What I think is to make the cloak reduce damage taken and lower the HP given. For example, in the game known as "Overwatch", there are 3 ways of HP: Health, Armor, and Shields. Shields would be regained, Armor would reduce damage, and Health is normal. Armor couldn't be gained back (unless healed), because of logic, and same deal with Health. Basically, I'm saying make armor reduce damage by 10 or something (but NOT more than 40 - that would mean certain abilities are rendered useless), to make Armor more useful, not give so much HP, and still be hard to deal with. Sound good?
Now that I think back at it, we should keep it at what it is, not change it.
Edit: I didn't make this clear, though. Every 10 points reduced (with armor), the armor is damaged a little bit, meaning you only have a certain number of uses (unless healed) with the armor... (Sorry, this concept is difficult to explain. :/) To make this more clear, though, I'm just gonna say: you can get armor back, but your armor gets damaged, and eventually, you don't have that armor. You only have your HP, which your HP is now much more vulnerable than before. Make sense?
I kinda like the idea,though (sadly)I still side with hunters.
First let me start off by giving an explanation. The way we RP, if you think about it, isn't very effective. There is no way for anybody to actually win or lose. The only way for that to happen is if somebody decided to give up or surrender. But such a thing is a rare occurrence. And because of this, there is no real point to the RP. Yes, I said it. The point of this RP is completely and utterly pointless. But that is all about to change. Emy and I have created a system that will bring meaning, competition, and fun to the RP.
Here is the HP Method: Everybody, no matter their status, rank, or experience, is given a "Baseline Health Point" which is 500. This means that at any given time, you have 500 HP. Certain things can increase or decrease this however, such as armor.
When in battle, you and your opponent are given specific abilities, called Action Sets, which will take away part of your opponents HP, increase your own HP, or something other special affect. They are as follows:
Neutral Force Moves: - Force Push: -100 HP - Force Slash: -75 HP - Kick: -50 HP - Force Protection Bubble: Evade next two moves. - Force Heal: +100 HP - Force Choke: -50 HP - Dodge: Evade Attack. - Block: +20 HP (No DMG taken) - Counter: 25 DMG Opponent Loses 25 HP
Jedi Force Moves: - Force Repulse: -100 HP - Saberang: -150 HP - Force Blow: -100 HP - Blade Storm: -100 HP - White Lightning: -150 HP
Sith Force Moves: - Force Lightning: -150 HP - Deadly Sight: -150 HP - Force Insanity: -50 DMG By Opponent Next 2 Turns - Odojinya: Opponent Can't Use Force Moves For 2 Turns - Bolt of Hatred: -150 HP and User Removes -50 HP
What does this all mean? First off we have to remember that this does limit us to only 1 Move Per Turn. And you can only use 1 Ability every 3 moves. This is called the "Cool Down". Let's take for example, "Force Push -100HP". If I were to use this against my opponent, then my opponent would have to subtract 100 from their HP. Let's go through some other abilities:
Force Protection Bubble: Evade Next Two Moves, this means that if you were to use it, your opponent can not harm you for his/her next two turn. However, this also means that if you use this, you give up the option of using an attack in place of using it. It could look something like this:
Me: Uses Force Protection Bubble HP=500
Emy: Force Heal HP=600
Me: Slashes at you HP=500
Emy: Kicks you HP=550
Me: Force Push HP=500 (The Kick did no DMG)
If you chose to "Block" then your opponent's previous attack will deal no DMG and you will gain 20 HP. "Dodge" means that you take no DMG from your enemy's attack. Using "Counter" after an opponent's attack means you will only take 25 DMG, but your opponent will also take 25 DMG. "Force Insanity" means that your opponent will deal 50 DMG less than normal for his/her next two turns. "Odojinya" means your opponent can not use a Force power for his/her next two moves. "Bold of Hatred" deals 150 DMG to your opponent, but it also deals to 50 DMG to the user.
You might have noticed when I had the example battle up there, that each player had HP and their corresponding health level. This is to show the user's HP. At every turn, you should ALWAYS keep an updated HP stat at the end of your move.
Some things to remember are that you can only a each move once every 3 turns. This is to keep people from spamming their most powerful ability. You can only make one move per turn. ALWAYS keep an updated HP stat at the end of every move. You can only have one building chain at a time.
There are some things that can effect your character, such as Armors. Right now we have only Cloak, Light Armor, Enchanted Armor, and Heavy Armor. The stats are as follows:
Cloak: +100 HP Light Armor: +200HP Enchanted Armor: +300HP Heavy Armor: +400HP
What this means is if you have, for example, Light Armor, then when you start a battle, your HP is at 700 (Your 500 Baseline plus 200). To obtain these, you will have to start a Building Chain.
Cloak: 14% Per Day Light Armor: 7% Per Day Enchanted Armor: 3.5% Per Day Heavy Armor: 1.75% Per Day
Additional armor, weapons, abilities, and other stuff will be added later through the Official Planning Committee.
The Official Planning Committee the place where the System gets updated. The only people on the OPC is Emy and yours truly. Nobody can alter the method in any way without first passing it through the OPC.
Hey dude, if we have made a light armor set already can we use those? I don't wanna do another chain. that one took forever.