PDA

View Full Version : Random RPG



Espozito
January 4th, 2013, 05:23 AM
So, since it's Forum Games time, here is the suggestion: a simplified D&D-like RPG game. Pick a name for your hero and choose his class. Then an adventure begins.



Accepted Characters (http://www.sc2mafia.com/forum/showthread.php/16334-Random-RPG?p=264587&viewfull=1#post264587)

Monster Defaults (http://www.sc2mafia.com/forum/showthread.php/16334-Random-RPG?p=267492&viewfull=1#post267492)




How does it work?

First of all, you create a character. Each character has 3 characteristics: Strength (STR), Dexterity (DEX), Intelligence (INT). Each char has already 3 points in it and there are also 8 other CP (characteristic points) that you must spend by your wish.

When all the characters are created, the game begins. A group of heroes starts its adventure through the Fantasy world, full of creatures and cities. Game Master describes what's happening in the game.
When GM allows, players in order set by dice make their actions (like "Move north" or "Speak with traveller" or so on) depending on the situation. After player makes his action, GM describes what heppened due to these actions (all that is posted officially in the game thread).

Sometimes you need a Characteristic Check during the game, for example, when your are trying to climb the mountain or outsmart a wizard in chess. Characteristic Check (CC) means that a dice will be thrown to know if you succeed in what you were up to. And also, the number of your characteristic will be added to the diced number. For example, you use STR when you are trying to break the door, you use DEX when you are trying to dogde the trap and you use INT when you are trying to read an old tablet. If the number is equal or higher than the Difficulty Level (DL), you succeed. DL is set by the GM. The more difficult the event is, the higher DL is.

During the adventure you may meet enemies. That means you enter the battle. Before the battle you get all the information about your enemies you need.
First of all, GM sets the order of battlers to know before whom and after whom you take action. When it is your turn, you can make 1 action only. These are the actions examples you can perform:
Attack (using your weapon)
Use skill
Say something
There are also other actions possible, use your imagination. For example, you may try to climb the big troll and put a knife into his throat. That will take a DEX CC, but if you succeed, you will automatically kill the troll.

Each class has its own set number of HP (Health Points). Once you lose all of them, you die. You can be ressurected by your friend (if he has the ability), or you can be ressurected by your friends in any Cathedral they ctay (in Towns or Cities). But ressurected loses 1/4 of his level experience.

There are such terms in battle as Attack (ATK), Avoidance (AVD), Defence (DEF) and Damage (DMG).
When you attack with your weapon, you must make an ATK check. This will show wether your attack was successful or not.
Weapon ATK = 1d20 + STR/2 + other bonuses

AVD is the chance of you to dodge enemy's attack. Enemy's ATK is compared to your AVD and if it is higher than your ADV, you take damage.
AVD = 10 + DEX/2 + other bonuses

DMG is taken when by your target if your attack was successful. Basic DMG of your weapon equals to its DMG (see weapon card) plus STR bonus (+1 for every 3 STR CP)
DMG = Basic Weapon DMG + STR bonus

DEF is what protects you from when you take DMG. DEF helps you to ignore several points of DMG dealt to you by enemy.
DEF = Armor Defence (see armor card) + other bonuses

When you perfom a Skill ATK (any skill that provides DMG to your enemy), you must make a Skill ATK check.
Skill ATK = 1d20 + INT/2 + other bonuses

So as for Skill DMG, but this time the bonus added to Skill DMG is taken from INT, as you use your knowledge of your class (+1 bonus for every 3 INT CP)
Skill DMG = Basic Skill DMG + INT bonus + other bonuses

In the end of the battle players get Experience points (EXP). You need it to get the next level (LVL). New LVL provides you 1 extra CP, +1 HP and new class skills. You can aways know your EXP and have info on how much EXP you need to get the next LVL.



To enter this world you must first write a Character List. Follow next steps to do it.



1. Choose a name



Your character name must fit the Fantasy world.
There are also ranks possible, for example Richard The Darkclaw; Count Elvin.
Your name must be submitted by the Game Master (for example, I won't allow ranks such as "The World Dominator" or "The King of ....")





2. Choose your race

Each race has its advantages and disadvantages

Human:

+1 attack bonus using one-handed sword;
+1 DEX bonus;

Possible classes: Warrior, Paladin, Hunter, Assasin, Mage, Necromancer.

Dwarf:

+1 STR bonus;
-1 DEX bonus;
+2 attack bonus using hammer;

Possible classes: Warrior, Hunter, Shaman.

Elf:

+2 INT bonus;
-1 STR bonus;
+1 attack bonus using staff;
+1 attack bonus using bow;

Possible classes: Paladin, Hunter, Assasin, Druid, Mage.

Orc:

+2 STR bonus;
-2 INT bonus;
+2 attack bonus using one-handed axe;

Possible classes: Warrior, Hunter, Shaman, Necromancer.



3. Choose your class

Each race has its own range of possible classes. You can't have a Dwarf Paladin or Elf Necromancer, for example.

Each class has a Key Characteristic (KC). That means that character will have number of Power Points (PP) equal to his KC.
PP are Mana for wizards or Energy for Assasins or Hunters. It makes possible for you to use your skills. Each skill costs some number of PP (exceptions are Passive and "Outside the Battle" skills). In the beginning of each batte your PP are at maximum and during it you spend PP for skills. PP can be restored only by flasks and other items. Number of PP is restored full in the beginning of the next battle.

Warrior

Description: A mighty warrior who uses his strength to defeat his enemies
HP: 10
KC: STR
Possible weapons: knives, swords, axes, hammers, shields.
Armor: leather, chain, plate (from 6 LVL).

Level: 1
PP: 1
Forces enemies around you to attack you.
Gives you +1 attack bonus for 5 turns.
Level: 2
PP: 2
You throw your weapon in your target, stunning it for 2 turns
Flying weapon deals half of its damage
You must spend 1 AP to pick the weapon up and fight again
Level: 4
You attack your target as fast as possible dealing x3 damage to your target
You are stunned for the next turn
Level: 5
Passive
You learn how to use 2 one-handed weapons at a time (knives, swords, axes, hammers)
You can have different types of weapons, for example, knife in 1st hand and one-handed sword in 2nd
Second weapon has -1 attack bonus
Level: 6
Passive
You get +2 STR check when you are tryng to run, jump or break something (door, wall, gates, etc.)
Level: 8
Passive
Choose a type of weapon you can handle. When you use the chosen type of weapon, you gain +2 attack bonus
Level: 9
Passive
You gain +1 DEF bonus
Level: 10
PP: 4
You make a huge earthquake wich deals 1d6 damage to every enemy and stuns it for the next 2 turns


Paladin

Description: The light bringer, fighting evil in God's name
HP: 8
KC: STR
Possible weapons: swords, one-handed hammers, shields.
Armor: leather, chain, plate (from 6 LVL).
Level: 1
Passive
Your team gains +1 AVD bonus
Level: 2
PP: 2
Restores 2 HP to you or your ally
OR
deals 2d3 damage to 1 daemon or undead target
Level: 4
PP: 2
Gives your team +1 DMG bonus for 3 turns.
Level: 6
PP: 2
Immobilizes your target for 2 turns
Level: 7
PP: 4
Restores 5 HP to you or your ally
Level: 9
PP: 4
Deals 1d8 damage to all daemon and undead targets in the battle
Level: 10
PP: 4
Gives you +3 AVD bonus for 5 turns


Hunter

Description: A forest ranger who has good friends from animals.
HP: 6
KC: DEX
Possible weapons: knives, one-handed swords, one-handed axes, bow.
Armor: leather, chain (from 6 LVL).
Level: 1
Passive
After the battle you may search the battlefield to pick up your used arrows. Some of them are broken or lost, but you others can be still useful.
You restore 0-30% of used in last battle arrows.
Level: 2
PP: 2
If you use a bow, you provide a double shot, dealing double damage to your target.
Also you can choose 2 different targets and make each of them ordinary damage but in the same turn.
Level: 3
Outside the Battle
You can search the terrain around you for any animal of your level and attempt to tame it. You need a DEX check to succeed.
The more powerful animal you choose, the higher DL of this check is.
If you succeed, you can name your pet and it will always be with you. You can use your pet in a battle and during the trip (for example, as mount if possible, or to get a higher bonus in jumping and running checks)
Level: 5
PP: 2
You stun your target for 1 turn
Level: 6
Passive
Your team gains +1 attack bonus for range attacks (bow shooting, magic bolts, weapon throws, etc.)
Level: 7
Passive
You gain +2 bonus on any eyesight checkes (recognition of the illusion, observing the area, searching for enemies from long range)
Level: 9
Passive
Your pet has grown enough to become more powerful and get a new bonus from the suggested (watch your pet card to choose the bonus)
Level: 10
PP: 4
When you lose all of your HP, you can revive yourself with 3 HP


Assasin


Description: A rogue, skilled killer, works silently.
HP: 5
KC: DEX
Possible weapons: knives, one-handed swords, bows.
Armor: leather.
Level: 1
PP: 1
You dicrease the chances of enemies paying attention to you.
You can't attack or speak in this condition as doing this will result in attracting enemies.
You can still walk and do any actions that won't let your enemies know about your presence.
Level: 2
PP: 2
Can be used only in Sneak condition!
You make an unexpected attack with any of your weapons and this attack ignores enemy's DEX/2 avoidance bonus.
The attack shuts down your Sneak skill for 2 turns.
Level: 3
PP: 2
If you succeed in your next attack, your target will suffer from posion, getting 1d3 damage each turn.
Posion effect lasts 4 turns.
Level: 4
Passive
You learn how to use double knives and one-handed swords.
You can have different types of weapons, for example, knife in 1st hand and one-handed sword in 2nd
Second weapon has -1 attack bonus
Level: 5
Passive
You get +2 DEX bonus when checking acrobatic skills (jumping through the columns, climbing the flat wall, etc.)
Level: 6
Passive
You get +3 bonus when unlocking something (a chest, a door, etc.)
Level: 9
PP: 3
Your team gets +2 AVD bonus for the rest of the battle
Level: 10
PP: 4
Your next attack provides you 4 attacks on your target using your weapons.


Mage

Description: Wise wizard using his knowledge to cast spells
HP: 6
KC: INT
Possible weapons: knives, staffs.
Armor: none
Level: 1
PP: 1
You deal 1d3 ice damage to your target and slow it for 1 turn (slowing gives your enemy -1 DEX and 30% chance of missing the attack)
Level: 2
Passive
Your team gains +1 INT bonus
Level: 3
PP: 1
You can move light objects or even small creatures and trigger some mechanics with mentally from short range (5-10 ft.)
You can also use this power outside the battle, during the trip.
Level: 5
PP: 3
Provides an area attack to all of your enemies, dealing 2d3 damage to each of them
Level: 6
PP: 2
You can teleport for 10-15 ft.
Works for any type of walls and doors except Magic Barrier.
Level: 7
PP: 1
You can make yourself invisible for enemies.
There are same rules for this skill as for Assasin's "Sneak".
Level: 9
PP: 4
You deal a 3d5 damage to your target.
You can use this on 3 different targets dealing 1d5 damage to each of them.
Level: 10
PP: 3
You create an Illusion with half of your HP that has higher chances to attract your enemies.
Illusion doesn't deal any damage or cast spells, it only acts like you.


