by rolling a D20 and using strength stat for modifiers vs opponets D20 roll scoring higher than an opponent for the attack to be successful], cross counter where you meet an attack with an attack giving up your turn to add damage multipliers to the next successful hit) and dodge where you try and avoid an opponents attack (roll D20 with agility as a modifier vs an opponents attack roll successful means you negate damage and move your character one space back or to the side)
As for NP they will have set damage but depending on the type such as a melee attack will get to hit modifiers from stats. Beams get no modifiers and can only be dodged (if available) blocked (no negating damage only halving) and countering or overcoming it with another NP.
I have some general ideas for combat, such as weapon reach (Saber classes only able to attack one space infront of them, while Lancer can attack two spaces, Archer and Caster from up to 10 away with caster able to have aoe attacks) and different types of blocks (standard block which reduces or negates damage[done by rolling a D20 with endurance as modifiers vs opponets D20 beating an opponents roll negates damage while being within 5 points lower than an opponent halves damage],parry which you try and deflect the blow to the side and counter with an attack and giving up your attack during your turn [done by rolling a D20 and using strength stat for modifiers vs opponets D20 roll scoring higher than an opponent for the attack to be successful], cross counter where you meet an attack with an attack giving up your turn to add damage multipliers to the next successful hit) and dodge where you try and avoid an opponents attack (roll D20 with agility as a modifier vs an opponents attack roll successful means you negate damage and move your character one space back or to the side)
As for NP they will have set damage but depending on the type such as a melee attack will get to hit modifiers from stats. Beams get no modifiers and can only be dodged (if available) blocked (no negating damage only halving) and countering or overcoming it with another NP.
kaede- Archon
- Nasuverse PhD
Posts : 3256
AwesomeSauce : 45
Re: Servant Battles. nina edition
O joy this is turning into a bizarre fusion of DnD and Grimwind's bs what with the reach and multipliers
So do Servants get any sort of non-NP "basic attack" that doesn't use prana, or is it possible to make a Noble Phantasm with reduced or no energy cost?
I'd assume you can't block spells but what defensive actions can you take against them?
It also seems like magical combat is basically a "free lose" ticket, a waste of points for everyone except Caster. The cap for Magic Resistance is much higher on average as the knight classes make up almost half of the total combatants, so its almost always a poor choice to make. It's essentially just banking on the chance that your opponents will just skimp on Magic Resistance entirely, and if they didn't then your investment was rendered useless. And its more than likely that people will take Resistance to get an edge over Caster. I would either remove Divine Words as an option for everyone else or make it more viable. Of course there can be defensive and utility spells that aren't negated but creating same spell effect as a Noble Phantasm instead will always be more effective.
So do Servants get any sort of non-NP "basic attack" that doesn't use prana, or is it possible to make a Noble Phantasm with reduced or no energy cost?
I'd assume you can't block spells but what defensive actions can you take against them?
It also seems like magical combat is basically a "free lose" ticket, a waste of points for everyone except Caster. The cap for Magic Resistance is much higher on average as the knight classes make up almost half of the total combatants, so its almost always a poor choice to make. It's essentially just banking on the chance that your opponents will just skimp on Magic Resistance entirely, and if they didn't then your investment was rendered useless. And its more than likely that people will take Resistance to get an edge over Caster. I would either remove Divine Words as an option for everyone else or make it more viable. Of course there can be defensive and utility spells that aren't negated but creating same spell effect as a Noble Phantasm instead will always be more effective.
Re: Servant Battles. nina edition
There are basic melee and ranged attacks that don't use any prana that are calculated by D20 + strength while prana fuled actions use prana burst and add +5 Damage per rank and uses up 10 x skill rank for a max drain of 50. Cross counter would be basic melee attacks only for a max multiplier of x5.
Range for classes is based on the fact that all weapons have a reach and would make no sense if a Lancer got in the face of a berserker or saber with a spear thats on average 6-7 ft in length, but reach is only an idea and may not be implemented.
Magical energy is useful to all classes as it determines how many times a servant can use a NP for prana burst and spells. I will work on a way to have caster able to take on a knight class, most likely by having resistance reduce damage instead by increments of 10% per rank instead of nulling entire ranks of spells.
Range for classes is based on the fact that all weapons have a reach and would make no sense if a Lancer got in the face of a berserker or saber with a spear thats on average 6-7 ft in length, but reach is only an idea and may not be implemented.
