View Full Version : power rangers rpg question
TitaniumRanger21
11-29-2005, 10:56 AM
is their a way to create a power rangers rpg similar to final fantasy games that has hit points?
Decade
11-29-2005, 11:41 AM
An RPG on a message board? God those are boring & for those that have no real life.
An RPG on a message board? God those are boring & for those that have no real life.
AKA members of BizarroBoard.
Knuckles
11-30-2005, 01:54 PM
An RPG on a message board? God those are boring & for those that have no real life.
I disagree. If you hang around message boards quite a bit, it's easy to get bored once in a while, and doing a quick bit of stats-rping is quite good fun. It's the same as if you took the time to normal roleplay (but a hell of a lot quicker) and with actual results to your fights and such.
Anyway, if you need help Titanium, PM me. I set up a FF one not long ago, and there are some easy (and quite interesting) ways to adapt it into a PR setting if you wish.
AKA members of BizarroBoard.
Fuck you.
os_prfan
11-30-2005, 04:01 PM
Come on, you two. Play nice.
KoffeeKid
11-30-2005, 06:14 PM
AKA members of BizarroBoard.
Fuck you.
Thats sheer fucking gold right there
TitaniumRanger21
12-02-2005, 11:37 AM
does anyone know how the hit point system works with the final fanstasy game
Knuckles
12-03-2005, 04:36 PM
Ok, let's see if I can help you out. To start things off, let's run through all the stats that will be involved in this, and their meaning...
HP [Hit Points]: The life of a player
SP [Special Points]: What you need to be able to use special attacks
Attack: Your physical strength
Defence: Your defence against physical attacks
Intelligence: Your special attack / magic strength
Spirit: Your defence against special / magical attacks
Agility: Who gets to act first in a battle
Morphing Energy: How long you will be able to sustain a morph
Those are the basic stats that form battles, and both players and monsters are based off of it. Since this is a Power Rangers Stats RP, you'll have two sets of stats:
1: A basic version for your Civilian Form
2: A stronger version for your Ranger Form
So, let's say...
Tommy Oliver - Civilian Stats
HP: 150 / 150
SP: 10 / 10
Attack: 20
Defence: 6%
Intelligence: 12
Spirit: 8%
Agility: 20
Morphing Energy: 3 Turns
Moves:
* Attack - 0 SP Cost
Tommy Oliver - Zeo Ranger V Stats
HP: 300 / 300
SP: 20 / 20
Attack: 40
Defence: 12%
Intelligence: 24
Spirit: 16%
Agility: 40
Morphing Energy: 3 Turns
Moves:
* Attack - 0 SP Cost
* Zeo Flying Power Kick - 20 SP Cost [Tommy's signature move. Attack stat x2.]
Note: I just doubled all the stats between the civilian and ranger form, except for the Morphing Energy stat which just stays the same. We'll get to the concept of 'Moves' a little later...
Right, so there you have a set of stats for a Civilian Form, a Ranger Form, and a brief hint at what each does, but obviously, you want to know how it's all worked out. Well, to do this, let's first create an opponent to face...
Cog A
HP: 200 / 200
SP: 10 / 10
Attack: 35
Defence: 15%
Intelligence: 12
Spirit: 12%
Agility: 30
Moves:
* Attack - 0 SP Cost
* Eye Blast - 5 SP Cost [Face plate lifts up and fires a dual blast. Attack stat x2]
Ok. We now have our player (Tommy Oliver) and an opponent with moves (a Cog). Now we need to make a battle actually start. To do this, you need to look at the agility stat of each person. The Cog has 30 and Tommy has 20. Obviously, anyone with a higher agility stat will attack first, but, they could have such a high agility that they get to attack two or three times! So we need to work this out.
30 [the Cog's agility stat] divided into 20 [Tommy's agility stat] = 1.5
Basically, anything 5 and over and you round up the number before the decimal point ( . <- that dot between the numbers) up by 1, and if it's 4 and under, then you leave the number before the decimal point just how it is. In this example, we need to round up 1.5 to 2. This means that the Cog can attack poor Tommy twice before he get's a chance to act. We represent this on a simple Battle Order Chart:
Battle Order:
Cog A --- Cog A --- Tommy Oliver
Right. So a battle now truly begins. It's the Cog's turn to act first, so we look at his moves (Attack and Eye Blast) and we throw a dice to see which one he will use. The dice lands on a 3 (so that's his normal attack)...