Druid

Description: Forest defender who has his connection with nature
HP: 7
KC: INT
Possible weapons: knives, one-handed axes, staffs.
Armor: leather, chain (from 6 LVL).
Level: 1
PP: 1
You deal a 1d4 nature damage to your target
Level: 2
PP: 2
Vines immobilize your target for 3 turns
Level: 3
PP: 3
You turn into a beast and get additional bonuses. You can't talk or cast spells in beast form and you can't understand your friends.
Each attack counts as 1d5
+3 STR
-1 DEX
-2 INT
Level: 6
PP: 2
Restores you or your target 3 HP
Level: 7
PP: 3
You turn into a beast and get additional bonuses. You can't talk or cast spells in beast form and you can't understand your friends.
Each attack counts as 1d4
+1 STR
+3 DEX
-2 INT
Level: 8
PP: 3 + 1 per turn
A powerful storm fills the battle area and deals 1d3 damage per turn to every enemy.
You can't perform any action while controlling the storm and you spend one PP each of the next turns to continue it.
Once you reject the storm, you can continue the battle, but the storm ends.
Level: 9
PP: 3
If your ally dies, you can ressurect him or her with half of his/her max HP
Level: 10
PP: 3
You turn into a wind and lose any physical connection to this world. You can't use physical attacks, can't speak, but you can understand your friends' speech.
In this form you are immune to any physical attack and can cast spells despite the PP cost (you don't use any PP for the spells).
Each turn you have to make a concentration check (INT). If you succeed, you continue being in wind form. If you fail, you return in your physical form.


Shaman

Description: From long ago shamans have their connection with spirit world
HP: 5
KC: INT
Possible weapons: knives, one-handed axes, one-handed hammers, shields.
Armor: leather, chain (from 6 LVL).
Level: 1
PP: 1
Provides 2d2 lighting attack to your target.
Level: 3
PP: 2
Restores you or your target 2 HP
Level: 4
PP: 3
You leave your physical body as a spirit.
You are invisible for both your enemies and your allies. You can't contact with them.
You may attempt to move anything using your spirit power (switching mechanism, opening doors from inside, knocking a monster from behind), but before doing it you have to make INT check. In spirit form you can't attack or cast spells.
Level: 5
PP: 3
You put your enemy into a stone block. To break it, he has to make a STR check.
Level: 6
Outside the Battle
You vaporize a large amount of water covering the location around you with steam.
This lowers the chances of your team meeting wild encounters.
Level: 8
PP: 4
You summon 1 of suggested elementals as your guard who gives you additional bonuses.
1. Fire Elemental
Provides 2d3 ranged attack with fire (1 target)
HP: 10
2. Water Elemental
Heals you for 1 HP each 2 turns
HP: 8
3. Air Elemental
Gives you +2 DEX bonus
HP: 7
4. Earth Elemental
Gives you stone armour with +3 DEF bonus, but you can't cast any spells in this condition
HP: 12

You may destroy the Elemental any time you want even if he has some HP left.
Level: 9
PP: 3
Heals you or your target for 4 HP
Level: 10
PP: 4
Strikes all enemies close to you with lightning, producing 2d3 damage to each target.
Knocks enemies 5 ft. away from you.


Necromancer

Description: Evil wizard skilled on controlling the undead
HP: 6
KC: INT
Possible weapons: knives, one-handed swords, staffs.
Armor: leather, chain (from 6 LVL).
Level: 1
PP: 1
Gives your target -1 ATK bonus and -1 DEF bonus for 5 turns.
Can be casted only once on each target.
Level: 2
PP: 1
Gives you or your ally +1 DEF bonus for 3 turns
Level: 3
Passive
You summon a Familiar who will be always with you, giving you additional bonuses.
1. Raven
Can search the area from the sky. Can talk
2. Lizard
Gives you +2 bonus in Search checks (can get through small holes)
3. Cat
Gives you +1 DEX bonus
4. Wolf
Gives you +1 ATK bonus using knife
5. Dragon Kid
Gives you +1 INT bonus
6. Owl
Gives you +2 bonus in Hear and Vision checks.
Level: 4
PP: 2
Makes your target suffer from desease for 4 turns.
Deals 2d3 DMG each of these turns.
Can be casted only once on each target.
Level: 5
PP: 3
Gives you +2 ATK bonus for your next weapon attack.
If the attack was successful, you get healed by half of the dealt DMG
Level: 7
PP: 4
Deals 4d2 instant DMG (doesn't require Skill ATK check)
Level: 9
PP: 4
During the battle you can take one daemon or undead enemy under control for 5 turns.
To make the control attempt successful, make your INT check against enemy's INT.
Level: 10
PP: 4
Provides an area attack on every enemy, dealing 2d3 DMG to each of them.



4. Money and Trade

Any traveller needs something in his pockets to join the adventure. Starting with money. Standard money in this world is Gold Coins (g). In the beginning you get 100 g, spend some of it for weapons and armor (see p. 5 "Weapons and Armor") and then spend some part for equipment you need for the adventure (don't expect this equipment to be just bought, use imagination. It could be some stuff from your home, given by your family).

List of paper (x10) - 1g
Bottle of Vine - 20g
Rope, 20 ft - 5g
Traveller's food (for 1 day) - 1g
Candle (x10) - 2g
Hand Mirror - 5g
Wood for The Campfire (3 campfires) - 2g
Cat-hook - 10g
Feather - 1g
Flask of Ink - 1g
Flint & Tinder - 3g
Tube - 3g
Map - 5g
Parchment list - 1g
<Soon More>

In different cities you may meet vendors trading with different things: from useless stuff to magical items.
You can also trade the items with your team members.



5. Get equiped

Choose the battle equipment depending on your class restrictions. Remember that your start equipment is not free. You should by it first before filling the inventory with other stuff.


Weapon
Type
DMG (dice)
DMG (numbers)
Price


Sword
One-Handed
1d4
1-4
30g


Axe
One-handed
2d2
2-4
35g


Hammer
One-handed
1d5
1-5
40g


Knife
One-handed
1d3
1-3
20g


Staff
Two-handed
1d4
1-4
35g


Sword
Two-handed
1d6
1-6
40g


Axe
Two-handed
2d3
2-6
45g


Hammer
Two-handed
2d4
2-8
50g


Bow
Two-handed
1d4
1-4
25g


Arrows
x10 + free quiver with the first purchase
---
---
5g





Armor
DEF bonus
Price


Leather
+1
20g


Chain
+2
40g


Plate
+3
60g


Shield
+2 (to AVD!)
15g





Character Example

I've decided to create an Orc Shaman called Theo-Lay.
His starting S I D stats are 5 1 3, but KC for Shaman is INT, so I need to improve my little dummy, adding 6 of my extra CP to INT. I think my STR is enough to kill off some goblins and spiders and my INT is high enough for casting spells, so I spend the last 2 CP for DEX as I need some defence.
Now my stats are 5 7 5.
I choose One-Handed Axe as my weapon and get +2 attack bonus to it, while also I euip Shield and Leather armor (Summ.: 35+20+20=75g). And I buy some other stuff.

So, here is my Character Card:


1. Name:

Theo-Lay

2. Race, class, LVL, EXP:

Orc Shaman, 1 LVL, 0/1000 EXP

3. Personal Characteristic, Biography:

Theo is an old orc who decided to take a spirit path different from his wild brothers. He believes that... (etc.)

4. Stats:

STR: 5
INT: 7
DEX: 5

5. Equipment:

One-handed Axe, Leather Armor, Shield

6. Inventory:

Traveller's Food (x5)
Paper (x10)
Feather
Flask of Ink
Wood (x5)

Money left: 7g

7. Battle Stats:

Weapon ATK: 1d20 + 4
DMG: 2d2 +1
Skill ATK: 1d20 + 3
Skill DMG bonus: 2
AVD: 12
DEF: 1
PP: 7



Updates:

1.0.0
First improvements

1.0.1
Changed ATK/DEF system
Added Armor types
Added first tradeable items, weapons and armor
Added Character Card example

1.0.2
Changed systems of ATKs, DMGs, DEF and added AVD
A little adding to "Double Weapons" skill
Added Shaman as Dwarves' possible class
Added bow as Assasin's possible weapon
Added "Reloading" skill to Hunter
Added "Sneak Attack" to Assasin
Paladin's "Blessing" improved to 2d3
Paladin's "Holy Weapon" now gives +1 DMG bonus to the entire team
Paladin's "Extermination" is now an area attack wich deals DMG to all daemons and undead enemies
Paladin's "Archangel Wings" skill duration is improved

1.0.3
Cloth has been removed from Armour, other armour bonuses have been reduced
Shield gives bonus to AVD, not to DEF
All Warrior, Paladin and Assasin skills now provide AVD bonus instead of DEF
Couple of items added in trading
Approved Characters are being updated. You can always change anything or even make a new character if you wish.

Fatalis
January 4th, 2013, 05:48 AM
Reminds me of adventurequest LOL
I'll pick my class tomorrow as I'm super tired this evening

RLVG
January 4th, 2013, 11:06 AM
Lol, forum RPG? Alright, here's what I'm going to submit :

Veynan Lenzon the Drifter, his race are (Mountain?) Elf, Mage.



Edit :
Veynan is a Lawfull Neutral, height of 5'7", weights 147 lbs, Male at age of 18 (convert that to your elf standards)

Raised in the elven city that lies deep in the mines of the snow mountains to the far east surrounded by nothing but wastes of snow and storms.
Veynan were raised to become an archmage of the Eight Wise, the council that governs the city. Upon reaching his adulthood he were granted a quest that's more like a trial, to seek one of the seven legends the mountain elves has spoken off. Little did Veynan know of these legends, that these are but only legends and will have to face the truth by time.

Stats :
- STR: 2 (-1 racial)
- DEX: 3
- INT: 8 (+2 racial, +3 start?)

Glip
January 4th, 2013, 12:00 PM
Name: Tardaroth Saucefury the Grumpy

Race: (Half) Orc

Class: Warrior

STR: 8
DEX: 3
INT: 1

Alignment: Neutral Good

Sex: Male

Age: 20

Height: 6'5"

Weight: 300 lbs.

Background: Son of female Orc and male Human, conceived in Orc raid on Human village. When only a few months old, Dwarves raided Mother's Orc encampment. Killed all but spared me. Took me in and raised me as one of their own, as a Dwarf. Eventually I grew too large to continue living with my foster parents, and set off on my own at a ripe young age of 12 years to begin a career as a mercenary for hire, working primarily out of the main Dwarven city, where I maintain a regular connection with my old foster parents. I have been in a large variety of minor skirmishes, but have yet to be tested in a real battle. My preferred weapons are my dual Dwarven axes, Gilgamesh and Enkidu, personally forged by my foster parents for me as a parting gift. In the hands of any dwarf, they would be two-handed weapons, but my larger size and strength allow me to efficiently wield one axe in each hand. I eagerly await our coming adventures.

