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| Psyche Modding | |||||
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| Tweet Topic Started: Aug 1 2010, 04:09 AM (656 Views) | |||||
| Aim | Aug 1 2010, 04:09 AM Post #1 | ||||
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--Guide to Dungeon Modding— Moderating a psyche world is both a responsibility and a privilege. The privilege is that you get to use your own customized shadows and for the duration of the dungeon the whole story is revolving around your character. You have a duty, however, to learn to mod battles that may be somewhat complicated in nature. Following this guide should help you to get through the challenge. Remember, if at any time a moderator says that these guidelines are not being followed, you and your group may be subject to losing rewards that you have distributed. Before you commit to doing this, I would also suggest you prepare to rely on an Random Number Generator extensively. I would suggest www.random.org ; they have a very easy to use random integer generator. You will also need a calculator handy, but I’d be very surprised if your computer’s calculator will not suffice for your calculations. --Rules of Psyche Occupation-- For starters, you reserve the right to reject the entry post of a player who interferes with your plans. For this reason, it is important that players use the courtesy PM suggested in "Getting Started." Each psyche gets a maximum of four unique occupants (that is, if there are four players and one leaves, a new person cannot take that open spot until the battle counter is reset). If players join late, they may only do so in-between battles. No player may re-enter the same instance of a psyche world after leaving it (that is, until the battle counter is reset). --If Players Are not Posting-- If one player is not posting, the moderator may choose to skip that player after a three day period following the mod post. They will be counted as having performed no actions. If the moderator does not act upon this after a period of time, any member may PM him to request that he do so. If he does not respond, players may request a member of the board’s staff take over. Remember, for the RP to work efficiently, you should try to post as quickly as you can manage without relying upon the three day grace period. After the first time that a skip happens, if half of the players or more vote to do so, the offending player may be ejected from the thread. --If You Can't Mod-- If at any time you decide that something's come up and you simply can't commit to moderating the players inside your psyche world any further, or simply get tired of modding it, either: -If those players are out of battle, your character wakes up and the thing is dropped. -If those players are in battle, PM a staff member with all relevant Shadow sheets. One staff member, not necessarily the one you PM'd, will finish up your battle (though granted they can't RP it any further than what you tell them) and then eject the players. --Designing the world— The design of your psyche world is one that you have a lot of freedom with. The world is corrupted by boss shadows, so it is “their turf.” This means that everything in the world is sculpted to fit the overpowering suggestion that guides them. The world may be either symbolic to this theme, a series of interactive flashbacks related to this theme, or perhaps a dream world in which this theme has been realized. You have a lot of freedom on the way you design it, so try to think up something that will be engaging to you and your exploring group. --Progression— You will start by constructing an entrance post. This will tell the entrants about their surroundings. After each player posts an entrance, you will bring out their first battle, composed of shadows you’ve designed. Once the battle has ended favorably, give the players rewards and then allow them each to make another post. Then repeat the process, giving them another battle. After four battles, a boss shadow should emerge upon the fifth. Repeat this process until the group leaves. Remember, if at any time for purposes of your story you would like to make posts that do not require players to do battle posts, you are free to do so as well, but do not hand out rewards for any non-battle RP. --Battle Summary— It is important that you summarize the battle situation so that the players can easily read what’s happened in HP and SP values. Please list names in order of highest agility to lowest to help everyone understand who acts when. Distinguish duplicate shadows with A, B, and C (for instance, Shouting Tiara A, Shouting Tiara B, etc.) Also list any status ailments, boosts, or debuffs that may be active. An example summary is given below: CharacterA: 100 HP/100 SP (enraged) (1 more!) CharacterB: 100HP/100 SP ShadowA: 100 HP/ 100 SP (Tarunda, 1 cycle passed) CharacterC: 100 HP/ 100 SP ShadowB: 100 HP/ 100 SP [Rebellion: Base Crit Rate = 10%] --Help for Calculations— There are a seemingly overwhelming number of factors that you may have to take into account for each post moderating your players, but