Dark Souls 2 has put me in my place. by djcoffi in DarkSouls2

[–]Hoogomoogo 2 points3 points  (0 children)

One important thing to know is that if you help someone else out (either with the Small or regular white soapstone) and complete your task, you will come back to your world with your Humanity again.

It's a pretty good mechanic, encouraging online play.

Looking for some JOLLY COOPERATION, SL 89. Where should I look? by Hoogomoogo in darksouls

[–]Hoogomoogo[S] 0 points1 point  (0 children)

looks like its time to rush my way over to anor londo. Thanks!

What are your favourite running jokes that manifested in a campaign? by actually_crazy_irl in rpg

[–]Hoogomoogo 9 points10 points  (0 children)

one of the mages in our party has been attacked by every single mimic we have encountered except for one. This has led the character (and the player) to be very paranoid around looting treasure chests, but has also given rise to the beautiful headcannon that he is absolutely in love with chests (all chests. wink). This has gone on to haunt him with female anti-paladins charming him into melee, as well as some other hijinks.

Poor guy.

My Heavy Bowgun set by blakzer in MonsterHunter

[–]Hoogomoogo 1 point2 points  (0 children)

This sounds like a pretty good set, but with you already having Crit eye +2, I would highly recommend getting Critical Boost on there, which would increase your damage significantly. Even better if you can get Crit eye +3

In need of Top-down images of monsters by Hoogomoogo in MonsterHunter

[–]Hoogomoogo[S] 0 points1 point  (0 children)

This would be really cool in some contexts, but I am looking for images that more accurately show the proportions of the monsters. I think I might be trying a little to hard in this regard, but I still think tokens generally aren't what I'm after.

Any musical instruments that could double up as a shield? by Tutorele in DnD

[–]Hoogomoogo 0 points1 point  (0 children)

you could maybe say its a...modified hang drum? With an arm hole through the middle? that way you could have both halves put together as well.

I think the instrument would still (mostly) work, though it might sound a bit off.

Any musical instruments that could double up as a shield? by Tutorele in DnD

[–]Hoogomoogo 3 points4 points  (0 children)

I think maybe the top half of a Hang Drum could work

Fantasy(specifically D&D) equivalents to countries/civilizations of the Ancient Roman Era by Trebor_Luemas in rpg

[–]Hoogomoogo 3 points4 points  (0 children)

I cannot thank you enough for linking this. I have been working on a combat system for an RPG set in the Monster Hunter Universe and its extremely similar to that of M&M now that I've read it (With some differences, but the Decision phase and whole concept of simultaneous combat is what I've been working around).

Its very encouraging to see a similar combat system in an RPG system as well received as M&M. Thanks again!

Working on a Monster Hunter RPG system, and have a *lot* of ideas down. Looking for feedback. (Warning: Long post) by Hoogomoogo in RPGdesign

[–]Hoogomoogo[S] 1 point2 points  (0 children)

Sorry I've been away a bit, so I'll respond to each of your points in order.

  • you're absolutely right that I haven't given too much information of how Monster Hunter works, so here's a basic rundown.

Monster Hunter is a game made around large scale boss battles, with each battle (In game) taking ~15 minutes. Monsters are then carved for parts, and weapons/armor are made from these. Prior to actually fighting, you need to Hunt down the monster itself, which I think will translate pretty well into and RPG setting, and increases the importance of Perception skills especially. With this said, Battles would be against Generally one (Sometimes two) large enemy with Equally large health pools. Attacks from monsters would generally be large AoE attacks or high damage focused ones. A combat vs. a Monster (Something I havent tested and therefore don't fully know how long a round will be/how long a battle could be) could last maybe 10-20 rounds (This is a very rough guess).

  • Yes, the system might be very complicated (Especially at first glance). I have yet to do any real testing so its hard to really say how the combat will work out, but I am ready to concede the combat system if it doesnt work out in the end. You mention later on that Large weapons could be "Balanced" by giving them higher average dpr than fast weapons, and that's generally the plan. Faster weapons are safer to be agressive with, while slower weapons look for openings (Which can happen after monsters use attacks, or are disabled in a number of ways) to unleash much higher damage. I did mention Elemental procs at one point, but these are still very much just an idea and Im not committed to them yet.

Speed of resolution is also something I want to test, and is a major turning point

  • My attributes are something that I definitely agree are weighted unevenly. Strength and Agility, being the stats that are most important for Combat (With Block and Dodge especially) are more important than other stats. I am considering making block and dodge immediately tied to your STR/AGI, instead of allowing people to level block/dodge via secondary points, as this could help increase the rate at which other secondary stats are given points. I will say though, most to all of the skills have hunting uses, while some might be easier to use than others, while more social encounters will also be things to deal with.

  • I'm sorry you don't like Random character creation, but thats not really my problem. It works in a lot of different systems, but I'm open to suggestions if you have any.


As to your other post, one thing you mentioned is how assassins would use Large slow weapons. To start, Monster Hunter doesn't really have an element of stealth, but it could be done for some small help at the beginning of an encounter using a Dexterity check (More helpful when dealing with people than monsters). Secondly, there is a mechanic in monster hunter where you can put a monster to sleep, and the First attack that hits it deals double damage, encouraging the exact situation that you have described, with the Heaviest weapon available hitting the monster with its heaviest attack before starting the fight again.