Chane
January 4th, 2013, 12:10 PM
can we use existing persona's from movies or games if we like? I would fancy me some Kel"thuzad or Gandalf the grey :P

Glip
January 4th, 2013, 12:34 PM
can we use existing persona's from movies or games if we like? I would fancy me some Kel"thuzad or Gandalf the grey :P

You could create a human Necromancer and name him Kel'Thuzad.

Or a human Mage and name him Gandalf the Grey. (Although Gandalf isn't exactly human)

Blair
January 4th, 2013, 12:37 PM
Name: Blair the Witch

Race: Human Form (Cat)

Class: Mage

Alignment: Chaotic Good

Sex: Female

Age: 20

Height: 5'3"

Weight: 100 lbs.

Stats:
STR: 3
DEX: 3
INT: 6
CON: 6

Background: An ordinary housecat with extraordinary magical powers. Loves attention, balls of yarn, pumpkins, and toying with her enemies. Blair is very bubbly and carefree; she often skirts the rules to fit her need. She uses most of her magical ability to maintain her human form, but can also cast potent Halloween themed spells.

BorkBot
January 4th, 2013, 12:39 PM
If there's a lot of combat and you want every player to submit their action in order, chances are combat is going to drag on quite badly. Why not alternate between turns for all enemies/NPCs and turns for all players?

Also...

DEF = STR + defence bonus.
Shouldn't this be DEX+defense bonus? Dex seems to be the standard defensive stat in most RPGs, because it kinda makes sense to use precision and reflexes for dodging and parrying rather than brute force.

I like that you want to open the door for "stunts/feats" using descriptive text for special/difficult actions though, like that acrobatic attack vs the troll :)

Chane
January 4th, 2013, 12:52 PM
Name: Nevermore, Shadow Fiend

Race: (once human) Wraith

Class: Necromancer

Alignment: Dire

Sex: (once) man

Age: unknown

Height: 2 meters

Weight: 1-36 souls

Background: It is said that Nevermore the Shadow Fiend has the soul of a poet, and in fact he has thousands of them. Over the ages he has claimed the souls of poets, priests, emperors, beggars, slaves, philosophers, criminals and (naturally) heroes; no sort of soul escapes him. What he does with them is unknown. No one has ever peered into the Abysm whence Nevermore reaches out like an eel from among astral rocks. Does he devour them one after another? Does he mount them along the halls of an eldritch temple, or pickle the souls in necromantic brine? Is he merely a puppet, pushed through the dimensional rift by a demonic puppeteer? Such is his evil, so intense his aura of darkness, that no rational mind may penetrate it. Of course, if you really want to know where the stolen souls go, there's one sure way to find out: Add your soul to his collection. Or just wait for Nevermore.


to those wondering, a wraith is a human consumed by his/her's lust for power in the art of necromancy, thus loosing their very soul. Nevermore has been a soul collector, although he floats around weightlessly he gains weight with the souls he consumes.

can I write some characters of my own which I won't use but other can if they like, otherwise for lore sake?

BorkBot
January 4th, 2013, 01:03 PM
Name: Sir Bastion

Race: Human
Class: Paladin
Alignment: Lawful Good
Gender: Male
Age: 24
Height: 6'1"
Weight: 176 lbs.
Hair/Eyes: Black/Blue

Background: Sir Bastion was an orphan whose parents are unknown. As a baby, he was left at the doorstep of a small chapel. The chaplain took him in and raised him as a good and faithful boy. When he had grown up to be a lad, a local paladin named Sir Purigon took him as a squire. After his training was completed, for many years he was but a humble holy guardian without a clear direction. Until one day God spoke to him in a dream and told him to venture to the Kingdom of Fyodor, where he had to exorcise the evil Banshee that bewitched the unwary and polluted their minds with wicked thoughts. He was not the sharpest tack in the drawer, but thanks to his companions he was successful not only in destroying the Banshee's curse, but also laying the tainted Death Knight Sir Purigon, his former mentor, to rest.

Ever since he returned, he has been proud to recount his heroic deeds many times over. However, seeing men he once trusted corrupted by the evil Banshee, he's generally paranoid towards strangers. Especially anyone who seems smarter than himself.

BorkBot
January 4th, 2013, 01:06 PM
Interesting party so far. I foresee lots of infighting and very little success on our quest :p

Chane
January 4th, 2013, 01:13 PM
Interesting party so far. I foresee lots of infighting and very little success on our quest :p

I will compensate with some "good" characters. but there is no such thing as good and evil. just Tears and Blood. those who protect at all cost, be the result better or worse because of their immortal sacrifice, and those who slay without sorrow, deadly efficient and hard to control. although it never seems right it is sometimes needed.

Glip
January 4th, 2013, 01:22 PM
I will compensate with some "good" characters. but there is no such thing as good and evil. just Tears and Blood. those who protect at all cost, be the result better or worse because of their immortal sacrifice, and those who slay without sorrow, deadly efficient and hard to control. although it never seems right it is sometimes needed.

As I understand it, this RPG is supposed to be D&D-like, in which case there would be the classic 9-alignment spectrum between Good and Evil, and between Lawful and Chaotic. Or something similar.

Also, you'd best leave it to the DM to define the races and lore. Don't try to write characters for him unless he asks you to. It's his game, his RP. "Wraiths" that go around collecting souls may not exist.

RLVG
January 4th, 2013, 01:36 PM
I wonder if the quest affects by how many signs up in total.
Currently there's 5.

Before the game starts, we could use a full list of each character that were created. :p

Brendan
January 4th, 2013, 01:42 PM
I will play if Espozito makes "Giant" a playable race. I want to be Wun Weg Wun Dar Wun the giant.

RLVG
January 4th, 2013, 01:43 PM
I will play if Espozito makes "Giant" a playable race. I want to be Wun Weg Wun Dar Wun the giant.

Oh no, Brendan will become the giant troll under the bridge.

Glip
January 4th, 2013, 01:53 PM
Interesting party so far. I foresee lots of infighting and very little success on our quest :p

If Espo lets Chane's character pass, I imagine one of you two is going to kill the other off pretty darn fast.

Brendan
January 4th, 2013, 02:07 PM
Name: Wun Weg Wun Dar Wun

Race: Giant

Class: Unique Warrior utilizing his club.

Alignment: Chaotic Neutral

Sex: Male

Age: unknown

Height: ~16 feet tall

Weight: ~1000 lbs

Background: He is one of the last of a dying race. He speaks the Old Tongue. Not much is known of his past.
I'm not good with lore lol. http://awoiaf.westeros.org/index.php/Wun_Weg_Wun_Dar_Wun

Ash
January 4th, 2013, 02:25 PM
there should be a new subforum for Forum Games.

edit: why do elves have +1 bonus in Bows if they can't be a hunter? seeing as this isn't finished, i'll wait

RLVG
January 4th, 2013, 03:01 PM
Let's make a drawing of our characters, shitty or good, paint or photoshop.
It's a D&D-alike, so why not?

I've made this quickly lol. It's uncolored and bad.

http://s1.postimage.org/70ufifwjj/Mage_2.jpg

Nazzhoul
January 4th, 2013, 04:12 PM
Nazzhoul.
Human necromancer.
Male.
Chaotic Neutral.
5'10"
145 lbs.
Age: 23
STR: 3
DEX: 3
INT: 6

Jim
January 4th, 2013, 04:19 PM
/sign
8456
Timothy
Dwarf Warrior
Hammer Called Axe
Male
Chaotic neutral
6'13''
312 lbs.
Age:12
Str:7
Dec:2
Int:3

CmG
January 4th, 2013, 04:23 PM
Bobba Fett.

Human Assasin.
Male
Chaotic good.
5.10
120 lbs.
Age: 21
STR: 3
DEX: 6
INT: 3

Give me elven boots of sneaking plz!

http://www.youtube.com/watch?v=nhmUj9QJ9RM

BorkBot
January 4th, 2013, 04:24 PM
There's going to be an entire cult of necromancers.

Damn.

Glip
January 4th, 2013, 04:30 PM
There's going to be an entire cult of necromancers.

Damn.

Don't worry Bork, I'll join you in fighting the good fight. We may have to form two opposing parties in this game :P

Fatalis
January 4th, 2013, 04:32 PM
Fat Alice

Orc Shaman
Female
Chaotic Evil
6'20''
150 lbs
Age: 35
STR:5
INT:5
DEX:2

RLVG
January 4th, 2013, 04:50 PM
Don't worry Bork, I'll join you in fighting the good fight. We may have to form two opposing parties in this game :P

I have a feeling it will be Glip/Bork/RLVG if I'm allowed to join your party.

Jim
January 4th, 2013, 04:54 PM
I say me and Brendan join a group together cus we are both huge.

Espozito
January 5th, 2013, 05:27 AM
What's done so far:

Added Power Points system (see p.3 about Classes).
Added full info about Warrior, Paladin, Hunter and Assasin.
Added Hunter as possible class for Elves (thanks for correction)

If there will be any questions, you may fully ask. Also, please, don't make the characters yet. If you've already made your choices, please repeat it when I'll ask. Thank you.

EDIT: Added Mage, Working on Shaman.

BorkBot
January 5th, 2013, 09:52 AM
I'll repost my questions because I'm not sure you saw them.


First of all, GM sets the order of battlers to know before whom and after whom you take action.
If there's a lot of combat and you want every player to submit their action in order, chances are combat is going to drag on quite badly. Why not alternate between turns for all enemies/NPCs and turns for all players?


DEF = STR + defence bonus.
Shouldn't this be DEX+defense bonus? Dex seems to be the standard defensive stat in most RPGs, because it kinda makes sense to use precision and reflexes for dodging and parrying rather than brute force. And STR seems like an overpowered stat if it gives you both defense and attack.

Brendan
January 5th, 2013, 04:23 PM
make giant pls

Espozito
January 7th, 2013, 06:13 AM
I'll repost my questions because I'm not sure you saw them.


If there's a lot of combat and you want every player to submit their action in order, chances are combat is going to drag on quite badly. Why not alternate between turns for all enemies/NPCs and turns for all players?

That could be a nice idea. But then I think there should be time for players to submit their actions, then GM dices NPCs actions, but all of this happens in the set order. Like the Night cycle ending, but OoO equals to set by GM order of battlers.

Shouldn't this be DEX+defense bonus? Dex seems to be the standard defensive stat in most RPGs, because it kinda makes sense to use precision and reflexes for dodging and parrying rather than brute force. And STR seems like an overpowered stat if it gives you both defense and attack.

Don't know about this one, but could work too.

Answered.

Espozito
January 7th, 2013, 07:44 AM
So, the main improvements have been made. From now on you may post your Character's Card (Example is done in the first post).

Nick
January 7th, 2013, 08:29 AM
Human Mage and Dwarf Hunter is shit.

So are Elf Paladin and Orc Necromancer.

RLVG
January 7th, 2013, 08:33 AM
1. Name:

Veynan Lenzon




2. Race, class, LVL, EXP:

Elf Mage, 1 LVL, 0/1000 EXP




3. Personal Characteristic, Biography:

Veynan is an elven mage who have recently reached his adulthood,
moved away from the elven city to explore the legends told of the world in hope to become more wise and powerfull.

