Advanced MonHun RP

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Advanced MonHun RP

Post by ConnorWL on Wed Oct 05, 2011 1:14 pm

I remember having a self-made system on the other forum, and it was going okay. So, I looked through my computer and found the file that I wrote down the system on. SO, First off, before I reintroduce it, anyone interseted?
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Re: Advanced MonHun RP

Post by 17dragonboy on Wed Oct 05, 2011 6:20 pm

Could you tell us how the system works and stuff?
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Re: Advanced MonHun RP

Post by ConnorWL on Sun Oct 09, 2011 11:01 am

I guess I could give it to you... But it's A LOT of writing.
RPG System/Rules
1st: Monster Hunter RP
MAIN POINTS
• Easy-to-pick-up system
• Extra monsters, quests and equipment added in updates dubbed ‘seasons’, not unlike STO
• User-friendly, with rewards after each mission, even if you didn’t do well
• Player-generated numbers using a Random Number Generator for results, bar Rewards, as I will roll a RNG to prevent cheating
• Surprises at points of the RP!
SIGN-UP
Players post in a separate SIGN-UP thread, stating their character’s name, gender, age, hometown, bio, general appearance, and most importantly; their starting weapon. I will then create their character sheets, but to do this, I require what Christopher said – a user with higher abilities than a global moderator, but less than admin. After which I assign a colour coding for that player so that I can easily see how much posting they have done. If there are more players than colours I will have to improvise.
GAMEPLAY
While players are in a battle, they start their post by rolling on a RNG (text in black), then make up a battle-story (text in assigned colour). Here is an example:
Player > Enemy DMG 39
Player < Enemy DMG 26
Damage Block (Shield) 8
Damage Block (Armour) 5
Player HP 100-(26-8-5) 13
Enemy HP 100-39 61
[Your battle text.]
Note: This could be replaced by a special attack
Note: This is a weapon’s ability, not all weapons can do this.



SYSTEM
Weapons
Name Stat Attack Speed Damage Dir/ Neg/ Add
Sword & Shield Avg. Damage One Attack 0-50 Direct
Spc. Damage Five Attacks 0-50 Direct
Ability Block 0-50 Negate
Dual Swords Avg. Damage Two Attacks 0-25 Direct
Spc. Damage Ten Attacks 0-25 Direct
Ability Buff 0-25 Addition
Long Sword Avg. Damage One Attack 0-100 Direct
Spc. Damage Six Attacks 0-100 Direct
Ability Buff 0-25 Addition
Great Sword Avg. Damage One Attack 0-100 Direct
Spc. Damage One Attack 0-100x5 Direct
Ability Block 0-100 Negate
Hammer Avg. Damage One Attack 0-100 Direct
Hunting Horn Spc. Damage One Attack 0-100x5 Direct
Ability Buff 0-50 Addition
Lance Avg. Damage One Attack 0-75 Direct
Gunlance Spc. Damage One Attack 0-100 Direct
Ability Block 0-75 Negate
Switch Axe Avg. Damage One Attack 0-100 Direct
Spc. Damage One Attack 0-150 Direct
Ability Buff 0-50 Addition
Bowgun Avg. Damage One Attack 0-50 Direct
Bow Spc. Damage Five Attacks 0-50 Direct
Ability Buff 0-75 Direct
Equipment
Weapons
Weapons are explained in detail on the previous page, but they, beside the base weapons, are bought in shops. But certain weapons can only be crafted using materials. Weapons that are made may confer a bonus to attack, and it is clearly mention before you buy. Weapon base can be changed for a fee, which I will distribute among the players at the end of the month.
Armor
Armor negates damage based on what the rating is. For example, the starter Leather armor has 5 damage negations, but the mighty Fatalis armor has 100. Armor is bought in the shops in the towns we visit, but certain armors must be crafted using materials.
Crafting
Crafting is the art of, well, crafting! It is used to create powerful weapons and armor, and is caused by combining two or more materials, along with a fee. Details and costs are clearly displayed before creation.
Materials
Materials are given after a quest, win or lose, and are RNG, by me, and assigned to that player. They can be used in whatever way; sold, used, traded, whatever.
Potions
• Potions restore 50 HP
• Mega Potions restore 100 HP
• Max Potions restore full HP
Dodging/ Blocking
• Dodging can be done 5 times a faint, and negates all damage, and can be selected after a monster attacks
• Blocking can be done 5 times a faint, and negates up to certain damage, see weapon section
Fainting
You can faint 3 times a quest before you are out, temporarily. Fainting resets your health to full, but your lost potions that you bought are not restored.
Zenny
Zenny is the currency for this game.
NEW PLAYER INFO
• Chosen Weapon
• Leather Armor (5 Def)
• 500 Zenny
• 10 Potions
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Re: Advanced MonHun RP

Post by ConnorWL on Sun Oct 09, 2011 11:03 am

Ooh, looked better on the word doc
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Re: Advanced MonHun RP

Post by 17dragonboy on Sun Oct 09, 2011 1:31 pm

I saw something about color coding players. I don't think that's possible on this website, but I bet you can work around it.

Could you give us an example of a character? Like specifically what information we need to provide.
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Re: Advanced MonHun RP

Post by ConnorWL on Sun Oct 09, 2011 2:38 pm

Okay, I'll set up (basically) my character and show you how we start.
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Re: Advanced MonHun RP

Post by ConnorWL on Sun Oct 09, 2011 6:21 pm

I REALLY needed the attachment system, the word doc was as clear as day. *Sigh* I shall figure out what to do.
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Re: Advanced MonHun RP

Post by Blaster427 on Sun Oct 09, 2011 7:36 pm

This all sounds interesting to me, but think you could put the rules a little more simply? Some of it I couldn't make out what it meant.
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Re: Advanced MonHun RP

Post by Rekee Soen on Wed Oct 12, 2011 11:27 am

I'm interested.
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Re: Advanced MonHun RP

Post by ConnorWL on Tue Nov 01, 2011 7:33 pm

Blaster427 wrote:This all sounds interesting to me, but think you could put the rules a little more simply? Some of it I couldn't make out what it meant.
More simply? Em, I'll see what I can do. Planning and stuff for RPs no longer come naturally for me.
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Re: Advanced MonHun RP

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