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Novama
Crew

Dangerous Phantom

PostPosted: Wed May 13, 2015 6:43 am


I strongly believe in allowing as much flexibility as possible. This means if you want to play a gnome cleric, you will be a gnome cleric. If it's cannon possible, then it's gonna be doable. This extends further into 'customs'. However, I like to keep things balanced, so customs that are obviously overpowered and for strong arming their will upon the world will be looked at with much scrutiny.

I'm also hearing that you would prefer the world to deviate from standard fantasy where you start in a grassland or city and gradually explore till you find the more interesting location, and you would like the party to start in a setting more exotic and/or treacherous right off the bat? While i do enjoy exotic locations, I do prefer to let the map be blank until we explore it. While we could establish a map and locations in advance, I like sticking things together as we go. Leaves more wiggle room.
PostPosted: Wed May 13, 2015 2:23 pm


It was some suggestions. However we go about it I'll be fine with.

Arrinae Tsuki

Quotable Phantom


Arrinae Tsuki

Quotable Phantom

PostPosted: Thu May 14, 2015 9:35 pm


Let me know when it's a go. I'll start working on sketching and putting a chara together.
PostPosted: Thu May 14, 2015 9:58 pm


Alrighty. I'll think on it some more

Novama
Crew

Dangerous Phantom


Nykromantyk

Demonic Cyclops

13,000 Points
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PostPosted: Sat May 30, 2015 3:29 pm


I'll join, I have 2 3.5 characters right now
PostPosted: Mon Jun 22, 2015 9:11 am


Still thinking on this one, I think the simplest system that still has an element of random would be to use a d20 roll for everything.

all d20 rolls would be a part of the post the action is in.

skills:
skills would involve doing anything with a risk of failure of significance (no one cares if you burn your breakfast, but stealing the keys off the town guard could mean something) a d20 would be rolled with that post. Any skill modifier like a +1 should be posted clearly in the post so the opposing player or dm can quickly see how successful the roll was and compare to opposing difficulty check or armor class number.
10 easy dc, 15 normal dc, 20 hard dc

attacks
attacks will be handled the same way. one roll with weapon/damage listed. rather than rolling for damage, damage will be a flat number to cut down on rolls. if number rolled plus modifiers equals target's ac then attack hits and damage should be automatically applied.

Contests
In conversations or struggles when one character is trying to influence another character in some way, both characters make an appropriate roll. The winner is the highest of the 2.

Novama
Crew

Dangerous Phantom


Novama
Crew

Dangerous Phantom

PostPosted: Tue Jun 23, 2015 1:15 pm


At a character's core is its stats. I would like to use the following stats:

strength: controls a character's physical power. running, jumping, throwing, and attacking generally fall into this one.

Dexterity: this is a character's ability to dodge, reaction time, and handles mostly skillful and precise movements of body and hands.

Constitution: reflects how large and/or healthy a character is. High con makes them more resistant to various toxins and forceful blows to the body.

Intelligence: a characters ability to think about complex things, memorize, absorb knowledge, and magical power in some cases.

Wisdom: contains a characters perceptive and applicable knowledge. A character is more alert and observant the more wisdom they have. You intuitively can pick up on the moods of others or on your own needs. An intelligent person knows that an herb is useful, but it's the wise person that knows how best to apply it. Divine magics tend to get stronger by the wise who are faithful

Charisma: the characters overall presence and influence on others. The higher it is, the easier it is to influence others to do as you like. Some spells become more potent this way. It may reflect on how good looking the character is or hideous in some instances.

F~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From these stats I would like to derive health and how good a character is at performing in various social, exploratory, and combat type situations.

Health: equivalent to a character's constitution

From a character's race we can add:

Speed: a rating on how fast the character is. Higher the number the faster they are. This is not related to a character's ability to dodge

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

from a character's class we can determine any changes to the stats already set (like speed becomes more for monks), but we can also determine what defense and offense capabilties the character has thanks to the equipment gained.

Armor: the higher this number is, the harder the character is to damage through their armor.
Novama rolled 2 20-sided dice: 12, 18 Total: 30 (2-40)
PostPosted: Thu Jun 25, 2015 9:35 am


I feel races should be customizable. They dictate how a character looks, is perceived by the world, and statistics for the character.I'm trying to decide what all should be a part of the race:

1. stat bonuses (+6)
2. speed (6)
3. senses (normal)
5. how big they are (medium) (may need to require more than 1 point)
6. active abilities for offensive/defense/or utitlity (none)
7. passive qualities like resistant to flames (none)

question remains how many stat points should be given for race?
Should more or less points be given in exchange for more powerful racial traits?
Is the standard above right for a human?