His nature are neither good or evil, instead he follows only justice and to what will give benefits.




4. Stats:

STR: 3 (+1, -1 racial,)
INT: 10 (+5, +2 racial)
DEX: 5 (+2)




5. Equipment:

Two-handed Staff - 35g, Cloth Armor - 15g




6. Inventory:

Candle (x50) - 10g
Paper (x30) - 3g
Wood (x5) - 10g
Traveller's Food (x6) - 6g
Rope (x2) - 10g
Flask of Ink - 1g
Flint & Tinder - 5g
Map - 5g

= 50 (-50 for armor) = 0.

Money left: 0g




7. Battle Stats:

Someone do the math for me, lol.

Like this? I also added a few items, but too lazy to math the battle stats.

Blair
January 7th, 2013, 02:19 PM
Can you make it so Human Mages can use one-handed swords? Yay!

Glip
January 7th, 2013, 02:48 PM
So, the main improvements have been made. From now on you may post your Character's Card (Example is done in the first post).

Can we dual wield weapons (e.g. two one-handed axes instead of one axe and a shield)? If so, how does that work so far as combat is concerned?

BorkBot
January 7th, 2013, 06:38 PM
Can we dual wield weapons (e.g. two one-handed axes instead of one axe and a shield)? If so, how does that work so far as combat is concerned?
Looks like you learn it at level 5.

Do you get more HP/CP to spend as you level up?


Name: Sir Bastion

Race: Human
Gender: Male
Class: Paladin
Alignment: Lawful Good

Level 1
0/1000 XP

Age: 24
Height: 6'1"
Weight: 176 lbs.
Hair/Eyes: Black/Blue

Background: Sir Bastion was an orphan whose parents are unknown. As a baby, he was left at the doorstep of a small chapel. The chaplain took him in and raised him as a good and faithful boy. When he had grown up to be a lad, a local paladin named Sir Purigon took him as a squire. After his training was completed, for many years he was but a humble holy guardian without a clear direction. Until one day God spoke to him in a dream and told him to venture to the Kingdom of Fyodor, where he had to exorcise the evil Banshee that bewitched the unwary and polluted their minds with wicked thoughts. He was not the sharpest tack in the drawer, but thanks to his companions he was successful not only in destroying the Banshee's curse, but also laying the tainted Death Knight Sir Purigon, his former mentor, to rest.

Ever since he returned, he has been proud to recount his heroic deeds many times over. However, seeing men he once trusted corrupted by the evil Banshee, he's generally paranoid towards strangers. Especially anyone who seems smarter than himself.

Stats:
STR 6
INT 3
DEX 8

Equipment:
One-handed Sword, Chainmail, Shield

Inventory:
Traveller's Food (x3)
Candle (x10)
Flint & Tinder
Rope

Money: 2g

Battle Stats:
Weapon ATK: 1d20+4 (3(Str)+1(sword))
Weapon DMG: 1d4+2 (2(Str))
Skill ATK: 1d20+1 (1(Int))
Skill DMG bonus: +1(Int)
AVD: 17 (10+4(Dex)+2(Shield)+1(Holy Aura))
DEF: 2 (Chainmail)
PP: 6


Warriors skills seem to be quite a lot stronger than paladin skills, with all those awesome passive bonuses they get.

Even if a paladin spends all of his CP on strength, he'll still only have +4 defense for 4 turns (and no dex to back it up) or +1 attack for 18 turns whereas the warrior gets +2 for both while still being able to use PP for other skills. That's on top of more weapons and hitpoints and orcs getting bigger bonuses than humans. But meh, I'm stubborn :p

I think the paladin level 9 and 10 skills are hardly ever worth using unless combats end in 2-3 rounds average and you get PP back after each combat...

Admiral
January 8th, 2013, 05:14 AM
1. Name: Jack "The Ripper" Links

2. Race, class, LVL, EXP: Elf, Assassin, 1 LVL, 0/1000 EXP

3. Personal Characteristic, Biography:

Basic Appearance: Male, 22, 5'9'', 130lbs

Short biography: Jack Links was born of a humble beginning. He earned his nickname the ripper after he snuck into his fathers competitors house and cut him into strips of jerky. Before leaving the scene and town (forever) Jack Links laid his toy dagger (dubbed "the ripper") atop his victims shredded remains to show his father what he had done to save his failing jerky business. Now, he wanders the lands unsure if he wishes to join a band of travelers as the shadowy figure that nobody seems to trust but enjoys the fact the he lurks in their shadows, protecting them from the other unseen threats, or perhaps a Lords resident adviser on all matters of unconventional warfare(namely politically high value target assassinations), or maybe he will just stay an agent of death to the highest bidder. One thing is certain, his fate is still yet to be written.

4. Stats: STR: 3 INT: 5 DEX: 10

Base - 3/3/3
After Class Modifiers - 2/5/3
After Points assigned - 3/5/10


5. Equipment:


Bow - x1 (25g)
Arrows - x50 (25g)
Quiver - x1 (0g)


6. Inventory:

Rope, 20 ft - x2 (10g)
Candle - x10 (2g)
Hand Mirror - x2 (10g)
1 day of food - x7 (7g)
Flask of ink - x2 (2g)
Flint & Tinder - x1 (3g)
Firewood - x1 (2g)
List of paper - x10 (1g)
Cat-hook - x1 (10g)

7. Money left: 3g

8. Battle Stats:

HP: 5
Weapon ATK: 1d20 + 1 + 1 | 3-22 (bow)
Weapon DMG: 1d4 + 1 | 2-5
Skill ATK: N/A at 1st level
Skill DMG: N/A at 1st level
AVD: 10 + 5 | 15
DEF: 10 + 0 | 10
PP: 10

AppleyNO
January 8th, 2013, 06:17 AM
It seems like you guys could use a healer.

Name: Protector Audrey

Race/Class: Female Elf Druid, Level 1 0/1000 EXP

Biography:
Neutral Good.
5 ft 11in
22 Years Old
112 lbs

Audrey comes from the west, in the great woodland forests of the elfs. She was a renowned druid for her ability to help her comrades and lead an attack at the same time. Out on patrol, the goblins have been ambushed her, and have taken her powers. She awoke in the company of some strange people and 100 gold coins. She told herself she would help these people, in order to regain her strength and power, and return to her homeland, if there is a homeland to return to.

Stats:
So, I start with 3 3 3, but because of my race, I lose a str point, and gain 2 int.

Not going Dexless, since this isnt maplestory. Add one point to Str and dex, and the rest in Int, and I'm left with,
Str: 3
Dex: 4
Int: 11

Items:
Leather (-20g)
Staff (-35g)
Food X 10 (-10g)
Campfire [for three fires each] X 3 (-6g)
Rope (-5g)
Gold Coin X 24

Battle Stats:
I'm not sure how to set this up, so I'll leave it blank?


This will be my first time doing anything like this.

BorkBot
January 8th, 2013, 08:58 AM
Stats: (S/I/D)
Base - 1/1/1
After Points assigned - 2/2/7
After Class Modifiers - 1/4/7

Base is 3/3/3 for everyone. Racial modifiers are -1 str +2 int and you have 8 points to assign.

You started with the wrong base, so your character is weaker than it should be. Note that you might want to up your strength a little bit more because your standard (non-skill) attacks use strength for the attack roll. This is also what makes humans a viable option for assassin. If you use a sword, your attack bonus is +2 higher than that of an elf.

The INT bonus could be helpful for RP and any intelligence checks you need to make though. Sadly you can't make use of the bow bonus from elves.

I think assassins should be able to use bows... Ever played Thief? I mean, come on. No better way to assassinate than shooting an arrow in the heart from the shadows :p

Ash
January 8th, 2013, 09:09 PM
I think assassins should be able to use bows... Ever played Thief? I mean, come on. No better way to assassinate than shooting an arrow in the heart from the shadows :p
assassin's creed

BorkBot
January 8th, 2013, 09:42 PM
assassin's creed

Assassin's screed is a bit more of an action game though. It's more forgiving when it comes to detection.

Admiral
January 9th, 2013, 05:30 AM
Base is 3/3/3 for everyone. Racial modifiers are -1 str +2 int and you have 8 points to assign.

You started with the wrong base, so your character is weaker than it should be. Note that you might want to up your strength a little bit more because your standard (non-skill) attacks use strength for the attack roll. This is also what makes humans a viable option for assassin. If you use a sword, your attack bonus is +2 higher than that of an elf.

The INT bonus could be helpful for RP and any intelligence checks you need to make though. Sadly you can't make use of the bow bonus from elves.

I think assassins should be able to use bows... Ever played Thief? I mean, come on. No better way to assassinate than shooting an arrow in the heart from the shadows :p

Wow. I didn't even realize what I did. I must have made up the fact that Assassins could use bows in my head. I was going for a squishy ranged assassin. Also, he didn't make it very clear that each stats base was 3 and not 3 total. I will change this.

As far as the assassin thing goes still... that kind-of messes up my whole character. Why should the Hunter be the only bow wielding class? Perhaps the Assassin could get bows and the choice between the feats of two-weapon fighting and rapid shot(two attacks per round).

Espozito
January 9th, 2013, 07:54 AM
[/COLOR]Do you get more HP/CP to spend as you level up?


Warriors skills seem to be quite a lot stronger than paladin skills, with all those awesome passive bonuses they get.

Even if a paladin spends all of his CP on strength, he'll still only have +4 defense for 4 turns (and no dex to back it up) or +1 attack for 18 turns whereas the warrior gets +2 for both while still being able to use PP for other skills. That's on top of more weapons and hitpoints and orcs getting bigger bonuses than humans. But meh, I'm stubborn :p

I think the paladin level 9 and 10 skills are hardly ever worth using unless combats end in 2-3 rounds average and you get PP back after each combat...

With the new LVL you get +1 CP and +1 HP.


Can we dual wield weapons (e.g. two one-handed axes instead of one axe and a shield)? If so, how does that work so far as combat is concerned?

Some classes have Passive skill to use double weapons (knives, one-handed axes, hammers, swords). Using double weapons, you make a double attack (making ATK check for each of them) at the same turn. Weapon in your main hand has normal ATK, but your second weapon gets -1 ATK bonus.

Espozito
January 9th, 2013, 07:55 AM
List of Accepted Characters
Tip: There is a link at the First Post if you don't want to search for this list too long

1. Name:

Veynan Lenzon


2. Race, class, LVL, EXP:

Elf Mage, 1 LVL, 0/1000 EXP


3. Personal Characteristic, Biography:

Veynan is an elven mage who have recently reached his adulthood,
moved away from the elven city to explore the legends told of the world in hope to become more wise and powerfull.

His nature are neither good or evil, instead he follows only justice and to what will give benefits.


