But why wouldn't I be able to attack on the same turn I move towards her? The fact that I can't takes away all advantage of going to her. I would be better set to just stand there and wait.

By the way, I posted my roll already.

Yeah I'm a little confused as well. You didn't roll for movement attack you rolled just to move?
 
But why wouldn't I be able to attack on the same turn I move towards her? The fact that I can't takes away all advantage of going to her. I would be better set to just stand there and wait.

By the way, I posted my roll already.
Alright, I've edited the rules to account for that. You probably should've done an attack move then, since we're in such close quarters, but oh well. We really need to balance that anyways, and I need to define distances better.

Now I'll see if I hit. /needsleep
 
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Yeah I'm a little confused as well. You didn't roll for movement attack you rolled just to move?

Alright, I've edited the rules to account for that. You probably should've done an attack move then, since we're in such close quarters, but oh well. We really need to balance that anyways, and I need to define distances better.

Now I'll see if I hit.
When I PM'd Legacy, I though he said that I was too far away to roll for attack movement. I guess I just misunderstood.
 
It's 4:40 in the morning, I'm going to bed. @LegacySC if you want to roll for me to finish the test before I wake up, feel free. You have my stat sheet.
 
Looking over the rolls from last night now that I'm not so tired, I really think it needs to be revised. As is, whoever has the better agility stat will almost surely manage a solid strike on the first turn, dodge is still pretty much entirely useless, and endurance doesn't make any meaningful difference to the damage result. Pretty much every one on one fight would end in three turns or less, with an absolute death as the result.
 
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Looking over the rolls from last night now that I'm not so tired, I really think it needs to be revised. As is, whoever has the better agility stat will almost surely manage a solid strike on the first turn, dodge is still pretty much entirely useless, and endurance doesn't make any meaningful difference either. Pretty much every one on one fight would end in three turns or less, with an absolute death as the result.
Well, that quick fights are according to plan, but I think the Dodge system needs to be fixed for the low STR classes, and the Endurance system seems pretty good. I was taking massive hits because of my bad rolls (-3, etc.). It actually could've swung either way. A +4 would've outright stopped your hits or reduced them to such a degree that my Battle Continuation would reduce them to Minor Wounds.
 
Perhaps the way damage is calculated can be changed to prolong combat?

Well, Servants dying quickly doesn't really bother me since the instant I try and take a hit from one of them I'll die :V
 
Well, that quick fights are according to plan, but I think the Dodge system needs to be fixed for the low STR classes, and the Endurance system seems pretty good. I was taking massive hits because of my bad rolls (-3, etc.). It actually could've swung either way. A +4 would've outright stopped your hits or reduced them to such a degree that my Battle Continuation would reduce them to Minor Wounds.
Yes, but that's only because Saber Bot had massive battle continuation. Everyone else dies in one hit. A minor wound will virtually never occur under your system. Everything is lethal all the time.
 
Perhaps the way damage is calculated can be changed to prolong combat?

Well, Servants dying quickly doesn't really bother me since the instant I try and take a hit from one of them I'll die :V
Yes, but that's only because Saber Bot had massive battle continuation. Everyone else dies in one hit. A minor wound will virtually never occur under your system. Everything is lethal all the time.
Alright, new edits to compensate for Summoners. The NOTICE applies to some Hero skills, but I might need to nerf that a bit... Nah. It should be good.
 
Alright, new edits to compensate for Summoners. The NOTICE applies to some Hero skills, but I might need to nerf that a bit... Nah. It should be good.
Dodge looks good, but I still think damage needs to be altered. As an example, assuming I'm rolling damage against someone with A+ endurance, I would have to roll -3, and they +3, for them to get a minor wound. Assuming I roll +0, they would take a moderate wound even when rolling +4. It makes endurance virtually useless, because every hit is going to be nearly lethal, if not immediately fatal.
 
Alright, Dodging has been refined even more. Now Stealth only Notice plays a role alongside AGI.

EDIT:
I'm a bit confused as to why stealth would matter, as Presence Concealment pretty much becomes useless as soon someone notices the person concealed. The entire purpose of it is to hide from people outside of combat.
Perhaps I should explicitly exclude Presence Concealment? It's more inclined towards Summoners than Heroes anyways.

EDIT2: Considering completely cutting out Stealth from dodge, but at the same time, not sure.
EDIT3: Yup, doing it. AGI is already buffed for Summoners at least.
 