to help out, I’ve composed a list of modifiers that occur naturally for each attack. In the case that someone alters their modifiers, using Tarukaja for instance, you will have to account for those changes. -First check whether a physical/magic attack has hit or missed at all. Take any dodges into account first using the agility formula given in stats. Next, determine whether the attack missed based on luck. -For each attack action, in addition to the formula given in the stats rules, keep in mind that every physical attack has a 5% chance to critical, in which case the attack will deal 1.5x damage and down the opponent. Note that in the case of a multi-hit physical skill, there is still the same 5% chance to critical. All hits of the skill will deal 1.5x damage on a critical hit. -If a block is used, the first attack/magic to hit will deal ½ damage and not be affected by weaknesses. That block is then expended, and the next attack will work as regular unless multiple blocks were used. If at any time you have any questions on how to do a certain calculation or are getting mixed up, PM a one of the board staff and we’ll help you get through it. --Creating Shadows— Use the following sheet to create shadows: Name: (shadow’s identity) Arcana: (shadow’s arcana, as displayed by their mask) Appearance: (optional- if you need it recorded here, do so; if not, just ignore it, since this is for your benefit) Level: (should align with the average player level; look for guide to levels below) Strengths/Weaknesses: (list all here; I would recommend dealing out more elemental/attack type strengths than for a player persona... this will help the shadows remain a challenge, I think) Weapon: (not necessarily a weapon, but the base damage and effects tied to their regular attack) HP/SP: (shadow’s HP/SP) Stats: (the 5 basic stats) Skills: (up to 8) Unique Features: (for boss shadows only; can be just about anything, such as the ability to multiply or change strengths/weaknesses; this one’s up to your judgment in terms of fairness, but these are what make a boss shadow a boss shadow) Do not neglect to make this sheet. If your modding is reviewed and questions arise, you may be asked to produce it. As you make the sheet, consider the base to be exactly that of making a character of the same level, with the following distinctions: -Shadows have base 80 HP, 80 SP. -You should consider 30 as a base for their weapon damage. You can modify these up and down as you choose, they're mostly suggestions. I'd suggest +20 divided between HP and SP per level and +5 Weapon Damage per 3 levels as a baseline. -Shadows should gain +4 points every level instead of +3, to counterbalance the fact that they don't get stats from S. Links or equipment. -Boss shadows have flexible HP and SP; it is suggested that you inflate it from a regular shadow’s… a good idea would be to consider the HP as about 5x the average player in the group’s -Shadows have an unlimited pool of strengths/weaknesses, just don’t make them strong against everything; -Your enemies may be resistant to all-out attacks, but try to use this strategically; for instance, in situations where all-out attacks are extraordinarily easy to achieve, such as an enemy with multiple weaknesses -If you like, you can make the shadows’ levels lower or higher than the average of player values. If you do, however, be sure to change the rewards accordingly (explained later). I’d suggest lowering the levels if you plan to exceed 3 enemies and increasing the levels if you plan to use fewer than 2. If you’d like a guide on shadow masks, check this handy image I made: Shadow Masks NEW 8/18/2010: I've also made more masks based on the missing arcana, if you'd like to use them. For the sake of continuity, however, please be sure to use one of the given types of masks for your shadows. Extra Masks 1 + Extra Masks 2 Realize that I value your enjoyment in moderating your dungeon more than I do your staying in the context of the games, so don’t worry about making your shadows that much like shadows from the games. If, however, you do have an interest in keeping them like game shadows but don’t know much about them, feel free to PM me and I’ll help you out. --Battle Construction— Not a lot else to say here, I’d just suggest that you keep enemies fairly diverse in terms of strengths/weaknesses. Also, no more than 5 shadows to a single battle, including in boss battles. You’d do well to impartially distribute the strengths/weaknesses of your shadows and their attack types; if you don’t think you can be trusted to do it by yourself, a good strategy might be to use the RNG when you design them. --Rules of Thumb for a DM— Never control the actions of the players any further than is necessary to guide them along in the dungeon. Never, ever control their actions in a matter that should be dictated by their own personality or dialogue. Please do not skimp on difficulty or give hand-outs to your friends and be certain not to reveal your shadows stats to them (unless they analyze of course). Finally, if you are worried a situation you’ve created is too difficult, do some number