4. Stats:

STR: 3
INT: 10
DEX: 5


5. Equipment:

Staff


6. Inventory:

Candle (x50)
Paper (x30)
Wood (x5)
Traveller's Food (x6)
Rope (x2)
Flask of Ink
Flint & Tinder
Map

Money left: 2g


7. Battle Stats:

Weapon ATK: 2
Weapon DMG: 1d4 + 1
Skill ATK: 5
Skill DMG bonus: 3
AVD: 12
DEF: 0
PP: 10
HP: 6


Name: Sir Bastion

Race: Human
Gender: Male
Class: Paladin
Alignment: Lawful Good

Level 1
0/1000 XP

Age: 24
Height: 6'1"
Weight: 176 lbs.
Hair/Eyes: Black/Blue

Background: Sir Bastion was an orphan whose parents are unknown. As a baby, he was left at the doorstep of a small chapel. The chaplain took him in and raised him as a good and faithful boy. When he had grown up to be a lad, a local paladin named Sir Purigon took him as a squire. After his training was completed, for many years he was but a humble holy guardian without a clear direction. Until one day God spoke to him in a dream and told him to venture to the Kingdom of Fyodor, where he had to exorcise the evil Banshee that bewitched the unwary and polluted their minds with wicked thoughts. He was not the sharpest tack in the drawer, but thanks to his companions he was successful not only in destroying the Banshee's curse, but also laying the tainted Death Knight Sir Purigon, his former mentor, to rest.

Ever since he returned, he has been proud to recount his heroic deeds many times over. However, seeing men he once trusted corrupted by the evil Banshee, he's generally paranoid towards strangers. Especially anyone who seems smarter than himself.

Stats:
STR 6
INT 3
DEX 8

Equipment:
One-handed Sword, Chainmail, Shield

Inventory:
Traveller's Food (x3)
Candle (x10)
Flint & Tinder
Rope

Money: 2g

Battle Stats:
Weapon ATK: 1d20+4 (3(Str)+1(sword))
Weapon DMG: 1d4+2 (2(Str))
Skill ATK: 1d20+1 (1(Int))
Skill DMG bonus: +1(Int)
AVD: 17 (10+4(Dex)+2(Shield)+1(Holy Aura))
DEF: 2 (Chainmail)
PP: 6
HP: 8

Name: Protector Audrey

Race/Class: Female Elf Druid, Level 1 0/1000 EXP

Biography:
Neutral Good.
5 ft 11in
22 Years Old
112 lbs

Audrey comes from the east, in the great woodland forests of the elfs. She was a renowned druid for her ability to help her comrades and lead an attack at the same time. Out on patrol, the goblins have been ambushed her, and have taken her powers. She awoke in the company of some strange people and 100 gold coins. She told herself she would help these people, in order to regain her strength and power, and return to her homeland, if there is a homeland to return to.

Stats:

Str: 3
Int: 11
Dex: 4


Equipment:

Leather Armor
Staff


Inventory:

Food X 10
Campfire [for three fires each] X 3
Rope

Money: 24g

Battle Stats:

Weapon ATK: 2
Weapon DMG: 1d4 + 1
Skill ATK: 5
Skill DMG bonus: 3
AVD: 12
DEF: 1
PP: 11
HP: 7


Name: Blair the Witch

Race: Human
Gender: Female
Class: Mage
Alignment: Chaotic Good

Level 1
0/1000 XP

Age: 19
Height: 5'1"
Weight: 104 lbs.
Hair/Eyes: Yellow/Purple

Background: Unlike other wild cats that roamed the woods, Blair had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek black fur had receded and her body was long and lithe - the shape of the humans who lay scattered about her.

A cunning creature, she adapted herself to the customs of human society and used her profound gift of arcane knowledge to study as a mage.


Stats:
STR 3
INT 11
DEX 4

Equipment:


Inventory:
Traveller's Food (x5)
Candle (x10)
Wood for The Campfire (3 campfires)
Flask of Ink
Feather
List of paper (x10)
Flint & Tinder
Rope

Money: 65g

Battle Stats:

Weapon ATK: 1
Weapon DMG: 1
Skill ATK: 5
Skill DMG bonus: 3
AVD: 12
DEF: 0
PP: 11
HP: 6


1. NAME

Name: Nick
Alias: The Professor

2. RACE/CLASS/LVL/EXP

Race: Human
Gender: Male
Class: Mage
Alignment: Neutral Good
Level 1: 0/1000 XP

3. PERSONAL CHARACTERISTICS/BIOGRAPHY

Characteristics:

Age: 28
Height: 5'10"
Weight: 116 lbs
Hair/Eyes: Black/Black

Biography:

Outline {son of farmer, from Silver River at the east, gifted in magic, called "The Professor" for being a bookworm not because of position or respect, aspire to become warrior/assassin, distrusts the church, lack achievements and getting old (adventures rarely visit the town library), joined a quest to make a name}

STR 3
DEX 4
INT 11

5. EQUIPMENT:

One-handed sword, Knife

6. INVENTORY

Traveller's Food (x7)
Paper (x10)
Feather
Flask of Ink

Money left: 40g

7. BATTLE STATS

Weapon ATK: 1
Weapon DMG: 1d4 + 2 | 1d3 + 1
Skill ATK: 5
Skill DMG bonus: 3
AVD: 12
DEF: 0
PP: 11
HP: 6


You can have a request to change anything in your character or even to create another (one character can be only owned by same player. You have to delete your old one to have a new one)

Glip
January 9th, 2013, 08:15 AM
With the new LVL you get +1 CP and +1 HP.



Some classes have Passive skill to use double weapons (knives, one-handed axes, hammers, swords). Using double weapons, you make a double attack (making ATK check for each of them) at the same turn. Weapon in your main hand has normal ATK, but your second weapon gets -1 ATK bonus.

So dual wielding gives you a second attack with -1 to the likelihood of it landing?

And strength doesn't actually affect how much damage you do, but will only increase your likelihood of landing an attack? And DMG is based solely on what weapon you have? So if I have two one handed axes and both ATK checks pass, my total damage will always just be 4d2, regardless of SID stats?

Espozito
January 9th, 2013, 08:25 AM
So dual wielding gives you a second attack with -1 to the likelihood of it landing?

And strength doesn't actually affect how much damage you do, but will only increase your likelihood of landing an attack? And DMG is based solely on what weapon you have?

Yep. Maybe I can make it to have +1 DMG for every 2 or 3 STR so that STR affects damage.

Glip
January 9th, 2013, 08:57 AM
Yep. Maybe I can make it to have +1 DMG for every 2 or 3 STR so that STR affects damage.

I guess it's not too bad, since nothing else scales with stats either.

It's just with non-scaling quantities, there's a limit to how powerful an enemy we'll ever be able to fight, as after a certain point, we either won't be able to heal from the attacks, or won't be able to deal non-negligible damage. So fights can't really become more difficult but just become longer grinds.

And increasing any stat, even your KC, beyond a certain point, is pointless. If you have enough STR (or simply high enough ATK with whatever "other bonuses" are, more STR does nothing. If your DEF is high enough with bonuses to resist all attacks, more DEX does nothing. Also if your DEF is so low that you aren't even close to resisting attacks, more DEX does nothing. What's to stop people from just maxing DEX and becoming invulnerable to all forms of attack (since even spells (Skill ATK) are checked against DEX) unless the enemy is so strong that no amount of DEX will do anything, in which case DEX is useless unless its your KC. All attacks are either fully resisted and do 0 damage, or completely unresisted, and do full damage?

INT has no effect other than KC for wizards? Seems like they get jipped there. And once you have enough INT to cast all the spells you need to in a battle before its over (you only get one spell per turn), more INT does nothing.

As it is, it seems DEX-based characters are OP in combat. All they have to do is just max DEX. Int does nothing, STR only affects regular attacks, but with a high enough DEX they could just always use Skill ATKs. In addition, they become invincible once their DEX is beyond the ATK stat of the enemy.

Brendan
January 9th, 2013, 09:00 AM
Make giants a playable race. :(

Espozito
January 9th, 2013, 10:02 AM
[REQUEST] Weapon of Legend - "The (true) Ripper" (x1 count Steel arrow used to carve the competitor of jack Links father into "slices of jerky." Nobody except Jack Links and the Deities actually knows it was a steel arrow and not a dagger used in the killing.)
The flying razor is a steel arrow that has a 40 foot thin rope attached to it for retrieval. As a result it cannot be used to engage targets beyond 40 feet.
Bonus: +1d4 damage when used in sneak attacks (only when arrow is treated as a 1d3 knife, IE melee)


I'm afraid you can't have any artefacts at the beginning of the game. But at the starting town there will be a magic items store.

BorkBot
January 9th, 2013, 10:44 AM
I guess it's not too bad, since nothing else scales with stats either.

It's just with non-scaling quantities, there's a limit to how powerful an enemy we'll ever be able to fight, as after a certain point, we either won't be able to heal from the attacks, or won't be able to deal non-negligible damage. So fights can't really become more difficult but just become longer grinds.

And increasing any stat, even your KC, beyond a certain point, is pointless. If you have enough STR (or simply high enough ATK with whatever "other bonuses" are, more STR does nothing. If your DEF is high enough with bonuses to resist all attacks, more DEX does nothing. Also if your DEF is so low that you aren't even close to resisting attacks, more DEX does nothing. What's to stop people from just maxing DEX and becoming invulnerable to all forms of attack (since even spells (Skill ATK) are checked against DEX) unless the enemy is so strong that no amount of DEX will do anything, in which case DEX is useless unless its your KC. All attacks are either fully resisted and do 0 damage, or completely unresisted, and do full damage?

INT has no effect other than KC for wizards? Seems like they get jipped there. And once you have enough INT to cast all the spells you need to in a battle before its over (you only get one spell per turn), more INT does nothing.

As it is, it seems DEX-based characters are OP in combat. All they have to do is just max DEX. Int does nothing, STR only affects regular attacks, but with a high enough DEX they could just always use Skill ATKs. In addition, they become invincible once their DEX is beyond the ATK stat of the enemy.

I sort of assumed you could use one power in conjunction with a normal attack.. but now that I read it again, you're right. Then why do paladins have a skill that deals less damage than any weapon they can use, but costs PP? (talking about offensively used Blessing). It also means Holy Weapon and Archangel Wings stop you from attacking for 1 turn when they're used... my class is looking very gimped, lol.

Espozito hasn't said anything about recovering your PP after every encounter and we don't know anything about the length of encounters. Dex based characters might be entirely gimped if they go full dex, because they will only have a few attacks that will ever hit. Healing spells healing less than a single attack from a monster doesn't make sense if you recover everything between combats.

BorkBot
January 9th, 2013, 11:07 AM
Some proposed fixes for the paladin class skills:

Offensive Blessing: make it 2d3 or remove it, because 1d3 for 2pp is just useless

Holy Weapon:
Either: boost attack bonuses of all nearby allies, not just self (counteract the contradiction of reducing your number of attacks to get a tiny boost by making it a group buff)
Or: add a +1d3 damage bonus against undead/daemon targets on all attacks for the duration, which is just the following 2 attacks (you sacrifice one attack to get two more powerful attacks afterwards)

Extermination: 1d8 against all undead/daemon targets. Seems fair compared to the level 5 mage spell (higher level, proportionately higher cost, restricted by enemy types).

Archangel Wings: 5 turns instead of 2. Grant short distance flight? :)

Blair
January 9th, 2013, 01:01 PM
nya?

