down x3
er i mean south
- Kamrad
- Registered User
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Member for 15 years and 29 days
Last active Sat, Nov, 12 2011 11:01:48
- 7 Followers
- 431 Total Posts
- 11 Thanks
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ScyberDragon posted a message on Fantasy Tactics 2!move South x 2 , South-West x 1Posted in: Roleplaying -
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Allanon posted a message on Fantasy Tactics 2!move South-east X1, South X2, attack giant rat (3)Posted in: Roleplaying
NOTE: Hey Kamrad shouldn't I have EXP of 150/200? Giant Rats 2 and 4 are dead at my hands and then there are two others dead. -
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Zhar posted a message on Fantasy Tactics!Like Devil said, very interesting RPG you've got here.Posted in: Roleplaying
Been following it for a while, looks fun.
+1 rep for keeping it going :D. - To post a comment, please login or register a new account.
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Ah well...
My two votes go to Zhar. He has a great personality and is always updating us on the home page.
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Well let's see.
Diablofans is supporting the D3W map.
The map is based on Diablo 3.
The developers are doing a great job on it.
And is it is a great map.
IMO it deserves a forum section dedicated.
And just because one man opposes, doesn't mean it will change anything.
Not having a go at you btw.
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Fantasy Tactics Updates.
The images on the "Fantasy Tactics 2" section are from the old update. The next update and official one will come tomrrow.
If you have any problems with the site, just let me know, and I'll fix them up :]
Also the battle field image, I realised there is a section of the image missing, not sure why, but doesn't really matter.
Hope you like it!
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So pretty much it's a game about evolution (From cell phase to space (if we get that far :|)
People will have a vote after every update, deciding on what you want your organism to do.
Usually when I have +5 votes I will update.
So first up.
VOTE FOR A CELL:
STATS:
HEALTH POINTS - Obviously your health points. Once this reaches zero, you will die, and must start over with a new cell. Health points can be regenerated over a period of time.
SKILL POINTS - Determine how many times you can use a skill. Once this reaches zero, you must wait for you skill points to be regenerated.
TO-HIT - Verses the enemies dodge.
ATTACK - Verses the enemies defence.
DEFENCE - Reduces the amount of damage done to you.
SPEED - Verses the enemies to-hit. Also determines how fast you can escape.
CELL STATS:
Shape A (Health):
HP (Health Points) - 7
SP (Skill points) - 3
TH (Max To-Hit) - 5
ATK (Max Attack) - 3
DEF (Max Defence) - 4
SPD (Max Speed) - 3
Shape B (Average):
HP - 5
SP - 3
TH - 5
ATK - 4
DEF - 4
SPD - 4
Shape C (Speed):
HP - 5
SP - 3
TH - 5
ATK - 3
DEF - 2
SPD - 7
Shape D (Defensive):
HP - 5
SP - 3
TH - 5
ATK - 3
DEF - 7
SPD - 2
Shape E (Offensive):
HP - 5
SP - 3
TH - 5
ATK - 7
DEF - 2
SPD - 3
____________________
Those of you who are familiar with my previous game "Fantasy Tactics" the battle system is similar to that.
It's easy. Just vote for the cell you think is best to survive, and the game will continue on from there.
E.g. I vote for Shape A.
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I'm sure they make enough money from WoW, they don't need to add micro-transactions, does the current Bnet have it? No.
So why should Bnet 2.0 have it?
Some people are very stupid, and suggest these ideas on the Bnet forums, saying stuff like "I wouldn't mind if I have to pay for for Bnet 2.0, so long as it isn't too costly", Blizzard then picks it up and goes "Maybe we should have pointless micro-transactions? People want to pay for Bnet, so why don't we let them? It's good way to make money too".
Do you get what I'm saying here?
Btw, not sure if that -1 rep was necessary.
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edit: It would be nice to know who gives you rep. That way I can return the favour.
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Thanks Zhar. I am planning on opening a second game if this one goes well. Of course that is if I have time and all. Oh, and i'll give you +1 rep back ;D
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That's pretty much the best way to deal with it.
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To join, simply choose a name for your character, a description if you like, and the class of your choice, and I'll pretty much do the rest.
