Re: "1/2 as effective against X" Limitation and Player Controlled Allies
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Re: "1/2 as effective against X" Limitation and Player Controlled Allies
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Re: "1/2 as effective against X" Limitation and Player Controlled Allies
From the discussion of damage types and Allies this sounds like GURPS Pokemon
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Re: "1/2 as effective against X" Limitation and Player Controlled Allies
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I intentionally omitted the subject matter hoping it would therefore attract more replies and thus not deter others from commenting due to either not knowing much about Pokemon or simply disliking it. My ruse would seem to be up though. ^_^ |
Re: "1/2 as effective against X" Limitation and Player Controlled Allies
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Re: "1/2 as effective against X" Limitation and Player Controlled Allies
My concern with elemental rock-paper-scissors is that it tends to work best with games that have piles of hit points: If you have 100 HP and I deal 10 damage, then it will take me 10 turns to defeat you, unless I use an attack that you're weak against, in which case it'll take me 5 turns. There's a sort of calculus that you can balance your critters around.
But GURPS doesn't work like that. If I have 10 HP, and you deal 10 damage, then it doesn't really matter to me if I'm vulnerable to it or not, I'm going to try to not get hit either way, so either way, I try not to get hit. If I had a DR against certain attacks, then suddenly that changes: If I am strong against your attack, I might not bother to defend and I might just AoA instead. Or, what if all the characters in your game had "Higher Purpose (Elemental Affinity)" that gave them a bonus against certain characters. In fact, if this all balances out, why not make it a feature? If Earth characters get +1 vs Water characters and a -1 vs Wood characters, then it's pretty much a wash, and they just have that affinity, and you don't worry about the cost. In any case, by making it a flat modifier, then it impacts my ability to fight, not just my ability to inflict damage. |
Re: "1/2 as effective against X" Limitation and Player Controlled Allies
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Unfortunately, not all Types are equal. For example the Bug Type has weaknesses to the 3 most offensively powerful Types, is resisted by 7 other types, has so-so resistances, and is only advantageous against 3 Types which usually have a means of countering the Bug Type anyways. Besides how their Type effectiveness, they're generally an overall weak bunch... then there's the Dragon Type. We won't talk about the Dragons. |
Re: "1/2 as effective against X" Limitation and Player Controlled Allies
An idea that came to me just now that would make these modifiers more appropriate is if they were also Power Modifiers. Pokemon within their given Types generally have common powers in that they share, aka "Moves/Abilities" that they learn or innately have. I think with the method previously mentioned for figuring the modifiers would work just fine for this.
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Re: "1/2 as effective against X" Limitation and Player Controlled Allies
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... *facepalm* I think I'm now just understanding this. So basically, if I have a Pokemon with Water Type Meta Trait, and then also a Rock Type Meta Trait, they just mesh accordingly. Am I understanding now? This is actually a lot simpler, you're right. So I can just hash together the 18 Meta Traits... and -0% Type modifiers on abilities so they interact with the Meta Traits. |
Re: "1/2 as effective against X" Limitation and Player Controlled Allies
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