Magical energy is useful to all classes as it determines how many times a servant can use a NP for prana burst and spells. I will work on a way to have caster able to take on a knight class, most likely by having resistance reduce damage instead by increments of 10% per rank instead of nulling entire ranks of spells.
kaede- Archon
- Nasuverse PhD
Posts : 3256
AwesomeSauce : 45
Re: Servant Battles. nina edition
With an existing identity required, there remains the conflict of whether to try to portray your Servant's identity as accurately as possible using the system or just optimizing the character for victory while retaining a general sense of their style. I think if the character's abilities and stats are too unrelated to the actual person it shouldn't be accepted, though I doubt that will ever be the case.
Would Cross Counter and Parry work against range attacks for the purposes of mitigating damage? Understandably there is no way to strike back but the possibility is there.
Your list lacks entries for the Riding and Independent Action skills. Also, the extra HP when dying should be Battle Continuation's effect and the Agility boosting given by the Disengage Skill. In fact I think I'll list those out right now:
Battle Continuation
Ability to keep fighting after serious injury reduces hit points to 0. This only works once per battle, meaning that if a character is healed above 0 they will die if brought back down.
E: Can continue fighting until -10% of Max HP
D: Can continue fighting until -25% of Max HP
C: Can continue fighting until -50% of max HP
B: Can continue fighting until -75% of Max HP
A: Can continue fighting until -100% of Max HP
Disengage
Proficiency in swiftly transitioning in and out of battle. Can not go over Rank A unless stated otherwise.
E: +.5 increase in Agility
D: +1 increase in Agility
C: +1 increase in Agility, +.5 increase in Endurance
B +1.5 increase in Agility, +.5 increase in Endurance
A: +2 increase in Agility, +1 increase in Endurance. Able to increase these two stats to A+
Here's my proposed format for Luck ranks
E: Anytime you are involved in a dice roll, roll a d2(yes I actually made one) and add your result -1 to your roll result
D: d3-1
C: d4-1
B: d5-1
A: d6-1
Also, since it's an actual fight and not a vote, I see no reason why servant stats shouldn't be hidden from the opponent, and recommend the addition of the Eye of the Mind skill which would allow characters to get information on their opponent.
Would Cross Counter and Parry work against range attacks for the purposes of mitigating damage? Understandably there is no way to strike back but the possibility is there.
Your list lacks entries for the Riding and Independent Action skills. Also, the extra HP when dying should be Battle Continuation's effect and the Agility boosting given by the Disengage Skill. In fact I think I'll list those out right now:
Battle Continuation
Ability to keep fighting after serious injury reduces hit points to 0. This only works once per battle, meaning that if a character is healed above 0 they will die if brought back down.
E: Can continue fighting until -10% of Max HP
D: Can continue fighting until -25% of Max HP
C: Can continue fighting until -50% of max HP
B: Can continue fighting until -75% of Max HP
A: Can continue fighting until -100% of Max HP
Disengage
Proficiency in swiftly transitioning in and out of battle. Can not go over Rank A unless stated otherwise.
E: +.5 increase in Agility
D: +1 increase in Agility
C: +1 increase in Agility, +.5 increase in Endurance
B +1.5 increase in Agility, +.5 increase in Endurance
A: +2 increase in Agility, +1 increase in Endurance. Able to increase these two stats to A+
Here's my proposed format for Luck ranks
E: Anytime you are involved in a dice roll, roll a d2(yes I actually made one) and add your result -1 to your roll result
D: d3-1
C: d4-1
B: d5-1
A: d6-1
Also, since it's an actual fight and not a vote, I see no reason why servant stats shouldn't be hidden from the opponent, and recommend the addition of the Eye of the Mind skill which would allow characters to get information on their opponent.
Re: Servant Battles. nina edition
Forgot to mention above, spells can only be dodged or blocked without assistance from a NP and the same goes for ranged except a NP cant help. AOE spells cant be parried or cross countered only dodge or block
As long as they keep true to the legend or person ill say it's ok.
Riding just determine what kind of skill you have with a mount or vehicle with A being able to use mythical creatures while B and lower is used to determine skill with mundane or magically enhanced animals or vehicles. Inherent action either reduces magical energy costs or gives a small boost to magical energy haven't decided yet. Luck sounds good. Was also thinking weather I should add a role play element to the game and have players talk to each other like in a vn or just as a combat game. If it does go RP two sentences per turn should be good for banter and talk.