Name: Blair the Witch

Race: Human
Gender: Female
Class: Mage
Alignment: Chaotic Good

Level 1
0/1000 XP

Age: 19
Height: 5'1"
Weight: 104 lbs.
Hair/Eyes: Yellow/Purple

Background: Unlike other wild cats that roamed the woods, Blair had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek black fur had receded and her body was long and lithe - the shape of the humans who lay scattered about her.

A cunning creature, she adapted herself to the customs of human society and used her profound gift of arcane knowledge to study as a mage.


Stats:
STR 3
INT 11
DEX 3

Equipment:
Cloth

Inventory:
Traveller's Food (x5)
Candle (x10)
Wood for The Campfire (3 campfires)
Flask of Ink
Feather
List of paper (x10)
Flint & Tinder
Rope

Money: 65g

Battle Stats:
Weapon ATK: - | -
Weapon DMG: - | -
Skill ATK: 1d6+11 | 12-17
DEF: 3+1 | 4
PP: 11

Admiral
January 9th, 2013, 04:31 PM
Also, please give the Assassin the ability to use a bow. A sneak attack can be made with a ranged weapon.

Espozito
January 9th, 2013, 09:28 PM
I guess it's not too bad, since nothing else scales with stats either.

It's just with non-scaling quantities, there's a limit to how powerful an enemy we'll ever be able to fight, as after a certain point, we either won't be able to heal from the attacks, or won't be able to deal non-negligible damage. So fights can't really become more difficult but just become longer grinds.

And increasing any stat, even your KC, beyond a certain point, is pointless. If you have enough STR (or simply high enough ATK with whatever "other bonuses" are, more STR does nothing. If your DEF is high enough with bonuses to resist all attacks, more DEX does nothing. Also if your DEF is so low that you aren't even close to resisting attacks, more DEX does nothing. What's to stop people from just maxing DEX and becoming invulnerable to all forms of attack (since even spells (Skill ATK) are checked against DEX) unless the enemy is so strong that no amount of DEX will do anything, in which case DEX is useless unless its your KC. All attacks are either fully resisted and do 0 damage, or completely unresisted, and do full damage?

INT has no effect other than KC for wizards? Seems like they get jipped there. And once you have enough INT to cast all the spells you need to in a battle before its over (you only get one spell per turn), more INT does nothing.

As it is, it seems DEX-based characters are OP in combat. All they have to do is just max DEX. Int does nothing, STR only affects regular attacks, but with a high enough DEX they could just always use Skill ATKs. In addition, they become invincible once their DEX is beyond the ATK stat of the enemy.

How about this:
Every 3 INT give +1 Skill DMG bonus, every 3 STR give +1 Weapon ATK bonus.
DEX will only affect the chance to dodge enemy's attack and DEF is only based on Armor. I mean that there will be 2 possibilities to avois enemy's attack: to dodge by DEX or to defend by armor. That will give STR-based classes (Paladin, Warrior) higher DMG to fight enemies harder but lower DEX won't leave him chance to dodge. While Hunters and Assasins will be more likely to dodge. I suggest making Dodge chance (is checked during every attack against the character) equal to 1d20 + 1 bonus for every 3 DEX.
Also, there will be many items in the game with stat bonuses such as +1 to defence/+2 to DMG and so on.

I also could limit the number of CP in each stat, but that would be unneccesary, I think.


Make giants a playable race. :(

No.


Some proposed fixes for the paladin class skills:

Offensive Blessing: make it 2d3 or remove it, because 1d3 for 2pp is just useless

Holy Weapon:
Either: boost attack bonuses of all nearby allies, not just self (counteract the contradiction of reducing your number of attacks to get a tiny boost by making it a group buff)
Or: add a +1d3 damage bonus against undead/daemon targets on all attacks for the duration, which is just the following 2 attacks (you sacrifice one attack to get two more powerful attacks afterwards)

Extermination: 1d8 against all undead/daemon targets. Seems fair compared to the level 5 mage spell (higher level, proportionately higher cost, restricted by enemy types).

Archangel Wings: 5 turns instead of 2. Grant short distance flight? :)

Approved to be changed during the update, thanks for review =)


Also, please give the Assassin the ability to use a bow. A sneak attack can be made with a ranged weapon.

I can add a new type of weapon: throwing knives, for Assasins. This will take no weapon, only ammo'ed knives that you throw in your target.
Otherwise, if everyone agrees, I can add Bow as possible weapon for Assasin.


Oh, also the idea: After each battle Hunters and Assasins can inspect the Battlefield for picking up their arrows. Concidering most of them are broken or lost or stuck inside enemies (deep insde a troll for example), they will pick 15-20% of used arrows to re-use it.

Espozito
January 9th, 2013, 09:50 PM
nya?

Name: Blair the Witch

Race: Human
Gender: Female
Class: Mage
Alignment: Chaotic Good

Level 1
0/1000 XP

Age: 19
Height: 5'1"
Weight: 104 lbs.
Hair/Eyes: Yellow/Purple

Background: Unlike other wild cats that roamed the woods, Blair had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek black fur had receded and her body was long and lithe - the shape of the humans who lay scattered about her.

A cunning creature, she adapted herself to the customs of human society and used her profound gift of arcane knowledge to study as a mage.


Stats:
STR 3
INT 11
DEX 3

Equipment:
Cloth

Inventory:
Traveller's Food (x5)
Candle (x10)
Wood for The Campfire (3 campfires)
Flask of Ink
Feather
List of paper (x10)
Flint & Tinder
Rope

Money: 65g

Battle Stats:
Weapon ATK: - | -
Weapon DMG: - | -
Skill ATK: 1d6+11 | 12-17
DEF: 3+1 | 4
PP: 11

Are you going to fight only using spells? No weapon?

Glip
January 9th, 2013, 09:52 PM
Name: Tardaroth "Tard" Saucefury the Grumpy

Race: Orc
Gender: Male
Class: Warrior
Alignment: Neutral Good

Level 1
0/1000 XP

Age: 20
Height: 6'6"
Weight: 314 lbs.
Hair/Eyes: Black/Blue


Picture: http://nkaphuoc.cghub.com/files/Image/112001-113000/112976/285_stream.jpg
http://24.media.tumblr.com/tumblr_md8tryAxdz1rd8gato1_1280.jpg

Background:

Son of female Orc and male Human, conceived in Orc raid on Human village. When only a few months old, Dwarves raided Mother's Orc encampment. Killed all but spared me. Took me in and raised me as one of their own, as a Dwarf. Eventually I grew too large to continue living with my foster parents, and set off on my own at a ripe young age of 12 years to begin a career as a mercenary for hire, working primarily out of the main Dwarven city, where I maintain a regular connection with my old foster parents. I have been in a large variety of minor skirmishes, but have yet to be tested in a real battle. I carry with me my axe, Dis, forged by my foster parents as parting gifts before I left. I named it after my mother. I used to have another axe, Dat, named after my father, but due to unfortunate circumstances it was lost in a battle long ago. Dis and Dat had served me flawlessly in battle and had served as reminders of my Dwarven heritage and the parents who raised me so lovingly. I will stop at nothing to find my lost axe and reunite Dis and Dat once again. Together, the two are unstoppable.


Stats:
STR: 13
INT: 1
DEX: 3

Equipment:
One-handed Axe, Plate Armor

Inventory:
Traveller's Food (x5)

Money: 0g

Battle Stats:

Weapon ATK: 13 + 2 + 1d6 | 16-21
Weapon DMG: 2d2 + 13/3 | 6-8 (Assuming we avoid fractions and 13/3 is rounded down to 4)
Skill ATK: 13 + 1d6 | 14-19
DEF: 4+2 | 6
Dodge: 1d20 + 3/3 | 2-21
PP: 13



How about this:
Every 3 INT give +1 Skill DMG bonus, every 3 STR give +1 Weapon ATK bonus.

I'm assuming you mean Weapon DMG, as Weapon ATK is already getting +1 for every point of STR?

Jim
January 9th, 2013, 10:18 PM
Glip in your RP for your char it is saying that a female orc raped a male human...

Glip
January 9th, 2013, 10:20 PM
Glip in your RP for your char it is saying that a female orc raped a male human...

Yup.

Jim
January 9th, 2013, 10:22 PM
Yup.

Now that is living the thug lyfe.

Espozito
January 9th, 2013, 10:43 PM
I'm assuming you mean Weapon DMG, as Weapon ATK is already getting +1 for every point of STR?

Yes, right.
So, will it be better with DMG bonuses and dodge/def system?

BorkBot
January 9th, 2013, 11:21 PM
I like the idea to increase skill based damage with int. It makes sense and it really helps elves with their combat viability.

As for the dodge system, I think that with 1d20, the dice result has way too much impact compared to the dex score. Maybe it'd be better to outright copy D&D's attack rolls system..

Attack roll = str/2+1d20+misc bonuses
Avoidance = 10+dex/2+shield bonus+misc bonuses

Attack roll needs to match or beat avoidance rating to hit.

STR increases attack damage for every 3 points like you said. And have armour reduce damage taken
Leather DR 1
Chain DR 2
Plate DR 3

Add an option to make an attack roll at -5 penalty to pierce DR for low str characters.

Assassins should get access to bows in my opinion. If you want to add throwing knives on top of that, that's cool with me too.

Blair
January 9th, 2013, 11:35 PM
Are you going to fight only using spells? No weapon?

yes. as of meow.

Espozito
January 9th, 2013, 11:36 PM
I like the idea to increase skill based damage with int. It makes sense and it really helps elves with their combat viability.

As for the dodge system, I think that with 1d20, the dice result has way too much impact compared to the dex score. Maybe it'd be better to outright copy D&D's attack rolls system..

Attack roll = str/2+1d20+misc bonuses
Avoidance = 10+dex/2+shield bonus+misc bonuses

Attack roll needs to match or beat avoidance rating to hit.

STR increases attack damage for every 3 points like you said. And have armour reduce damage taken
Leather DR 1
Chain DR 2
Plate DR 3

Add an option to make an attack roll at -5 penalty to pierce DR for low str characters.

Assassins should get access to bows in my opinion. If you want to add throwing knives on top of that, that's cool with me too.

Hm, nice idea.
So, ATK roll will mean the chance of you succeeding in the attack, and it is compared to enemy's avoidance.
INT gives bonus to Skill DMG, STR gives bonus to weapon DMG. and armor protects you from DMG.
How about DEX penalty for armor users? They can hardly move in heavy armor.
Ok, adding bows to Assasin's weapons. Approved.

Nick
January 9th, 2013, 11:47 PM
1. NAME

Name: Nick
Alias: The Professor

2. RACE/CLASS/LVL/EXP

Race: Human
Gender: Male
Class: Mage
Alignment: Neutral Good
Level 1: 0/1000 XP

3. PERSONAL CHARACTERISTICS/BIOGRAPHY

Characteristics:

Age: 28
Height: 5'10"
Weight: 116 lbs
Hair/Eyes: Black/Black

Biography:

Outline {son of farmer, from Silver River at the east, gifted in magic, called "The Professor" for being a bookworm not because of position or respect, aspire to become warrior/assassin, distrusts the church, lack achievements and getting old (adventures rarely visit the town library), joined a quest to make a name}

4. STATS

STR 3
DEX 4
INT 10

5. EQUIPMENT:

One-handed sword, Knife, Cloth

6. INVENTORY

Traveller's Food (x7)
Paper (x10)
Feather
Flask of Ink

Money left: 25g

7. BATTLE STATS

Weapon ATK: 3 + 0 + 1d3 | 4-6
Weapon DMG: 1d3 | 1-3
Skill ATK: 10 + 1d6 | 11-16
DEF: 4 + 1 | 5
AVD: 10 + 4/2 |12
PP: 10

EDIT:
1. Corrected INT value and battle stats; added AVD.