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Alright, Dodging has been refined even more. Now Stealth and Notice both play a role in it, alongside AGI, as not many Heroes that would need to dodge have Notice.
I'm a bit confused as to why stealth would matter, as Presence Concealment pretty much becomes useless as soon someone notices the person concealed. The entire purpose of it is to hide from people outside of combat.
 
Alright, Dodging has been refined even more. Now Stealth and Notice both play a role in it, alongside AGI, as not many Heroes that would need to dodge have Notice.
Another minor complaint I have is the decimals rounded down thing kind of makes odd number bonus weapon skills equal to weaker ones. I don't know how that would be fixed because rounding up causes the same problem.
 
Another minor complaint I have is the decimals rounded down thing kind of makes odd number bonus weapon skills equal to weaker ones. I don't know how that would be fixed because rounding up causes the same problem.
Not rounding would work fine. That way, +9 weapon skill would be better than +8, but still less than +10. We're all big kids, I'm sure we can handle a single decimal point.
 
Another minor complaint I have is the decimals rounded down thing kind of makes odd number bonus weapon skills equal to weaker ones. I don't know how that would be fixed because rounding up causes the same problem.
The easy fix is probably to just use the numbers as is, but that puts Summoners at a huge disadvantage any time they need to roll against a Servant, and with the lethality of the system that means the instant a Servant gets to roll against a Summoner the Summoner may as well give up already.
 
Stealth, admittedly, doesn't make much sense, but...

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  1. DODGE is an AGI+(NOTICE/2)+(STEALTH/2) against the Attacker's Movement AGI+((WEAPON/2)-1) roll. The /2's ONLY apply to HEROESOR a to a skill when it has a total over 10. Stealth only includes Summoner Skills.
Athletics is calculated with AGI.
So, with a Fate Point used, that's
(4+5)+(7+3)
Total of 19, and my Stealth/Notice are at the maximum level before getting the /2 bonus.

Sheesh, I very nearly have the maximum possible dodge a Summoner can.
This is beautiful to me.
 
The easy fix is probably to just use the numbers as is, but that puts Summoners at a huge disadvantage any time they need to roll against a Servant, and with the lethality of the system that means the instant a Servant gets to roll against a Summoner the Summoner may as well give up already.
Seems about right, actually. Baring extreme circumstances, how many Masters would be able to survive against a Servant trying to seriously kill them?
Stealth, admittedly, doesn't make much sense, but...


This is beautiful to me.
And this is the problem with making minuses only apply to Servants. Masters really shouldn't be able to combat a Servant, so I'm not sure why we should alter the system specifically to make them more able to do so.
 
Seems about right, actually. Baring extreme circumstances, how many Masters would be able to survive against a Servant trying to seriously kill them?
Honestly? No, they shouldn't have a chance at winning.

What they should have is a chance to survive one attack. Which they don't.
 
Seems about right, actually. Baring extreme circumstances, how many Masters would be able to survive against a Servant trying to seriously kill them?
Honestly? No, they shouldn't have a chance at winning.

What they should have is a chance to survive one attack. Which they don't.
As Nanimani said. Heck, I even took a defensive spell to help me out with this, but I'd still get insta-gibbed by any one of the Servants.
 
Honestly? No, they shouldn't have a chance at winning.

What they should have is a chance to survive one attack. Which they don't.
I do see your point, but in the current system, Servants don't really have a chance to survive one attack. The damage calcs are crazy high, to the point where a hit is basically game over, and with the way things are right now, you probably have a better chance to dodge than Lancer. It just seems counter-intuitive to me.
 
Lancer doesn't have a notice skill so Dodging is pretty much worthless to him. He does have the necessary stats to block effectively though. The biggest problem I see is damage calculation. I am one of the knight classes with very respectable endurance and one hit is curtains for me.
 
Here's my kind-of fix for your Damage problems. Now, if you try to block, that will actually reduce the final damage dealt. Of course, getting a terrible block score will still result in you taking massive damage, but yeah. Hopefully this balances some stuff out.

As for decimals... Well, I'm still trying to figure out if we should change it. Feel free to comment on this change and suggest changes.
 
Here's my kind-of fix for your Damage problems. Now, if you try to block, that will actually reduce the final damage dealt. Of course, getting a terrible block score will still result in you taking massive damage, but yeah. Hopefully this balances some stuff out.

As for decimals... Well, I'm still trying to figure out if we should change it. Feel free to comment on this change and suggest changes.
That makes sense to me. A partial block should give some damage reduction, and it's a good way to cut down on insta-death.

I'm fine with us just using the decimals as they are without any rounding.
 
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