(Cog A attacked Tommy Oliver)
Cog A
HP: 200 / 200
SP: 10 / 10
Cog A headed towards Tommy, lashing out with a steel fist which connected hard against his chest...
Tommy Oliver
HP: 117 / 150
SP: 10 / 10
Battle Order:
Cog A --- Tommy Oliver --- Cog A
Right. You're probably wondering how Tommy's HP stat ended up that way. It's pretty simple. As we know, the Cog has an attack of 35, but Tommy has a defence of 6%. So we first need to work out 6% of 35, and then take that number away from 35...
6% [Tommy's defence] of 35 [the Cog's attack] = 2.1. This rounds down to just 2. So then we do: 35 [the Cog's attack] - 2 [Tommy's defence for this attack] = 33. So 33 is the actual damage that the Cog inflicts. It's then a simple matter of taking 33 out of Tommy's 150 HP, leaving you with 117.
Going back up a bit, once a player or opponent has made an action, they are put to the back of the Battle Order. As we can see, the Cog get's a chance to attack once more...
(Cog A attacked Tommy once more)
Cog A
HP: 200 / 200
SP: 10 / 10
Tommy Oliver
HP: 84 / 150
SP: 10 / 10
Battle Order:
Tommy Oliver --- Cog A --- Cog A
We do exactly the same process, with Tommy's defence stat reducing the Cog's attack strength, and then that number being taken away from his HP. Right, so now we see that it is Tommy's turn. Obviously, he's not going to win like this, so he needs to Morph. Looking back at his stats, we see that his Morphing Energy is for 3 turns. Morphing Energy is how long you can remain morphed, keeping in mind that you automatically demorph if your Ranger Form's HP reaches 0. The Morphing Energy stat can be increased (depending on your preference really) by allocating EXPs gained after battle and such. EXPs could also be used to purchase new moves whilst in both Civilian and Ranger Forms, increasing your stats, and maybe even having access to purchasing Battlizers and other weapons (once you've completed a Quest or something). We'll come to this in a bit more detail later...
Right, where were we? Oh yeah, so he has a Morphing Energy stat of 3. So he has 3 turns in his morphed form.
(Tommy Oliver morphs into Zeo Ranger V Red)
Tommy Oliver
HP: 84 / 150
SP: 10 / 10
"It's Morphin' Time! ... Zeo Ranger V - Red!"
Zeo Ranger V
HP: 300 / 300
SP: 20 / 20
As we can see from his Ranger Form stats, Tommy has a higher agility than what he had in his Civilian Form. He now has more than the Cog. If we do the calculations, we can see that it's not enough to grant him two attacks before an opponent, but it stops the opponent from having two attacks now...
Battle Order:
Zeo Ranger V [3 turns] --- Cog A
As you can see, I've added the 3 beside his battle order name. Every time he uses an attack of some sort (not Items though, they are exempt from the decreasing of his Morphing Energy stat) it will go down by one. When it reaches 0, he demorphs back into his Ranger Form.
Ok, time for Tommy to fight back...
(Tommy uses Zeo Flying Power Kick on Cog A)
Zeo Ranger V
HP: 300 / 300
SP: 0 / 20
Tommy rushes forward, landing a powerful fly-kick into the chest of the Cog. A shockwave dispurses through the air as the Cog is sent hurtling backwards, crashing into a nearby dumpster...
Cog A
HP: 132 / 200
SP: 10 / 10
Whatever power you've assigned to a move is how you would work it out. So the SP cost is 20, which would mean you won't be able to use it again that battle (unless you use some form of SP Recovery Item that you could set up). From the move description, we know it deals x2 Attack stat strength. So you would then work that out as you would a normal attack...
15% [the Cog's defence] of 80 [Zeo Flying Kick's attack strength] = 12. So 80 - 12 = 68. You then just take that number away from the Cog's HP.
Battle Order:
Cog A --- Zeo Ranger V [2 turns]
As explained before, he now has two more turns remaining in his morphed form. Like I hinted at before, you could earn more poweful and unique moves either by completing certain quests, or by using the Experience Points that you gain after a battle, and purchasing new moves, weapons and such. Moves could have statuses attached to them (like poison), or if you want to keep it more PR, then it could have statuses like a mild stun, confusion, a weaker defence for the next turn, etc... It's up to you.
