HungryPriest said:Mickdrew said: When two servants fight, how do events unfold, and how are winners decided?
I was wondering about this as well. Ideally it would need to happen in realtime with Merci as moderator, but... yea. Or all participants submit their preferred tactics and whatnot and Merci comes up with the result. The entire fight is written down then in thread. That one is simpler and ends up with prettier writing, but I don't think most are fond of it.
Simply put, both of you try to beat down the other in a realistic manner within the limitations of the character you are using.
Stats, abilties, and the environment should all be taken into account, and there should be no problem with being creative, though I will raise my voice if you do something that's beyond the limitations of your own character.
At the same time, it'd be preferable if both combatants discuss with each other the overall flow about how they'd want the battle to go. You can either determine things bit by bit, or up to the end - it's up to you.
Also, don't be afraid to admit your loss when...well, when it's your loss. Most of the time, retreat will be an option.
Aurioch said: Best would probably be if we could design a roll system using Servant parameters, and maybe adding few gameplay-related ones like willpower etc.
I do know of such a system... Actually, I think I have it in a PDF somewhere on my laptop. Basically, it's RP data for a Holy Grail War detailing the mechanics and all that. However, such a thing may be a little too complex for you guys to absorb while keeping track of the fight.
Not to mention how a lot of it involves rolls, like a tabletop game. While rolls are nice and all, unless I'm the one deciding them, they'll be too subjective.
If a battle is in realtime and I'm around, then I could definitely be able to moderate the fight, but I highly doubt that this'll be the case most of the time.
I think what I'll do is have each of the Servants' stats added to the Google Doc page, and then each Servant and Master will be assigned a HP value in accordance with that.
I'll assign a certain amount of damage to each Rank (so for example, if their strength is Rank B, then a successful attack would inflict 30 damage - may change, but that's the gist). Each NP, due to their unpredictability and variations, will be assigned their own damage value, along with a basic description on how they would affect and damage the enemy.
Although, since NPs are generally instant-kill like Fragarach, I think it's unavoidable that a situation like abusing luck will occur to prevent the target from immediately dropping out - but that's also okay, since such an NP should still inflict crippling damage.
As for HP itself, it will recover slowly, depending both on the Master/Servant's actions and the passing of the day. A Servant who spends the whole day resting will recover more HP than a Servant who spends their time randomly traveling Fuyuki, and a Servant who dedicates the first few days entirely to fighting will be much more vulnerable later on.
Needless to say, if their HP drops to zero, they die.
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Of course, this is just a suggestion. I'll see if it can be implemented, but for now, as I go about looking over that system, just make things up as you go along ^^;
Preferably, I actually wouldn't want to use HP and such a numerical system, since that's not much fun. It'd be cooler if we could simply stick to a story-like format - stats and such will still be there and taken into account, along with damage, but the extent of their impact is something you guys would have to determine.
Imagine the battle between Saber and Berserker. Berserker heavily outclassed her in all stats, but she still held her own due to technique, Mana Burst, and notably the graveyard was what turned the tables.
Similarly, you guys should use logic in tandem with values when it comes to fights~ Instead of making it like a game, it's making it more like a dramatic story contributed to by multiple people.
Well, which would you like better? |