Espozito
January 10th, 2013, 01:01 AM
A few improvements have been done (see "Updates").

Nick
January 10th, 2013, 01:16 AM
AVD is the chance of you to dodge enemy's attack. Enemy's ATK is compared to your AVD and if it is higher than your ADV, you take damage.
AVD = 10 + DEX/2 + other bonuses

Broken mechanic. Low damage skills/attack means no effect? Why not make it percent chance to hit/miss?

Espozito
January 10th, 2013, 01:20 AM
Broken mechanic. Low damage skills/attack means no effect? Why not make it percent chance to hit/miss?

DMG is compared to DEF, not to AVD, so it's the same thing as the one you've said - chance to hit the target.

Admiral
January 10th, 2013, 07:56 AM
http://www.sc2mafia.com/forum/showthread.php/16334-Random-RPG?p=263928&viewfull=1#post263928

Please review my updated class sheet

BorkBot
January 10th, 2013, 09:29 AM
While a dexterity penalty seems realistic, it hurts game balance because it'll make heavy armour wearers do worse against stronger attacks (better to avoid them than reduce it by a few points). We're also talking about characters who will attain superhuman strength here as they level up.

If there's a dex penalty, it'd best be small. Like -1 for chain and -2 for plate or something.

Glip
January 10th, 2013, 09:32 AM
While a dexterity penalty seems realistic, it hurts game balance because it'll make heavy armour wearers do worse against stronger attacks (better to avoid them than reduce it by a few points). We're also talking about characters who will attain superhuman strength here as they level up.

If there's a dex penalty, it'd best be small. Like -1 for chain and -2 for plate or something.

Could make it so that armor has a percentage-based mitigation of damage, to allow it to still be effective against hard hitters, and not make them 100% invulnerable to weak hitters.

BorkBot
January 10th, 2013, 09:55 AM
Percentage based mitigation doesn't work well with small damage numbers because there's a lot of rounding up and down that makes armour much more or much less effective than you'd expect it to be and cases where there's no difference in the type of armour you're wearing at all.

Allowing weak hitters to make an attack at a penalty to "exploit a weakness" in the armour seems to be a better option to me.

Using armour as an alternative to avoidance is a boring idea because it pigeonholes everyone into maxing out their KC. It's more fun if more choices/options are viable so you can make a character you like.


Oh and about damage bonuses, two-handed weapons should get a +1 to damage for every 2 points of str, not 3. Else they'll just suck. And the off-hand should get +1 damage for every 4 points of str.

(in D&D they do that too. 2 handers are 1.5x str mod, one handers 1x, off-hand is 0.5x ( 0.75x in my str/4 example))

Espozito
January 10th, 2013, 08:46 PM
Percentage based mitigation doesn't work well with small damage numbers because there's a lot of rounding up and down that makes armour much more or much less effective than you'd expect it to be and cases where there's no difference in the type of armour you're wearing at all.

Allowing weak hitters to make an attack at a penalty to "exploit a weakness" in the armour seems to be a better option to me.

Using armour as an alternative to avoidance is a boring idea because it pigeonholes everyone into maxing out their KC. It's more fun if more choices/options are viable so you can make a character you like.


Oh and about damage bonuses, two-handed weapons should get a +1 to damage for every 2 points of str, not 3. Else they'll just suck. And the off-hand should get +1 damage for every 4 points of str.

(in D&D they do that too. 2 handers are 1.5x str mod, one handers 1x, off-hand is 0.5x ( 0.75x in my str/4 example))

well, basic DMG possible in this game is 1d3 (1-3) and minimal STR is 3 (for monsters), that already makes it 2-4. If I can compare armor DEF bonus to expected DMG, maybe it'll be possible to make a small number for bonus that will be effective for defence, but not much: +1 (Cloth), +2 (Leather) and +3 (Plate), Shield gives +1 then.
Or maybe we can remove Cloth at all to weak wizard-based classes and make Leather +1 and Plate +2 (because it seems that Warrior can get up to 3 DEF at first LVL, wich is unacceptable I think, because, for example, he will be totally immune to any of my 1/2 CR monsters).

Oh, and also I'm planning to make a list of usual monsters met in this RPG. There also will be bosses in dungeons and quests that will have different strategies to defeat them (for example, Black Wizard from Darkholm uses magic crystals to provide a magical shield. It protects him from spells (that will let Warriors, Assasins and Hunters fight the boss and wizards to fight his minions during that period). To destroy the shield you must destroy the crystals).

BorkBot
January 10th, 2013, 08:53 PM
Cloth doesn't actually protect you from anything. It isn't armour, you wear it to keep warm and for decency. You should actually have to wear it underneath your armour too, else it's going to be extremely uncomfortable.

Doesn't need to be an item though, unless you find a magic robe or something.

A shield doesn't work like armour does, unlike many RPG's would have you believe. When you block an attack with a shield, you try to make sure that it doesn't hit the shield where your arm is and glance the weapon off to stagger your opponent. Otherwise it might still penetrate the surface or break your arm and then you're screwed. And if you get hit around the shield you don't take any less pain anyway.

That's why I suggested the shield to be used as avoidance bonus, not damage reduction.

All bonuses from skills that warriors and paladins get should also be avoidance boosts I think, not DEF. This is to allow them to make up a little for their lack of luxury to have dex as primary stat.

If you use the example I gave before then DEF will never go over 3 except with magical items.
Leather 1
Chain 2
Plate 3 (level 6+ warriors and paladins)

At 2-4, any weapon or spell in the game still has a chance to overcome the DEF of plate and chain will only rarely absorb everything.

And maybe the tactical option I suggested before:

Allowing weak hitters to make an attack at a penalty to "exploit a weakness" in the armour seems to be a better option to me.
So you can fully pierce DEF if you sacrifice hit chance.

Espozito
January 11th, 2013, 12:51 AM
Cloth doesn't actually protect you from anything. It isn't armour, you wear it to keep warm and for decency. You should actually have to wear it underneath your armour too, else it's going to be extremely uncomfortable.

Doesn't need to be an item though, unless you find a magic robe or something.

A shield doesn't work like armour does, unlike many RPG's would have you believe. When you block an attack with a shield, you try to make sure that it doesn't hit the shield where your arm is and glance the weapon off to stagger your opponent. Otherwise it might still penetrate the surface or break your arm and then you're screwed. And if you get hit around the shield you don't take any less pain anyway.

That's why I suggested the shield to be used as avoidance bonus, not damage reduction.

All bonuses from skills that warriors and paladins get should also be avoidance boosts I think, not DEF. This is to allow them to make up a little for their lack of luxury to have dex as primary stat.

If you use the example I gave before then DEF will never go over 3 except with magical items.
Leather 1
Chain 2
Plate 3 (level 6+ warriors and paladins)

At 2-4, any weapon or spell in the game still has a chance to overcome the DEF of plate and chain will only rarely absorb everything.

And maybe the tactical option I suggested before:

So you can fully pierce DEF if you sacrifice hit chance.

Alright,
1. Cloth will be removed from armour
2. Shield gives AVD bonus
3. Paladin and Warrior skills give ADV bonuses (and maybe 1 high skill that gives +1 DEF for couple of turns?)
4. Does that tactical thing mean your attack will have no bonuses, only 1d20, but if you succeed your enemy takes full DMG?
5. Leather gves +1 DEF, Chain +2, Plate +3

Blair
January 11th, 2013, 01:51 AM
I might switch from mage since now we have three. I'm going to wait and see what we need when it's closer to starting time.

Nick
January 11th, 2013, 02:01 AM
I might switch from mage since now we have three. I'm going to wait and see what we need when it's closer to starting time.

Just use telekinetic boosted knives/swords/staffs.

Espozito
January 11th, 2013, 04:28 AM
Just use telekinetic boosted knives/swords/staffs.

Yep. This would make it possible to have a ranged attack with your melee weapon =)

New update. See first post.

BorkBot
January 11th, 2013, 10:11 AM
4. Does that tactical thing mean your attack will have no bonuses, only 1d20, but if you succeed your enemy takes full DMG?
I meant you could set a penalty of a certain value that you think is balanced.

For example if you make it a flat -5 penalty, regardless of any bonuses the player has, 1d20+8 becomes 1d20+3 then. 1d20+2 becomes 1d20-3, etc. If you succeed that check against the opponent's avoidance rating, you do full damage.

Players can choose to make either a normal attack or an armour piercing attack as their action. It'd be an action everyone can use, not related to class skills.

Espozito
January 14th, 2013, 04:22 AM
Monster Defaults

When you travel you always face with monsters and have to fight them. For every hero level there is a challenging monster level - Challenge Rating (CR), wich is compared to the hero's LVL. For example, 1st LVL hero can easily defeat 1/2 CR monster, can possibly fight 1 CR monster, has low chances to kill 2 CR monster and it is ver hard or even impossible for him to challenge 3 CR or higher monsters. But together 4 1st LVL heroes battling in group can defeat one 4 CR monster or four 1 CR monsters. Challenges can be different.

Why is this called "Defaults"? To work with active monsters I have to create a sort of example, according to wich I will add some stats, remove another, creating variety of monsters.
The Table below shows simple CR-based monster examples.



CR
KC
Stats (S, I, D)
Battle Stats
Skills
Samples


1/2
STR
3, 2, 2


Boar, Living Rock, Skeleton Fighter


1/2
INT
1, 3, 3


Pixie, Fairy, Imp, Lower Sorcerer


1/2
DEX
1, 2, 4


Spider, Tiger, Lizard Fighter, Goblin


1
STR
4, 2, 4


Boar, Kobold


1
INT






1
DEX

Espozito
January 14th, 2013, 06:13 AM
Alright, since I'm a bad balancer, I'll try to balance the monsters, but I think I'll need your help, BorkBot.

BorkBot
January 14th, 2013, 09:52 AM
Well, for the low CR monsters there's not that much balancing to do. Later creatures tend to have clear strengths and weaknesses, so depending on what the players bring to the table the CR might be way off.