Class system (Colour coded):
LVL 1 > LVL 10 > LVL 30
Swordsman > Warrior/Knight > Berserker/Paladin
Mage > Priest/Wizard > Saint/Warlock
Thief > Rogue/Ninja > Knave/Assassin
Scout > Gunner/Archer > Gunslinger/Ranger
Starting Stats for classes:
SWORDSMAN
Description:
A melee class with a strong defence takes over all other matters as the party’s main tank.
Although Swordsmen consume a higher degree of mana compared to other classes, they compensate this weakness by having a superior amount of vitality.
Their weapon of choice is a one handed sword, along with a shield grasped in the other hand, used to block incoming attacks.
Hit-points (HP) - 10
Mana-points (MP) - 5
To-Hit (TH) - 5
Strength (STR) - 7
Defence (DEF) - 7
Intelligence (INT) - 3
Agility (AGI) – 3
Starting skill – LVL 1 Slash (powerful blow, deals +3 damage)
MAGE
Description:
A Mage is a character that possesses and impressive amount of intelligence and a wide array of magical powers.
Although their defence is very weak, Mages can quickly shrink the enemy's health by launching a spell from the distance or by inflicting status ailments on them. Due to their range and their ability to control the flow of battles, it is no easy task to even land a blow on Mages.
The weapon of choice for a Mage is the staff.
HP - 6
MP - 12
TH - 6
STR - 2
DEF - 2
INT - 9
AGI – 3
Starting Skill – LVL 1 Burn (Burns a single enemy for 3 turns, deals up to 3 damage per turn)
THEIF
Description:
Exceptional evasive maneuvers and nimble movement are definitive of the Thief class. Along with the ability to confuse enemies into making critical mistakes, Thieves possess immense knowledge of pressure points, making them a force to be reckoned with.
Although Thieves have low health and mana when compared to other classes, their skilful dodging enables them to outlive their enemies in numerous fights. As masters of the shadow techniques, Thieves are able to completely hide their bodies from the naked eye.
Twin blades along with ninja stars are the weapons of choice for Thieves.
HP - 6
MP - 6
TH - 6
STR - 4
DEF - 3
INT - 5
AGI – 10
Starting skill – LVL 1 Sneak (Sneaks up to an enemy and deals +3 damage (Can only use once per enemy)
SCOUT
Description:
Scouts heavily depend on their sharp sight and perfect precision to hit targets from far distances.
By firing arrows with excellent accuracy, a Scout can bring a brief end to any hostile enemy’s life.
The Scout class is not limited to only these strengths; they also use well placed pits and traps to immobilize their enemies when triggered. Although Scouts have average health and mana, the strength of their ranged attacks is truly a call for respect and fear.
Scouts prefer bows and guns as their weapon of choice.
HP - 8
MP - 8
TH - 6
STR - 3
DEF - 2
INT - 5
AGI – 8
Starting skill – LVL 1 (Max) field shot (Allows you to shoot anywhere on the field)
STATS
HEALTH POINTS - Obviously your health.
MANA POINTS - Determine how much you can use a magic ability/skill.
TO-HIT – Verses the enemy’s dodge (The more, the better).
STRENGTH (affiliates with Max Melee Attack damage) – Verses the enemy’s Defence.
DEFENCE – Reduces attack damage done to you (The more, the better).
INTELLIGENCE (affiliates with Max Magic Attack damage) – Verses the enemy’s Defence.
AGILITY (affiliates with dodge/Max Ranged Attack damage) – Verses enemy’s To-Hit (The more, the better).
BATTLE SYSTEM
I am using a custom dice online, entirely based on your characters stats to make sure there is no cheating.
Example:
(Take it as if I am a LVL 1 Swordsman)
Kamrad rolls To-Hit... 4 (1d5 (5 is my max To-Hit)
Orc rolls Dodge... 3 (YOU HIT! (You scored a higher To-Hit, than they did their Dodge)
Kamrad rolls Damage...6 (1d7 (7 is my Strength/Max Melee Attack damage)
Orc rolls Defence Chance...Pass (1d2... yes=1/no=2)
Orc rolls Defence...3 (1dx (x= his defence)
Total Damage...3 (Attacker Damage - Defender Defence = Total Damage)
Orc dies. (0 Hp or less)
HOW TO PLAY
(Regularly updated; READ THE LAST EDITED SECTION UNDERNEATH THE POST TO FIND OUT WHEN)
Moving:
To move simply say (If you have 3 moves per turn) North x1, East x2, to move diagonally say North-East x2. You have a limit to how many steps you can take per turn.
