napsii Wrote:It seems like the gun has been thoroughly jumped, because I'm lost, but the way I understand it is this: Battlechips are single-use (per battle) items which let you perform special attacks by installing them into a NetNavi. Dead simple, and what I think I'd do is keep it that way instead of trying to directly apply the mechanics from the video games since it is, after all, a roleplay and in my experience it's worth considering that many stories function more smoothly without arbitrary mechanics. Even designers of pen-and-paper games like D&D take this into account.
Okay, so no using extraneous mechanics like stacking, gotya! However, I'm still in favor of using Battlechips that can affect terrain. I believe this reasonable freedom would allow for some interesting outcomes.
napsii Wrote:The system for weapons is simple enough: Attack is the damage bonus added onto your roll, Rapid is how many rolls you can make, Charge confers an additional damage bonus if you wait rather than immediately fire and an Element does what you'd expect it to do. Of course, this means that Weapon stats would be arguably more important than NetNavi statistics in battle, so I propose that besides NetNavi statistics provide a bonus where apropos:
Ya, uh...That's not the weapons system. In the games, players would have a sort of standard weapon which was in the form of Megaman's blaster (hence the charge statistic). So, Attack doesn't represent a damage bonus, rather the damage that is done if hit; although, an accuracy roll might be needed. Oh, and Element allows for a Rock-Paper-Scissors type strategy, just to clarify.
napsii Wrote:Strength could provide a bonus when using melee attacks and Sword Battlechips, as well as when, say, trying to pry open a door. Sense allows you to mitigate sneak attacks and find hidden objects, etc. Intelligence allows you to hack, etc. Agility could possibly determine the accuracy of ranged attacks. I'd either have people make D20 rolls, assign any action a Difficulty Class and have the roll need to meet or exceed it. I dunno.
I mostly agree except for a few points: move accuracy over to the sense stat, remove the strength realation from the Sword Battlechip and just have it for melee attacks, and leave Agility to determine action over treterous, puzzling areas.
napsii Wrote:Re: The role of Operators, I agree with Gingo's suggestion. Operators could allow NetNavis to instantly use Battlechips in the same turn and other crap. But I dislike involving dice rolls in the deployment of Battlechips regardless; if a roll's to be made, it should be to how effectively you use the chip -- not whether you can use it.
If it was up to me, I wouldn't have even involved Ops to begin with since the game really seems to be about the Navis.
First, I did not come up with the idea of Operators allowing their NetNavis instantaneous action, that was the work of thatman over there; I suggested lone NetNavis need not a roll to activate Battlechips. On the topic of the roll, I agree with you in removing it.
Also, we already discussed the issue of Opaerators. We agreed they shouldn't affect much. But players should still be allowed to write one as part of their character if they choose, since some people have ideas with them.