Creature

CR

KC
CP(STR/DEX/INT)
Equipment

Battle Stats

Skills



Boar

1/2
STR
3/2/2

Tusks, Hide

4HP, 3PP, +1ATK, 1d3+1, 11AVD, 1DEF




Pixie

1/2
INT
1/3/3

Knife

2HP, 3PP, +0ATK, 1d3, 13AVD

Invisibility



Kobold

1/2
DEX
1/4/2

Bow

3HP, 4PP, +0ATK, 1d4, 12AVD




Goblin

1
STR
4/4/2

Sword, Leather

6HP, 4PP, +2ATK, 1d4+1, 12AVD, 1DEF




Kobold Shaman

1
INT
1/4/5

Axe

4HP, 5PP, +0ATK, 2d2, 12AVD

Bone Armour



Wolf

1
DEX
3/6/2

Fangs

5HP, 6PP, +1ATK, 1d3+1, 13AVD

Sneak

Espozito
January 14th, 2013, 10:20 AM
Well, for the low CR monsters there's not that much balancing to do. Later creatures tend to have clear strengths and weaknesses, so depending on what the players bring to the table the CR might be way off.



Creature

CR

KC
CP(STR/DEX/INT)
Equipment

Battle Stats

Skills



Boar

1/2
STR
3/2/2

Tusks, Hide

4HP, 3PP, +1ATK, 1d3+1, 11AVD, 1DEF




Pixie

1/2
INT
1/3/3

Knife

2HP, 3PP, +0ATK, 1d3, 13AVD

Invisibility



Kobold

1/2
DEX
1/4/2

Bow

3HP, 4PP, +0ATK, 1d4, 12AVD




Goblin

1
STR
4/4/2

Sword, Leather

6HP, 4PP, +2ATK, 1d4+1, 12AVD, 1DEF




Kobold Shaman

1
INT
1/4/5

Axe

4HP, 5PP, +0ATK, 2d2, 12AVD

Bone Armour



Wolf

1
DEX
3/6/2

Fangs

5HP, 6PP, +1ATK, 1d3+1, 13AVD

Sneak




Dude, you are awesome. Are you using Monster Manual from D&D right now or making those stats by your own?

BorkBot
January 14th, 2013, 10:21 AM
Just made stuff up, but it's based on some MM surface knowledge.

Espozito
January 14th, 2013, 10:29 AM
Just made stuff up, but it's based on some MM surface knowledge.

Well, that was just what I needed: samples to work with making other monsters.

For example, I know that 3 heroes have met three 1/2 CR STR-based monsters and one 1/2 INT-based monster. And now all I need is to use these samples and create, for example, 3 Kobold Workers with S|I|D = 3|3|2 (HP: 4) and 1 Goblin Sorcerer with 3|4|2 (HP: 4) and 1 spell: Fire Bolt.

BorkBot
January 14th, 2013, 06:11 PM
Could you clarify whether HP and PP are restored after each encounter or not?

Is healing strength affected by 3 int/skill power?

How will you handle the actual roleplay? What can and what can't players say about the game world? Can we describe minor, inconsequential responses and behaviour made by NPCs and environmental descriptions (visuals, sounds, smells), or are we strictly limited to describing what we say or do?

Espozito
January 14th, 2013, 08:16 PM
Could you clarify whether HP and PP are restored after each encounter or not?

Is healing strength affected by 3 int/skill power?

How will you handle the actual roleplay? What can and what can't players say about the game world? Can we describe minor, inconsequential responses and behaviour made by NPCs and environmental descriptions (visuals, sounds, smells), or are we strictly limited to describing what we say or do?

PP are fully restored by the next battle if the break between two battles is more than an hour (if PP is 0 after last battle, hero has to rest for this hour to be able to go)
HP are fully restored if there are RP healing possibilities (healing skills, teammate with healing skills, NPC healers, healing items, food) that will require 1 hour of healing (if HP of hero is lower than 25% of his max HP, he can't move or even knocked out and needs some healing immideately. If there are no possibilities for healing and he is knocked out, he has to rest for an hour for every 2 HP restore. He will be able to fight and move again with more than 50% of max HP) otherwise he will restore 2 HP per hour.

I think yes as the more the level is, the more the HP is, that means that higher LVLs will need better healing from their healer teammates.

The game is divided into days (24 hours IRL), each day they have 8 hours to sleep and 16 hours for actions (these times also depend on hero's condition. If he is very tired for this day, he will need more time to sleep). Team starts its adventure in a small village as single heroes strangers, looking for adventure (they don't know each other yet) and they meet eachother, start talking to each other and they make a group. The group then votes for team leader who will control team's day movement. He will have a map and will tell the GM where his team will go each hour (not each hour IRL). Some players may or may not agree with Leader's orders, but they have to claim that opinion and RP that (to have a discussion or an argument with Leader)
Game hour is considered as ended when all players have made their possible actions. During an hour team can move through the terrain, speak, have a rest, search for food (hunt), visit towns/cities/villages, etc. Hour is a long time enough so I think the actions will be limited to 10 (excluding speaking). If player has made not all of his actions and doesn't do anything more this hour, he can easily skip the left actions. And I suppose players can describe anything.

BorkBot
January 17th, 2013, 04:31 PM
So, when's this happening?

Espozito
January 18th, 2013, 04:38 AM
So, when's this happening?

There are much things to prepare. Once I finish the Monster Table for at least 5 CR, I'll make the start location.

Espozito
January 18th, 2013, 10:56 AM
Maybe I'll change the type of gaming:
The game willl be devided at Day and Night just as in FMs, but they count as RP Day and Night in this game. During the night the whole team rests (except special situations, for example, a bunch of rogues attacked the team at night) and votes on where the group will move the following day. In the beginning of the day, players start their day journey. They may do any RP things such as fixing their equipment, talking, trading, etc. They may also meet an Encounter wich will stop the Day timer during the battle. At the end of the day, group finds a place to rest and sleeps (maybe leaving someone awake to guard the others, wich will have its effect on character's reaction the next day).
I think it's all ready for us to begin.

Players must look through their Accepted player lists (look 1st post) as they have their last chance to change anything. You also should do /confirm if you haven't changed your mind about participating in game.

Blair
January 18th, 2013, 11:46 AM
I might change to Ranger since there are so many mages.
If I put my points into Dexterity, are my basic attacks still STR-based and my skill attacks are stronger still based off INT?

BorkBot
January 18th, 2013, 04:06 PM
I think a bunch of us would need to update our ATK and DEF ratings and such to the new system. Most chars aren't ready for use.

Espozito
January 18th, 2013, 08:49 PM
I think a bunch of us would need to update our ATK and DEF ratings and such to the new system. Most chars aren't ready for use.

That's why I'm giving them time. I think I'll also inform them in PM.

Nick
January 18th, 2013, 09:01 PM
4. STATS

STR 3 (3+0)
DEX 4 (3+1+0)
INT 11 (3+8)

5. EQUIPMENT:

One-handed sword, Knife

6. INVENTORY

Traveller's Food (x7)
Paper (x10)
Feather
Flask of Ink

Money left: 40g (100-30-20-10)

BorkBot
January 19th, 2013, 10:17 AM
Updated my char:

Name: Sir Bastion

Race: Human
Gender: Male
Class: Paladin
Alignment: Lawful Good

Level 1
0/1000 XP

Age: 24
Height: 6'1"
Weight: 176 lbs.
Hair/Eyes: Black/Blue

Background: Sir Bastion was an orphan whose parents are unknown. As a baby, he was left at the doorstep of a small chapel. The chaplain took him in and raised him as a good and faithful boy. When he had grown up to be a lad, a local paladin named Sir Purigon took him as a squire. After his training was completed, for many years he was but a humble holy guardian without a clear direction. Until one day God spoke to him in a dream and told him to venture to the Kingdom of Fyodor, where he had to exorcise the evil Banshee that bewitched the unwary and polluted their minds with wicked thoughts. He was not the sharpest tack in the drawer, but thanks to his companions he was successful not only in destroying the Banshee's curse, but also laying the tainted Death Knight Sir Purigon, his former mentor, to rest.

Ever since he returned, he has been proud to recount his heroic deeds many times over. However, seeing men he once trusted corrupted by the evil Banshee, he's generally paranoid towards strangers. Especially anyone who seems smarter than himself.

Stats:
STR 6
INT 3
DEX 8

Equipment:
One-handed Sword, Chainmail, Shield

Inventory:
Traveller's Food (x3)
Candle (x10)
Flint & Tinder
Rope

Money: 2g

Battle Stats:
Weapon ATK: 1d20+4 (3(Str)+1(sword))
Weapon DMG: 1d4+2 (2(Str))
Skill ATK: 1d20+1 (1(Int))
Skill DMG bonus: +1(Int)
AVD: 17 (10+4(Dex)+2(Shield)+1(Holy Aura))
DEF: 2 (Chainmail)
PP: 6

Espozito
January 19th, 2013, 10:27 AM
4. STATS

STR 3 (3+0)
DEX 4 (3+1+0)
INT 11 (3+8)

5. EQUIPMENT:

One-handed sword, Knife

6. INVENTORY

Traveller's Food (x7)
Paper (x10)
Feather
Flask of Ink

Money left: 40g (100-30-20-10)

Updated


Updated my char:

Name: Sir Bastion

Race: Human
Gender: Male
Class: Paladin
Alignment: Lawful Good

Level 1
0/1000 XP

Age: 24
Height: 6'1"
Weight: 176 lbs.
Hair/Eyes: Black/Blue

Background: Sir Bastion was an orphan whose parents are unknown. As a baby, he was left at the doorstep of a small chapel. The chaplain took him in and raised him as a good and faithful boy. When he had grown up to be a lad, a local paladin named Sir Purigon took him as a squire. After his training was completed, for many years he was but a humble holy guardian without a clear direction. Until one day God spoke to him in a dream and told him to venture to the Kingdom of Fyodor, where he had to exorcise the evil Banshee that bewitched the unwary and polluted their minds with wicked thoughts. He was not the sharpest tack in the drawer, but thanks to his companions he was successful not only in destroying the Banshee's curse, but also laying the tainted Death Knight Sir Purigon, his former mentor, to rest.

Ever since he returned, he has been proud to recount his heroic deeds many times over. However, seeing men he once trusted corrupted by the evil Banshee, he's generally paranoid towards strangers. Especially anyone who seems smarter than himself.

Stats:
STR 6
INT 3
DEX 8

Equipment:
One-handed Sword, Chainmail, Shield

Inventory:
Traveller's Food (x3)
Candle (x10)
Flint & Tinder
Rope

Money: 2g

Battle Stats:
Weapon ATK: 1d20+4 (3(Str)+1(sword))
Weapon DMG: 1d4+2 (2(Str))
Skill ATK: 1d20+1 (1(Int))
Skill DMG bonus: +1(Int)
AVD: 17 (10+4(Dex)+2(Shield)+1(Holy Aura))
DEF: 2 (Chainmail)
PP: 6

Updated.

BorkBot
February 2nd, 2013, 03:17 PM
So.. what happened to this?

Espozito
February 3rd, 2013, 03:14 AM
So.. what happened to this?

I believe it's too hard to handle the whole system. That's why it was turned to MMORPG's on automatic computer systems (WoW, Lineage, Allods, etc.).
I think this should be closed as IFailed on it. I'm really sorry.

RLVG
February 3rd, 2013, 11:02 AM
I believe it's too hard to handle the whole system. That's why it was turned to MMORPG's on automatic computer systems (WoW, Lineage, Allods, etc.).
I think this should be closed as IFailed on it. I'm really sorry.

There could be co-hosts to support, giving time and space for you.