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05-04-2020, 02:00 AM | #1 |
Junior Member
Join Date: Jan 2012
Location: Port Perry, Ont, Can
Posts: 100
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TLDR:
Whats are elements do you need/want in a game to reflect Toku? (i don't need any more links to other RPGs, I've most likely read it already) I've read 'Rider, The Transformation' and 'Henshin! A Sentai RPG' and 'Tokyo Heroes Sentai RPG' and a few other. I've read this tabletop RPGs and a few other. All of them are hacks of other systems that really don't work for a toku system...or are just DnD/Pathfinder. Only system I think works well for Kamen Rider is Icons and F.A.S.E.R.I.P....but not the best fit still. Not really happy with these, and I was talking to a friend of mine where we knock together RPG systems for fun. And I started talking to him about this. Though his knowledge of Kamen Rider and Sentai and Rangers is zero. So what are elements do you need/want in a game to reflect Toku? And more importantly, what is not needed? So what do you guys think, I'd be happy to hear any input even if you know nothing of tabletop game design. What I works out so far is: -Fighting stat (Including melee and range, cause all characters fight equally as well with all weapons) -Strength stat -Weapon grip, how easily lost your weapons are -Maybe a defense stat stat....but honest, if any hero has a strong defends it's often a power or weapon. -Will power as some sort of stat or pool -Not so much leveling up, but more or upgrade jump points. I'm thinking this can be something you spend you will power on, the more will power you get, you can ether use it to mod you dice rolls or save for upgrades -Rage and control stats? I feel like how rage filled and how in control is a very big deal to Toku heros -Finished move stat something and so way that it's a better idea to use a RiderKick at the end of a fight rather than the middle. What are common things you see in every episode? Or ways every fight is done? Just something I'd doing for fun, any random thoughts would be welcome. |
05-04-2020, 04:19 PM | #2 |
Fangirl-Type Humagear
Join Date: Jun 2017
Location: Massachusetts, USA
Posts: 703
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One thing I've noticed is that Riders and monsters move around a lot when they fight. Whether it's dodging to avoid attacks, knocking each other back or fighting their way to a whole other location, they're very different from the "stand in one place and whack each other until someone dies" fights you often get in D&D. So some mechanic that encourages them to keep moving could be good.
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05-04-2020, 05:45 PM | #3 |
Member
Join Date: Jul 2016
Posts: 686
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Random thoughts in no particular order:
I might come up with more, but here's all I got for now. |
05-06-2020, 06:33 PM | #4 |
Junior Member
Join Date: Jan 2012
Location: Port Perry, Ont, Can
Posts: 100
|
Quote:
One thing I've noticed is that Riders and monsters move around a lot when they fight. Whether it's dodging to avoid attacks, knocking each other back or fighting their way to a whole other location, they're very different from the "stand in one place and whack each other until someone dies" fights you often get in D&D. So some mechanic that encourages them to keep moving could be good.
But ideally you'd be switch to a terrain that better suits you. This would be a very fun idea. Quote:
Random thoughts in no particular order:
I might come up with more, but here's all I got for now. Corruption as a basic-base mechanic? Ah...that's a good idea...de-transform limits, must think about that one. that a solid idea. |
05-06-2020, 08:14 PM | #5 |
Fangirl-Type Humagear
Join Date: Jun 2017
Location: Massachusetts, USA
Posts: 703
|
Oh here's an idea: What if your finisher is super powerful but also leaves you vulnerable afterwards? That way, there's a reason to save it until you're confident it will end the fight (or desperate enough that you'll try anything). It also fits with how in the show, when a finisher fails it usually means the Rider who tried it is about to get their butt kicked.
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05-08-2020, 12:43 AM | #6 |
Junior Member
Join Date: Jan 2012
Location: Port Perry, Ont, Can
Posts: 100
|
Quote:
Oh here's an idea: What if your finisher is super powerful but also leaves you vulnerable afterwards? That way, there's a reason to save it until you're confident it will end the fight (or desperate enough that you'll try anything). It also fits with how in the show, when a finisher fails it usually means the Rider who tried it is about to get their butt kicked.
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05-09-2020, 02:53 PM | #7 |
Fangirl-Type Humagear
Join Date: Jun 2017
Location: Massachusetts, USA
Posts: 703
|
Quote:
That would also let you do interesting things by varying what the defeat condition is. Like, for a monster who just relies on brute force their defeat condition could simply be "do enough damage to them," but for one who uses evasive or deceptive abilities their defeat condition could be "disable their ability," and for one with heavy armor it could be "find their weak point," etc. Some of them could even be more mysterious and require action outside the fight, like "uncover their true identity," "destroy the source of their power" or "resolve the issue that made them turn monstrous." |
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