Novama
Crew

Dangerous Phantom


Novama
Crew

Dangerous Phantom

PostPosted: Fri Jun 26, 2015 7:55 am


A list of common skills to know and what stats contribute to them:

Strength
Athletics - running, jumping, climbing, actions you might take while playing sports

Dexterity
Acrobatics - balancing, tumbling, flips, swinging
Sleight of Hand - fast motions with the hand to steal, place, or operate something requiring precision
Stealth - moving or standing in such a way to provoke the least amount of noise or disturbance that you may go undetected

Intelligence
Arcana - measures your ability to recall lore about anything related to magic including the planes of existence, and the inhabitants of those planes.
History - purely knowledge of historical information in general
Investigation - the ability to take what clues you have perceived and put them together in a picture that makes sense for whatever may have happened in a given place or event
Nature - knowledge of various animals, environements, plants
Religion - knowledge/history of various religions, cults, and rituals pertaining to deities

Wisdom
Animal Handling - ability to deal with animals without spooking or antagonizing them. may also be used to make friends with some animals
Insight - ability to discern someone's true intent behind their words or actions
Medicine - ability to apply 'medicine' or other forms of wound treatment in the field
Perception - how well you notice the details, motions, and presence of your environment and the things in it
Survival - how good you are at coming up with ways of meeting your basic needs to live (food, water, shelter,etc) when those things are scarce or absent.

Charisma
Deception - how well you deceive someone
Intimidation - how well you can scare someone into doing something. will hurt relationship..
Performance - how great you are at entertaining others
Persuasion - your ability to encourage someone to do something while not scaring them. can be used to improve relationships if done well.
PostPosted: Sat Jun 27, 2015 8:49 pm