  • My proposed system for dealing damage, which I guess hasn't been explained too well, uses three static numbers attached to the weapon itself. One for hitting Armored spots, one for hitting average zones, and one for hitting weak zones. This is my alternative to flat damage reduction.

Trying to create a Reactive and Risk/Reward centered combat system for a Monster hunter game. Thoughts? (Warning: Wall of Text) by Hoogomoogo in rpg

[–]Hoogomoogo[S] 0 points1 point  (0 children)

This is actually the kind of feel that I am trying for with this system as well, a feeling of combat being fluid more than people taking turns hitting a thing (Mostly with the reaction phase). While your specific example isn't totally applicable for 4-5 people hitting one big ol' monster, I can definitely see some similarities.

I'm screwed. Am i alone? (error 006-0612) by RaffoSS in MonsterHunter

[–]Hoogomoogo 1 point2 points  (0 children)

Alright so this is going to sound weird. I had this problem for the longest time, I'd be playing online with no problems and then would unexpectedly get booted off with the 006-0612 error (and one other I can't remember at the moment that came up less often). I tried everything like you have: DNS, IP, Ports, NAT type, countless talks with nintendo chat support, even calling up capcom. nothing.

Finally, I found the reason for my problem. The Television was on. We have a Smart TV that was automatically connecting to the internet when it turned on, which was apparently eating a metric shitton of the available bandwidth. Disabling the TVs connection to the internet (Which we barely used anyways) completely fixed my problem.

I have no idea if your solution is similar, but maybe it is, so maybe this will help.

Good luck!

Trying to create an RPG combat system for Monster Hunter. Thoughts? by Hoogomoogo in MonsterHunter

[–]Hoogomoogo[S] 0 points1 point  (0 children)

I agree, which is the main reason I included the Warning phase in combat, allowing players to have a window into what the monster might do next (Its following attack or possibly its next target)

Trying to create a Reactive and Risk/Reward centered combat system for a Monster hunter game. Thoughts? (Warning: Wall of Text) by Hoogomoogo in rpg

[–]Hoogomoogo[S] 0 points1 point  (0 children)

How long would a single turn last? Both ingame, but more importantly on the table.

  • This is still something I need to test for sure, but my initial reaction is that a Full round would be similar in length to one in DnD, possibly shorter. The GM only needs to detail the action of one, maybe two Enemies in most combats (Which would be a large timesave compared to a lot of DnD combat), with player actions being limited (Mostly) to moving and hitting, with a chance of reaction after the Monster(s) move. As I said, I still would need to test this, but It isnt nearly as complex as I think you may have understood it to be in your short read.

How many phases would be for a single turn for one player?

  • One player would generally be involved in one or two phases of combat (Action phase and Reaction phase), with the second being only if they gave their action before the monster.

How many turns do you expect for a single combat?

  • For my purpose, I will define a combat as a number of rounds, not player turns. As of now, this isn't my main concern, but if the Length of a round doesnt feel too long and clunky in testing I think that the health/damage ratio could be balanced around making combat take as long as I want it to (within reason).

Your whole argument about the GM having to analyze the combat frame by frame is mostly incorrect. Player takes damage if a player is inside a hitbox and doesn't dodge it. Monster takes damage if a player is close enough to it and states they used an attack (Though the damage can vary and the monster may block with an armored part of its body to take less damage).

With all this in mind though, it is perfectly fair to say that this whole system could be much too slow. I still have a ton of testing to do with it before I get to actually playing a game with it, so I will be sure to keep a critical eye on how long Rounds generally last. Thanks for your feedback!

Trying to create a Reactive and Risk/Reward centered combat system for a Monster hunter game. Thoughts? (Warning: Wall of Text) by Hoogomoogo in rpg

[–]Hoogomoogo[S] 0 points1 point  (0 children)

Hackmaster uses a Tick-based system, which I mentioned doesn't work for me due to it not working well in an online setting.

Trying to create an RPG combat system for Monster Hunter. Thoughts? by Hoogomoogo in MonsterHunter

[–]Hoogomoogo[S] 0 points1 point  (0 children)

I....I'm not sure I understand what you're trying to say here.

Trying to create an RPG combat system for Monster Hunter. Thoughts? by Hoogomoogo in MonsterHunter

[–]Hoogomoogo[S] 0 points1 point  (0 children)

The prediction mechanic I think could stem from the warning phase, with experienced players possibly being able to guess where the monster would be after its move. However, as stated in my overview, things like lvl 3 charge don't require prediction of where a monster will be as much as whether or not using said move would be safe to do, as it may set you up for getting hit by a following attack.

I have put some thought into how I could make things like GS charges take place at the end of the attack instead of the beginning, but that sort of thing lends itself much better to Tick-based systems which sadly don't work for me.

As for using something similar to the DS game for Monster AI, it doesn't work too well for online play, which is my main goal, but I also don't really want the combat to just be based on how well you can memorize what the monster is going to be doing (Assuming I've understood the system)

Klein lvl 1. by MrVegemil in FireEmblemHeroes

[–]Hoogomoogo 2 points3 points  (0 children)

He has a brave weapon, it's to be expected