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| Professions and Crafting; ...it goes on and on and... | |
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| Tweet Topic Started: Dec 22 2009, 06:57 AM (559 Views) | |
| ♠ The Unspeakable | Dec 22 2009, 06:57 AM Post #1 |
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Not Responsible
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Alright, a little draft for everyone to look at: Craft: A unique mechanic set by certain professions. Crafts are the ability of a character to produce something, be it a poison, explosive, or ammunition. Crafting Techniques: These are techniques learned by those with professions which have an associated craft. A craft technique always begins at a rank equal to 1/2 of the character's highest possible ranked technique at the time it is taken. A character gains up to one craft technique for every 4 fortune, and may spend Technique Points as normal to raise the rank of these techs. If a character wishes, they may choose not to learn a new craft technique at such a time as they normally would. Instead, they may update the rank of an one or more prior techniques by a number of ranks equal to the starting rank of the gained crafting technique (normal max rank still applies). Example Jimbo McPoisonton is a Doctor. His craft allows him to make poisons. When he starts off his fortune is 8: he immediately gains two craft techniques, both of which are rank 2. Rank 2 "Damage Poison" This poison hurts someone. Rank 2 "Woozy Poison" This poison makes someone woozy. Now, he may spend normal tech points to raise either or both of these to rank 4. For purposes of this example, let's assume he doesn't. Jimbo does an SL and gains 16 SD. He spends them on primary stats, resulting in a new fortune of 12. Now, he gains a new craft technique. Rank 4 "Knock-Out Poison" This poison knocks somebody out. Alternatively, if Jimbo is satisfied with his current cut of poisons, he could instead raise one of the other two by 4 ranks, or split those 4 ranks up as he chooses among his previously existing poisons. Let's say he chooses an even split: Rank 4 "Damage Poison" This poison hurts someone. Rank 4 "Woozy Poison" This poison makes someone woozy. What This Means Poisons will be listed as one of two types: Damaging or Non-damaging. Damaging poisons are, as their name implies, those poisons which cause physical harm. Non-damaging poisons, however, include a very broad range of effects which do not directly harm a person. Naturally, applying these two types of poisons will work differently. First, the base stat for determining a poison's effectiveness: Toxicity - Creator's fortune plus the rank of the poison's technique. Each poison should have it's toxicity listed in the technique description. Damaging: The victim of the poison damage as if he had been hit, with the poison maker's Toxicity opposing the target's Stamina. This number does not change regardless of the number of doses applied. Non-damaging: Each time the victim is affected by a single dose of poison, the next dose of the poison become more potent. The first dose is calculated exactly as above. Each subsequent dose of the same poison, however, increases the Toxicity by an amount equal to the rank of the poison's creation technique (this may occur up to twice). When this total value equals or exceeds the victim's stamina, the poison's intended effect activates. Example Jimbo McPoisonton, from our above example, throws his Damage Poison at Tony Toughnuts. His Damage Poison's Toxicity is 10 (8 Fortune + 2 Rank). Tony is a big guy, and has a stamina of 12. This poison, if it hits, does damage as if a hit were made again Tony, 10 offensive stat vs. 12 defensive stat. The damage done, in RP terms, is the same as if Jimbo had been punched by a man with a strength of 10 or shot by someone with 10 accuracy. Next, Jimbo decides to get tricky. Tony is just too tough for his nuts, so he uses Woozy Poison on him. The first dose lands; since the toxicity is only 10 and Tony's stamina is 12, there is no effect. When the second dose hits, however, the toxicity is now 12, equal to Tony's stamina. Tony would then feel the effects of the poison; in our example, he becomes woozy. ------------- That's it for now. Ideas? Like it, dislike it, see a problem, see an improvement? Let me know. |
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Democracy Incoming
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| PapaKuma | Dec 22 2009, 12:39 PM Post #2 |
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i failed the team
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Hmm, this seems fair. But it also has its downsides. Because that's basically free techniques every now and then. I'm not happy with the thing where you have one big technique to make multiple poisons and whatnot. But I mean... free techniques :/. I'd be fine if there was a way to balance it out with combat based professions, like, my guys a martial artist/cook. The cook part is obvious, I could like... have protein bars or something. But it seems unfair to a person who decides to make their professions based around combat. They get no free techniques, and the only advantage is in the profession description which most people are going to ignore. We got doctors out there dodging sniper bullets even though their second major is in callegraphy. But in general I think this is a great idea compared to the one high leveled tech for tons of crafts. |
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ᕙ༼ຈل͜ຈ༽ᕗ #AtLeastItAin'tKhepri ᕙ༼ຈل͜ຈ༽ᕗ Lon • Lon • Lon • Lon • Bounty:50,000,000 • SD Earned: 256 • Beli: Something • Location: Grand Line, Route 3 Abraham Armstrong • Doctor/Martial Artist • None Yet • Commendations: 30 • SD Earned: 177 • Beli: 78,600,000 • Location: N/A • Color Code: #0E4C92 Andreas Morgan • Martial Artist/Merchant • None Yet • Threat: 0 • SD Earned: 0 • Beli: 500,000 • Location: N/A | |
