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oh I never tried it out myself but have heard of it never heard of adds but guess that's what happens when something is too good to be true
 
Is spellfire the TCG based on D&D? I played MTG some but never got that into it. I also played pokemon TCG when I was a 11 or 12 back when there were only 150 pokemon but I grew outta that pretty quickly.

Anyone watched "The Gamers"?

The Gamers | Dead Gentlemen Productions

There is a watch now link with youtube videos.
 
yeah I heard of it from some guys I played 1st edition with but didn't know anyone who played or where to get cards, comic shops are real scarce 'round these parts;)
 
Last comics I read were the walking dead but I stopped around the beginning of last year. We literally had 2 comic shops in town AFAIK one went out of business and the other became some weird new age store.
 
/AFRPFG
[Hide]To use offensive magic you declare how many of your uses per day you are using. If you declare one and hit on the attack roll your damage is between 1 and 10 plus your related skill, if you declare 2 your damage is between 11 and 20 plus your related skill and so on. You can use as many as you wish in any turn. Healing magic is the same way where you declare how many uses you are using and the healing goes up in increments of 10.

Support and noncombat related uses of magic are done the same as a normal skill or attribute check where the GM sets a difficulty and you roll against it.

Any magic user may also take the potion or wand skill where you can create these items at the cost of your charges and you must spend 10 PP on each charge you infuse with the potion or wand.

Potions created for healing are drank and the character who drinks it get the full benefit from all charges put into the potion i.e. a potion of healing 3 would provide 30 HP. Potions must be drank in full to have an effect so they can not be split between party members and you can not drink part of one now and part of it later. Other potions are applied using depending on the spell they are infused with. If you infuse a potion with a Conjuring (fire) spell you would need to throw it at the target and hit for it to have an effect. It would provide the full damage possible for the charges infused.

Wands can only be dispelled 1 charge at a time and their damage/healing is subject to random chance.

So you would roll for damage/healing. Neither potions nor wands are affected by the creators related attribute and the skill succeeds on any roll other than an epic fail

Full rules for game updated https://docs.google.com/document/d/17_yqeyzTQy4U9Hcz6vRbnAFzSThH54jtDohSPxyi_E4/edit

[/spoiler]
 
Marc is right, I would just use the unique post ID method for the 1-10

If you want to trust the GM to roll dice I have a box of my own and we could use many others than just d10 ;) I like the post ID better since it is plain and out there for all to see. must report a post now
 
If I am not mistaken ,the last digit is the (dice count+1) and the tens digit is the probablilty

Your post ID 3993712 I've been using the last 2 digits as probability, it could only benefit the person who makes a success yours would be a 12% instead of 10%
 
No that post would be a 3.

the permalink is http://androidforums.com/lounge/501189-forum-gamers-lounge-12.html#post3989792

the post ID is 3989792 so 2+1=3 ;)
@karan I was thinking more along the same lines as D&D with damage where if you hit you cause damage there isn't a saving throw by the damaged party. I amount of damage should be weapon/magic dependent. I don't think we are going to come up with all the rules for damage of each and every item or magic yet and will be determined as we go. I was thinking of using the post ID to determine damage say 9to5 had been attacking someone with his last post and hit with a 3. He was using a dagger which we can say has a damage of between 1 and 5 I was thinking of using the last 2 digits in the post ID to determine that so with 3989792 we have 92 with a damage of 1 to 5 we could determine damage as 5*.92=4.6 rounded up and he would cause 5 points of damage.

Here is where the problem lies for me, when a weapon a certain amount of damage as a minimum

Say he was shooting someone with a rocket launcher that did between 10 and 21 points of damage (11 point range) we would have to add 1 to the range then do the math as 12*.92= 11.04 rounded up 12+9=21 the nine is the weapons smallest amount of damage minus 1. Does that make any sense?
:p

I think I was going based on the post number on the thread in that instance, and I wasn't just tired.... :)
Also, I do like the idea of keeping it free from off topic and the whole 12 hour thing. Logging characters out of the game... very cool.

Any yes, this is far more complex than ask...ask...ask ;) :D
 
@Yeahha

Good work on the topic, looks nice.

Mind clearing this up for me from the AFRPG
To find out how much it will PP it will cost to raise a stat we can use the following with the current stat # as the variable "x" 3(x+1)
Where is that number, is it in the permalink?
Not sure how I missed understood that.. :D
 
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