Current spell list available:
Abi-Dalzim's Horrid Wilting
Absorb Elements
Acid Splash
Aganazzar's Scorcher
Aid
Alarm
Alter Self
Animal Friendship
Animal Messenger
Animal Shapes
Animate Dead
Animate Objects
Antilife Shell
Antimagic Field
Antipathy/Sympathy
Arcane Eye
Arcane Gate
Arcane Lock
Armor of Agathys
Arms of Hadar
Astral Projection
Augury
Aura of Life
Aura of Purity
Aura of Vitality
Awaken
Bane
Banishing Smite
Banishment
Barkskin
Beacon of Hope
Beast Bond
Beast Sense
Bestow Curse
Bigby's Hand
Blade Barrier
Blade Ward
Bless
Blight
Blinding Smite
Blindness/Deafness
Blink
Blur
Bones of the Earth
Branding Smite
Burning Hands
Call Lightning
Calm Emotions
Catapult
Chain Lightning
Charm Person
Chill Touch
Chromatic Orb
Circle of Death
Circle of Power
Clairvoyance
Clone
Cloud of Daggers
Cloudkill
Color Spray
Command
Commune
Commune with Nature
Compelled Duel
Comprehend Languages
Compulsion
Cone of Cold
Confusion
Conjure Animals
Conjure Barrage
Conjure Celestial
Conjure Elemental
Conjure Fey
Conjure Minor Elementals
Conjure Volley
Conjure Woodland Beings
Contact Other Plane
Contagion
Contingency
Continual Flame
Control Flames
Control Water
Control Weather
Control Winds
Cordon of Arrows
Counterspell
Create Bonfire
Create Food and Water
Create or Destroy Water
Create Undead
Creation
Crown of Madness
Crusader's Mantle
Cure Wounds
Dancing Lights
Darkness
Darkvision
Daylight
Death Ward
Delayed Blast Fireball
Demiplane
Destructive Smite
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Detect Thoughts
Dimension Door
Disguise Self
Disintegrate
Dispel Evil and Good
Dispel Magic
Dissonant Whispers
Divination
Divine Favor
Divine Word
Dominate Beast
Dominate Monster
Dominate Person
Drawmij's Instant Summons
Dream
Druidcraft
Dust Devil
Earth Tremor
Earthbind
Earthquake
Eldritch Blast
Elemental Bane
Elemental Weapon
Enhance Ability
Enlarge/Reduce
Ensnaring Strike
Entangle
Enthrall
Erupting Earth
Etherealness
Evard's Black Tentacles
Expeditious Retreat
Eyebite
Fabricate
Faerie Fire
False Life
Fear
Feather Fall
Feeblemind
Feign Death
Find Familiar
Find Steed
Find the Path
Find Traps
Finger of Death
Fire Bolt
Fire Shield
Fire Storm
Fireball
Flame Arrows
Flame Blade
Flame Strike
Flaming Sphere
Flesh to Stone
Fly
Fog Cloud
Forbiddance
Forcecage
Foresight
Freedom of Movement
Friends
Frostbite
Gaseous Form
Gate
Geas
Gentle Repose
Giant Insect
Glibness
Globe of Invulnerability
Glyph of Warding
Goodberry
Grasping Vine
Grease
Greater Invisibility
Greater Restoration
Guardian of Faith
Guards and Wards
Guidance
Guiding Bolt
Gust
Gust of Wind
Hail of Thorns
Hallow
Hallucinatory Terrain
Harm
Haste
Heal
Healing Word
Heat Metal
Hellish Rebuke
Heroes' Feast
Heroism
Hex
Hold Monster
Hold Person
Holy Aura
Hunger of Hadar
Hunter's Mark
Hypnotic Pattern
Ice Knife
Ice Storm
Identify
Illusory Script
Immolation
Imprisonment
Incendiary Cloud
Inflict Wounds
Insect Plague
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Invisibility
Jump
Knock
Legend Lore
Leomund's Secret Chest
Leomund's Tiny Hut
Lesser Restoration
Levitate
Light
Lightning Arrow
Lightning Bolt
Locate Animals or Plants
Locate Creature
Locate Object
Longstrider
Maelstrom
Mage Armor
Mage Hand
Magic Circle
Magic Jar
Magic Missile
Magic Mouth
Magic Stone
Magic Weapon
Major Image
Mass Cure Wounds
Mass Heal
Mass Healing Word
Mass Suggestion
Maximilian's Earthen Grasp
Maze
Meld into Stone
Melf's Acid Arrow
Melf's Minute Meteors
Mending
Message
Meteor Swarm
Mind Blank
Minor Illusion
Mirage Arcane
Mirror Image
Mislead
Misty Step
Modify Memory
Mold Earth
Moonbeam
Mordenkainen's Faithful Hound
Mordenkainen's Magnificent Mansion
Mordenkainen's Private Sanctum
Mordenkainen's Sword
Move Earth
Nondetection
Nystul's Magic Aura
Otiluke's Freezing Sphere
Otiluke's Resilient Sphere
Otto's Irresistible Dance
Pass without Trace
Passwall
Phantasmal Force
Phantasmal Killer
Phantom Steed
Planar Ally
Planar Binding
Plane Shift
Plant Growth
Poison Spray
Polymorph
Power Word Heal
Power Word Kill
Power Word Stun
Prayer of Healing
Prestidigitation
Primordial Ward
Prismatic Spray
Prismatic Wall
Produce Flame
Programmed Illusion
Project Image
Protection from Energy
Protection from Evil and Good
Protection from Poison
Purify Food and Drink
Pyrotechnics
Raise Dead
Rary's Telepathic Bond
Ray of Enfeeblement
Ray of Frost
Ray of Sickness
Regenerate
Reincarnate
Remove Curse
Resistance
Resurrection
Reverse Gravity
Revivify
Rope Trick
Sacred Flame
Sanctuary
Scorching Ray
Scrying
Searing Smite
See Invisibility
Seeming
Sending
Sequester
Shape Water
Shapechange
Shatter
Shield
Shield of Faith
Shillelagh
Shocking Grasp
Silence
Silent Image
Simulacrum
Skywrite
Sleep
Sleet Storm
Slow
Snilloc's Snowball Swarm
Spare the Dying
Speak with Animals
Speak with Dead
Speak with Plants
Spider Climb
Spike Growth
Spirit Guardians
Spiritual Weapon
Staggering Smite
Stinking Cloud
Stone Shape
Stoneskin
Storm of Vengeance
Storm Sphere
Suggestion
Sunbeam
Sunburst
Swift Quiver
Symbol
Tasha's Hideous Laughter
Telekinesis
Telepathy
Teleport
Teleportation Circle
Tenser's Floating Disk
Thaumaturgy
Thorn Whip
Thunderclap
Thunderous Smite
Thunderwave
Tidal Wave
Time Stop
Tongues
Transmute Rock
Transport via Plants
Tree Stride
True Polymorph
True Resurrection
True Seeing
True Strike
Tsunami
Unseen Servant
Vampiric Touch
Vicious Mockery
Vitriolic Sphere
Wall of Fire
Wall of Force
Wall of Ice
Wall of Sand
Wall of Stone
Wall of Thorns
Wall of Water
Warding Bond
Warding Wind
Water Breathing
Water Walk
Watery Sphere
Web
Weird
Whirlwind
Wind Walk
Wind Wall
Wish
Witch Bolt
Word of Recall
Wrathful Smite
Zone of Truth