Movment and attacking starts from a square ahead of you and counts!
Attacking:
Make sure you are in range of your enemy. Then say “Attack, (enemy name), (coordinates)”.
You CANNOT move/defend after attacking.
Defending:
Rather than attacking, you may choose, to defend, increasing your DEF and AGI by 1.5x for the turn.
You CANNOT attack/move after defending.
To defend simply move or stay and say “defend”.
Counter attacks:
If you attack and miss, the enemy has a chance do counter attack, as do you when enemies miss you.
First roll for the chance (1d2... pass=1/fail= 2), then attack system goes as normal.
Though, counter attacks only deal half the overall damage.
Must also be in range to counter attack.
Opening/Picking up:
To open treasure chests and other things, simply walk up to it and say “open treasure chest” or “pick up item”.
(ONLY THIEVES CAN OPEN TREASURE LOCKED CHESTS!)
Experience:
It is EXP share, so everyone receives the same mount of experience in the game, although extra EXP is awarded to the killer.
Attack Ranges:
Melee weapons - 1 Square; North, East, South, West
Two-handed weapons - 1 Square; North, North-East, East, South-East, South, South-West, West, North-West.
Shortbows - 5 Squares; North, East, South, West
Crossbows - 6 Squares; North, East, South, West
Longbows - 8 Squares; North, East, South, West
Thrown - 3 Squares; North, East, South, West
Magic - 3 squares; North, East, South, West
Swapping/wielding equipment:
To swap/wield equips you must first have that item in your inventory. Then simply say "Swap rusty dagger for bow" or "Wield rusty dagger".
Only thieves may wield two weapons at once, and they must be daggers.
(This does not count as a turn, but you must do it before an attack)
Death:
You cannot die in this game; you are only knocked out until the battle ends!
There is no penalty for dying.
Critical Hits:
If you roll your max number of To-Hit then you do a critical, disabling the chance of the enemy to dodge, you then roll for extra damage.
Massive Hits:
If you roll your max number of STR/INT/AGI you do a massive hit, causing you to do 1.5x the damage.
Money:
The currency is gold.
Every kill rewards you with gold.
Item Sharing:
Items and Equipment are shared by "dibbing". Dibbing is where you say what you want, if the others do not want it, then you have it. If another, or more than one, player wants it as well, then I (Kamrad) will roll a 1d20 for each player - highest roll earns it.
The same goes for Boss items/equipment, except that players can only have one piece of boss item/equipment per battle.
Though please take equipment/item if it is really necessary. A good game is a fair game.
Levelling up:
When a player reaches a certain amount of EXP, he/she will level up, awarding you with 5 Stat Points to spend on whichever stat you like, whether it is HP/MP or TH.
You are also awarded with 2 Skill Points to spend on the skill of your choice.
You can only add points at the end of the round.
Mana/Health Regeneration:
Mana regenerates by 2 after every two turn, at the start of the turn, unless use of a mana potion/elixir.
Health regenerates by 2 after every two turn, at the start of the turn, unless use of a health potion/elixir.
Bosses:
Bosses are the super mind of the battle, in most battles, the death of the boss means you win. But otherwise, killing a Boss will cause a -2 penalty on all other bad guy's rolls.
A Boss doesn't need to roll a "Defence Chance" roll either, for they really are that cool :].
Bosses tend to have some awesome armour, usually the best on the field.
They also cannot take any status ailments.
Kicking:
Players that not make a turn for 3 or more rounds, will be kicked from the game.
ADD 3 STAT POINTS TO YOUR CHARACTER AT THE START!
Phew, glad I got that over with.
If you have any questions, feel free to ask, as I am not sure if I have covered everything.
There is a set max of 5 players, unless I feel like making more, so join quick!
Oh, and only join if you're truly going to dedicate time to this game please :].
This game is Copyright ? 2009 by Kamil Szczucki