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| SqwhirlGod | Dec 22 2009, 01:46 PM Post #3 |
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Pervert
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Maybe it would be harder if non combatants had a harder time increasing stats, like each level would take 1 extra SD per point. Basic to Super human = 1, Superhuman - Unreal = 2 etc. Because it doesn't seem fair. The professions who aren't combat based should have something that makes combat harder for them to evolve stat wise, because they don't really need it. Maybe the super human levels and such would have higher effects too combatants, as in two descriptions for each stat level, one for none combatants one for actual combatants...? |
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Felix Essiam • Navigator • Martial Artist• None • Bounty: 0 • SD Earned: 95 • Beli: 18,073,457 • Location: South Blue Strength: 40:-----Stamina: 30;-----Speed: 55 ;-----Accuracy: 30;-----Fortune: 35 Firo Kane • Marksman • Martial Artist • Inventor • Carpenter • Black Dread Pirates • Bounty: 42,250,000• SD Earned: 202 • Beli: 14,750,000 • Location: Sky Islands, Grand Line Strength: 45:-----Stamina: 46;-----Speed: 75 ;-----Accuracy: 50;-----Fortune: 54 Martin 'Bloodhound' Martello • Inventor • Martial Artist • Threat: 5 • SD Earned: 58 • Beli: 9,050,000 • Location: Osula, North Blue Strength:56:-----Stamina: 20;-----Speed: 10 ;-----Accuracy: 20;-----Fortune:22 Terra 'Rojo' Katsua • Smith • Weapon Specialist • Bounty: N/A • SD Earned: 20 • Beli: 5,160,000 • Location: Other Island, Grand Line Strength:16:-----Stamina: 12;-----Speed: 14;-----Accuracy: 10;-----Fortune:13 Nathara Remora • Assassin • Weapon Specialist • Threat: 1 • SD Earned: 8 • Beli: 8,200,000 • Location: Wild Wild West, West Blue Strength:10:-----Stamina: 10;-----Speed: 10;-----Accuracy: 19 ;-----Fortune:10 | |
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| Old Kopa | Dec 22 2009, 02:20 PM Post #4 |
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Derp I 4got PW guiz
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From the perspective of someone who has a character based around the stuff. I don't think it'll work, it just seems to be a bit limiting and a bit unbalanced. Perhaps poisons and the like can just use up normal technique slots, like Usopp's various shots. It's organic to the series, and it's fair. One thing about poisons and inventions is how amazing some of them are, considering this is One Piece, and the world of One Piece isn't kept down by our views of science, so some amazing stuff can some about. So maybe poisons and inventions should keep up with the ranks, with more realistic effects being of lower ranks, and more supernatural effects being higher ranks. Spoiler: click to toggle
Edited by Old Kopa, Dec 22 2009, 02:21 PM.
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Delgado Brundlefly • "Chef" • Scientist/Chef • Iron Rose • Bounty: 16,000,000 • SD Earned: 158 • Beli: 41,654,166 • Location: Blue Brick Island Cosmo S. Periwinkle • Nurse • Martial Artist/Doctor • Cobalt Brave • Threat: 0 • SD Earned: 18 • Beli: 6,500,000 • L: Garland Island, North Blue. Mattei of White Bay • Crew Position • Profession Name • [url=insert pirate crew link here]Pirate Crew[/url] • Bounty: 0 • SD Earned: 21 • Beli: 2,280,000 • Location: The Hood, North Blue Icarus Moccasin • Crew Position • Shipwright/Artist • [url=insert crew URL here]Crew (if applicable)[/url] • Threat: 0 • SD Earned: 4 • Beli: 1,450,000 • L: The location your character is at – At least mention which Blue. | |
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| ♠ The Unspeakable | Dec 24 2009, 03:42 AM Post #5 |
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Not Responsible
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Kuma - Combat professions are being revised too. In my example on how I'd like to do it, every freeform attack a weapon specialist makes counts as a ranked technique, albiet a low ranked one. This should help make them a more viable force in combat than stictly non-combat profession characters. I also want to revamp the significance of technique ranks on the whole, so this change should amount to a pretty meaningful bonus. In any case, these "free techniques" are only used to make poisons/inventions. They aren't going to be combat techniques. Firo - I've thought of something like this, but it'll invariably lead to min-maxing. There aren't many people who will conciously make choices that lead to a decreased speed of character growth. I want to avoid resolutions that will pigeonhole people into certain professions. Kopa - I wish you'd explained why the system doesn't work for you. Having normal techniques spent on these things will basically mean that craftsmen get a very small selection of offensive techniques in exchange for their trade. In that case, there's very little advantage to being one, since bombs and poisons can be purchased instead of crafted. Very few people will willingly trade half of their techniques for something a few thousand beli an SL could as easily replace, even if you consider the convenience of not having to worry about stopping somewhere to restock. --------------- If anyone has any ideas on how to change this system to make it better or counter-proposals, this is the place to put them. Just telling me you don't like it doesn't help anything. Explaining why you don't like it is a good start, but I need ideas on what to change and how to change things, too. |
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11:37 PM Jul 12