Novama
Crew

Dangerous Phantom


Novama
Crew

Dangerous Phantom

PostPosted: Mon Jun 29, 2015 9:45 am


Rather than a free form background, I will specify that backgrounds should contribute to character in a few specific ways. I believe that rp'ers that fill out all of the following information will have a strong grasp of their character going into the rp. Leaving sections blank would suggest a half baked character concept. The following template will contain the background/bio of the character:

Background:
(the story/life of the character prior to present)
Background Skills:
(skills acquired due to background life. limited to 2)
Background Tools:
(due to background you have become skilled in the use of up to 2 different 'tools' related to your trade or hobbies. these are not weapon skills)
Background Equipment:
(These are items acquired from your life and not your current adventuring profession. Items that go here are mundane tools/clothes/spending money of 15 gp or less)
Background Perk:
(Due to your life's experiences up till now, your character naturally has made certain enemies/friends/connections. List a perk granted by the background. Ex: Criminal - criminal contact - you have a reliable source for information and jobs pertaining to the darker goings on in a city or town)
Personality Trait:
(the dominating aspect of your personality that will influence most of its thinking. ex: Very superstitious, seeing omens in every happening)
Ideal:
(this is the thing your character strives for. This is their drive and most of what they do should try to further them in achieving this goal. Ex: world peace)
Bond:
(This is a connection they share with a person(s), place(s), or thing(s) that would influence them strongly enough to inconvenience themselves or put their lives on the line for. Ex: character would be willing to die to recover lost family treasure from bandits)
Flaw:
(This is an obvious character flaw that impacts the characters decisions and relations with others. Ex: greed, temper, judging others harshly, slow to trust anything, etc...)
PostPosted: Tue Jun 30, 2015 3:21 pm


Class/Job

this is one I've teetered on. I feel that the user should be able to wear the armor they want. Use the weapons they want. and learn magic if they want. However, I realize that a balance must be struck in order for characters to be good at some things and not as much as others.

I propose all classes follow this template:

Class Skills:
(limit of 2 and are gained through your current profession or type of adventurer you are)
Ability to Cast Magic:
(Yes or No - arcana, divine, both)
Armor Proficiency:
(None, Light, Medium, Heavy, unarmored, shields)
Weapon Proficiency:
(none, simple, martial, exotic)
Class Tools:
(Tools learned from your class. limit 2)
Class Equipment:
(this includes weapons, armor, a survival items like bedroll, rations, and water)
Class Features:
(weapon/fighting skills, spells, skills that give you an extra edge in given situation Ex: thief with stealth as a trained skill may get a bonus of some kind. Limit to 3)

I'm still working on a balance between what armor and weapons should be available.

There should probably also be some sort of template for class skills/abilities. I'm also considering shortening the spell list to things more appropriate for the average character.

Novama
Crew

Dangerous Phantom


Novama
Crew

Dangerous Phantom

PostPosted: Tue Jul 07, 2015 8:47 am


Perhaps we are straying too far from the goal of the system and over complicating it.

Let's take a step back and re-evaluate the goal:
1. provide order
2. reduce op and powering plays
3. give customization to rp'ers so their characters feel unique.

Ideally the stats system combined with dice will achieve these things.

1. if you know how strong you are, you won't get into post wars with someone else trying to out do him/her. it'll be clear who is better at what.

2. the balance stat allotment will mean all characters are balanced and on par with each other in most cases. someone faster may be weaker in strength than another.

3. Character creation naturally has good customization, stats just give an individual more. The dice also make their choices significant.

I realize creating lists of skills and spells/powers is unnecessary. If we link whatever the users come up with with a stat, then we know the power will always be balanced because the stats are balanced.