crunching yourself to figure out what the player’s odds are or ask board staff for their opinion. --Rewards— This is where your modding integrity really comes in. It is your responsibility to give rewards to your own group. CHANGED 8/1/10: The dungeon mod will get EXP and a chest as well for each battle completed. The rewards include EXP and chests containing yen and items. I’ll explain how to distribute each below: -For EXP, consider each enemy worth 5 base EXP. For each level that the enemy exceeds the average player level by, modify the EXP amount up by 1. Conversely, for each level they are under, decrease the EXP amount. For bosses defeated, multiply the EXP awarded by 5; remember, only multiply the boss EXP, not EXP for any other lesser shadows that were in the boss battle. -Everyone receives a treasure chest with either yen or items. You can modify your chests cosmetically for kicks if you like. For chests, use the following tables: [Primary Table] Generate a number between 1-20. 1-10= Yen (each enemy worth 100 base yen, each boss worth 1000, modify up or down by 10 for each level enemy’s is above or under average player level, modify by 100 for bosses) 11-19= Common Item (this reward is restricted to only armors/accessories for boss battles) 20= Gold Chest (battle 3 or higher only; reroll if this comes up on battle 1 or 2) [Common Items] Generate a number between 1-34. 1=Patra Gem 2=Re Patra Gem 3=Dis-Charm 4=Dis-Poison 5=Dis-Rage 6=Me Patra Gem 7=Amrita Gem 8=Peach Seed 9=Medicine 10=Ointment 11=Heal Jelly 12=Bead 13=Value Medicine 14=Emergency Kit 15=Mega Leaf 16=Soul Drop 17=Snuff Soul 18=Chewing Soul 19=Revival Bead 20-24=Armor (go to Common Armor table) 25-29=Accessory (go to Accessories table) 30-34= Crafting (go to Crafting table) [Common Armor] Generate a number between 1-41 1=Martial Artist’s Gi 2=Spiked Plate 3=Samurai Armor 4=Clown Suit 5=Magician’s Suit 6=Conjuror’s Robe 7=Pot-and-Pan Armor 8=Flak Jacket 9=Knight’s Armor 10=Light Clothing 11=Tracksuit 12=Motorcyclist’s Suit 13=Opulent Suit 14=Masquerade Disguise 15=Prince/Princess Outfit 16=Disco Suit 17=Delinquent’s Clothes 18=Cheer Squad Uniform 19=Hippie’s Clothes 20=Hazmat Suit 21=Kendou Uniform 22=Boxer’s Trunks 23=Archery Uniform 24=Desert Garb 25=Fur Pelt 26=Aviator’s Suit 27=Rubber Suit 28=Monk’s Robe 29=Cultist’s Robe 30=Kabuki Costume 31=Priest’s Vestment 32=Goth Clothing 33=School Swimsuit 34=Beach Swimsuit 35=Pajamas 36=Underclothes 37=Leotard 38=Maid/Butler’s Uniform 39=Chinese Changshan/Cheongsam 40=Nurse’s Uniform 41=Cupid’s Toga [Accessories] Generate a number between 1-17. 1=Knuckle Gloves 2=Japanese Headband 3=Glowing Bracelet 4=Silver Pocketwatch 5=Bandages 6=Sweatband 7=Sneakers 8=Ninja Scarf 9=Silk Gloves 10=Bowtie 11=Pyro Jack Badge 12=Jack Frost Badge 13=Angel Badge 14=Pixie Badge 15=Rosary 16=Prayer Beads 17=Imperial Seal [Crafting] Generate a number between 1-11 1=Demon Fang 2=White Eye 3=Armored Skin 4=Wispy Cotton 5=Halo Shard 6=Muscle Matter 7=Brain Matter 8=Bubbling Blood 9=Shield Sliver 10=Shrine Seal 11=Beautiful Ink [Gold Chest Items] Generate a number 1-10. 1=8x Yen 2=Soul Food 3=Balm of Life 4=Bead Chain 5=Soma 6=Homunculus and Secret Tablet 7= Attack Sutra and Mystery Powder 8= Protection Sutra and Unstable Core 9= Agility Sutra and Transparent Ooze 10=Rare Armor (go to next table) [Gold Chest Armors] Generate a number 1-16. 1=Warrior Body Paint 2=Luminous Robe 3=Crystal Armor 4=Ninja’s Garb 5=King/Queen Clothes 6=Ogre Clothing 7=Bathing Towel 8=Sexy Nightwear 9=Devil Costume 10=Snowman Suit 12=Jumbo Bird Suit 13=Robot Suit 14=Sentai Suit 15=High-Tech Armor 16=Angel Garb Edited by Aim, Sep 23 2011, 05:09 AM.
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| Aim | Oct 12 2011, 11:26 PM Post #2 | ||||
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For those of you who would like to, this handy Spreadsheet can be used to perform calculations: Click to access Note that you cannot edit this sheet. Instead, what you should do is click File and Download As. Download the sheet either as an Excel file or OpenOffice file and use it that way. Some tips for using the sheet: 1) The only numbers you ever need to enter are those in the tables highlighted in blue. There are also optional calculators to use and a space to store current data on all players/shadows. Outputs show up in the red-marked fields. 2) The random fields for rolls update EVERY TIME YOU PRESS ENTER ANYWHERE ON THE SHEET. 3) An explanation of rolls: not all of those rolls are going to be valid for every attack. Interpret the Ys and Ns in the following way: a Y in field 1 means percentage damage or ailment kicks in. If field 2 displays a Y, that means that the attack misses by luck. If field 3 displays a Y, that means the attack misses by dodge. If field 4 displays a Y, that means the attack is a critical hit. *) The sheet does not currently contain a way to do rewards rolls. You may find other limitations as well. Please tell me if you think of something you'd like it to do that it doesn't currently. Edited by Aim, Dec 3 2011, 05:14 AM.
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