If the Special Move was say, Intelligence / magic based (like say, Tommy's DT Energy Orb move), then you would just use your Intelligence stat, taken away from the opponent's spirit (or vice versa). Having multiple people in a battle isn't hard to work out either. You would just take the two highest people with agility, and work it out that way if they get to attack twice, and then you go down the order of who gets to attack first out of the players depending on who has higher agility.
Hhhm ... I think that's all the basics covered. There's a lot that you could add on to this, it's just completely up to you and how you want it set up.
Cerebro
12-03-2005, 06:15 PM
All I can say is :o
Nice work, Knuckles... :eusa_clap :eusa_clap :eusa_clap
rangerxsenshi
12-05-2005, 12:12 AM
that is really confusing and time consuming, but i do get it. But maybe u could start with really low numbers so it wouldnt be so difficult. LikeTommy as the red ranger could have 9 attack, and the cog could have 4 defense, meaning 9-4 = 5, and the cog's HP could be like 10-20 so its not overwhelming ya know?
Knuckles
12-05-2005, 02:31 AM
All I can say is :o
Nice work, Knuckles... :eusa_clap :eusa_clap :eusa_clap
Thanks.
that is really confusing and time consuming, but i do get it. But maybe u could start with really low numbers so it wouldnt be so difficult. LikeTommy as the red ranger could have 9 attack, and the cog could have 4 defense, meaning 9-4 = 5, and the cog's HP could be like 10-20 so its not overwhelming ya know?
If you think those numbers are high, what's gonna happen when you start leveling up? All you need is a calculater, it's not that difficult. Besides, players themselves aren't expected to calculate the battles, Titanium and his team of updaters will be in charge of that. Players can just sit back, relax, and have fun.
eh, when doing RPG's, I avoid the "leveling up" and everything technical. I'm just in it for the story.
Then again, I guess that's just the fanfic writer in me.
Cerebro
12-05-2005, 10:19 AM
If you think those numbers are high, what's gonna happen when you start leveling up? All you need is a calculater, it's not that difficult. Besides, players themselves aren't expected to calculate the battles, Titanium and his team of updaters will be in charge of that. Players can just sit back, relax, and have fun.
An RPG where the Game Master/s do all the mathematics... swell!!!
I can live with that... :)
Knuckles
12-05-2005, 02:41 PM
Lol. Of course. Wouldn't expect the players themselves to do it themselves (as I'm sure Titanium thinks as well). That sucks out all the fun for them, is time consuming, prone to mistakes, cheating etc... But being handled by one or two gamemasters keeps the fun for players and lessens mistakes and such. :)
TitaniumRanger21
12-05-2005, 04:35 PM
Lol. Of course. Wouldn't expect the players themselves to do it themselves (as I'm sure Titanium thinks as well). That sucks out all the fun for them, is time consuming, prone to mistakes, cheating etc... But being handled by one or two gamemasters keeps the fun for players and lessens mistakes and such. :)
i think it will take a while for me to make the site, im going to do it.
Cerebro
12-05-2005, 05:41 PM
GMing-wise, there could be a number of individuals (about 3 to 5) that will form the core GMs... They will be the final authority on any decision regarding the game. Then there will be another group who can become sub-GMs... they get to run specific group adventures (Ninjastorm, Wild Force, Original PR, and other teams as well), while the Core GMs run inter-group encounters (although I'm sure you would want to GM your own group of Rangers)... :)
However, RPGing via forum posts will be kinda slow (similar to a PBEM). This has a relatively good chance of draining the enthusiasm of other players, while they wait for their teammates to post actions. What I can suggest is that the group, and GM, schedule a common time via Forums, and then meet in a chat room... This is what is being done in a forum based RPG based on AEG's Legend of the Five RingsTM. You can visit the site at www.fiveringsonline.com, so as to get an idea of what I'm suggesting... Hope this helps...
Knuckles
12-26-2005, 12:09 PM
Whatever happened to this? You still working on it Titanium?
TitaniumRanger21
12-26-2005, 04:50 PM
Whatever happened to this? You still working on it Titanium?
honestly no, because im having a hard time to make a rpg
Knuckles
12-27-2005, 03:41 PM
Oh ok then.
I might set one up, but right now I'm tempted to do it based on something else...
ringmaster316ms
02-13-2008, 04:01 AM
just out of curiosity, might anyone still be interested in doing this?
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