Also, creating tool, weapon, and armor prof doesn't make sense. Assuming the users equipment is linked to their stats, we know they will be balanced. For example, the higher the intelligence, the more powerful the spells, but they lose the ability to lift and carry heavier armor and weapons.

Main types of weapons and armor need str requirements. the requirement will equal the bonus to ac and damage the items give.
PostPosted: Wed Jul 08, 2015 7:55 pm


-Strictly Consulting-

Going to make clear from my initial post. It is my own opinion and it is NOT in ANY way meant to insult you or deter you from your idea. Anything I mention or advise on you may use or disregard. I will not be harmed physically or emotionally in any way and my opinion is not meant to cause any harm either. With that said lets get to work.

Stat-Wise

Strength, Dexterity, Constitution, Intellect, Wisdom, and Charisma are all D&D statistics. These define D&D based characters. Most RP systems actually use a 4 or 5 stat system. Keeps things simplistic. Or if you want to make things elaborate an 8 stat system can work as well.

Suggestion:

Power - derives strength and physical capability
Agility - derives hand eye coordination and related skills
Mind - derives mental capability and spell casting
Body - derives their survivability and ability to take a hit
Persona - derives social skills and attractiveness

This is a very simplistic system and very general. It should be less intimidating to people who might take an interest in the game.

Rolling:

D&D uses the D20 system but it is certainly not the only one that does so. Other systems use a D6 or D8 system. With these systems you roll an extra Die for each advantage point you have on a situation.

Example.

Desk clerk (Str. 2) and body builder fight. (Str. 5). The clerk has a lead pipe (Adv. Clerk). If you roll 1 die per point. Then the clerk will roll 3 die and the body builder will roll 5 of them. With this system you get a win if you have more die that are 4 or higher than the opponent. So lets assume the clerk rolls (4, 5, 2) and the body builder rolls, (6, 3, 2, 3, 1). The clerk would win 2 to 1.


For now that is all the advice I will choose to give just in case I am an unwanted presence. If you want to hear more please let me know.

Kege_Rensu

Blessed Friend

13,900 Points
  • Partygoer 500
  • Person of Interest 200
  • Prayer Circle 200

Novama
Crew

Dangerous Phantom

PostPosted: Wed Jul 08, 2015 8:10 pm


Kege_Rensu
-Strictly Consulting-

Going to make clear from my initial post. It is my own opinion and it is NOT in ANY way meant to insult you or deter you from your idea. Anything I mention or advise on you may use or disregard. I will not be harmed physically or emotionally in any way and my opinion is not meant to cause any harm either. With that said lets get to work.

Stat-Wise

Strength, Dexterity, Constitution, Intellect, Wisdom, and Charisma are all D&D statistics. These define D&D based characters. Most RP systems actually use a 4 or 5 stat system. Keeps things simplistic. Or if you want to make things elaborate an 8 stat system can work as well.

Suggestion:

Power - derives strength and physical capability
Agility - derives hand eye coordination and related skills
Mind - derives mental capability and spell casting
Body - derives their survivability and ability to take a hit
Persona - derives social skills and attractiveness

This is a very simplistic system and very general. It should be less intimidating to people who might take an interest in the game.

Rolling:

D&D uses the D20 system but it is certainly not the only one that does so. Other systems use a D6 or D8 system. With these systems you roll an extra Die for each advantage point you have on a situation.

Example.

Desk clerk (Str. 2) and body builder fight. (Str. 5). The clerk has a lead pipe (Adv. Clerk). If you roll 1 die per point. Then the clerk will roll 3 die and the body builder will roll 5 of them. With this system you get a win if you have more die that are 4 or higher than the opponent. So lets assume the clerk rolls (4, 5, 2) and the body builder rolls, (6, 3, 2, 3, 1). The clerk would win 2 to 1.


For now that is all the advice I will choose to give just in case I am an unwanted presence. If you want to hear more please let me know.


Sounds fine. While I could combine int and wis into one mental stat, in past rp's I've ran with stats the mental stat was upped to protect a user's mind and grant them spell power. This meant the lowly fighter was upping con/dex for defense and str for attack. Compared to a wizard that was upping all defense and attack with 2 stats to the fighters 3, it generally left melee combatants feeling less powerful. By splitting up the mental defense and power, they were in the same boat as the fighter.

I have considered other dice. I realize the smaller the number the better. I was thinking about a d10 rather than a d20. I have yet to consider what final defense numbers will be. should it just be the armor ratings and/or dex, or should it be something calculated like flat 10 + x numbers
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