As long as they keep true to the legend or person ill say it's ok.
Riding just determine what kind of skill you have with a mount or vehicle with A being able to use mythical creatures while B and lower is used to determine skill with mundane or magically enhanced animals or vehicles. Inherent action either reduces magical energy costs or gives a small boost to magical energy haven't decided yet. Luck sounds good. Was also thinking weather I should add a role play element to the game and have players talk to each other like in a vn or just as a combat game. If it does go RP two sentences per turn should be good for banter and talk.
kaede- Archon
- Nasuverse PhD
Posts : 3256
AwesomeSauce : 45
Re: Servant Battles. nina edition
A new skill I made for berserker as an alternative for Mad Enchantment would like some feedback and suggestions to improve it.
Berserk Rage:
The user flies into a fit of rage after taking X percentage of damage. Depending on rank the servant is able to enter this sooner and gains points to be distributed among the servants stats besides magical energy and luck. Raises stat limit to A+
E: 85% health lost +1 point gained
D: 75% health lost +1.5 point gained
C: 65% health lost +2 points gained
B: 55% health lost +2.5 points gained
A: 45% health lost + 3 points gained
Berserk Rage:
The user flies into a fit of rage after taking X percentage of damage. Depending on rank the servant is able to enter this sooner and gains points to be distributed among the servants stats besides magical energy and luck. Raises stat limit to A+
E: 85% health lost +1 point gained
D: 75% health lost +1.5 point gained
C: 65% health lost +2 points gained
B: 55% health lost +2.5 points gained
A: 45% health lost + 3 points gained
kaede- Archon
- Nasuverse PhD
Posts : 3256
AwesomeSauce : 45
Re: Servant Battles. nina edition
Sounds interesting. I'm in if you need players. I'll try to monitor this thread once in while to get into the next game. You can also message me in steam.
GrimGrim- Camper
- Posts : 26
AwesomeSauce : 0
Re: Servant Battles. nina edition
Thanks, though atm I need some people that I can bounce ideas for the skills and how NOP will work.
Also an idea I had, instead of using a forum to do this game why not use roll20.net ? it's free, seems pretty easy to use, and allows for real time battles.
Also, I have to ask does anyone know where I can get the backgrounds used for grimgrim's rule breaker game like the temple and school?
Also an idea I had, instead of using a forum to do this game why not use roll20.net ? it's free, seems pretty easy to use, and allows for real time battles.
Also, I have to ask does anyone know where I can get the backgrounds used for grimgrim's rule breaker game like the temple and school?
kaede- Archon
- Nasuverse PhD
Posts : 3256
AwesomeSauce : 45
grimgrim's getting in on the action :O
The backgrounds Grimwind used for Rule Breaker were the actual background images used in the Fate/Stay Night VN. I don't know where you can find them on the web but I have decompiled and unzipped the visual novel's bgimage archive using crass so if you have any specific requests I can send them via email.
You might want to add some clarification for what the Luck modifiers affect specifically.
I know it's meant as an alternative, but can Berserkers take both Berserk Rage and Mad Enhancement for an even greater increase in stats? Being the only class with two specially locked skills makes Berserker seem over privileged, Berserk Rage should be made available to other classes as well.
Also, does the player have to decide beforehand how the extra points are going to be distributed or can they just wing it when the time comes?
You might want to add some clarification for what the Luck modifiers affect specifically.
I know it's meant as an alternative, but can Berserkers take both Berserk Rage and Mad Enhancement for an even greater increase in stats? Being the only class with two specially locked skills makes Berserker seem over privileged, Berserk Rage should be made available to other classes as well.
Also, does the player have to decide beforehand how the extra points are going to be distributed or can they just wing it when the time comes?
Re: Servant Battles. nina edition
I have finalized Servant Creation dealing with stats, required class skills, and battle and actions that can be taken during a turn.
Also Kooay Berserker can only choose between Mad Enchantment or Berserker Rage and it is not open to all classes. Also Stat increases or decreases through Skills or Noble Phantasms are chosen when they have to be applied.
Also Kooay Berserker can only choose between Mad Enchantment or Berserker Rage and it is not open to all classes. Also Stat increases or decreases through Skills or Noble Phantasms are chosen when they have to be applied.
kaede- Archon
- Nasuverse PhD
Posts : 3256
AwesomeSauce : 45
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