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Posted: 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.
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Posted: Wed May 13, 2015 2:23 pm
It was some suggestions. However we go about it I'll be fine with.
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Posted: 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.
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Posted: Thu May 14, 2015 9:58 pm
Alrighty. I'll think on it some more
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Posted: Sat May 30, 2015 3:29 pm
I'll join, I have 2 3.5 characters right now
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Posted: 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.
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Posted: 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.
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Novama rolled 2 20-sided dice:
12, 18
Total: 30 (2-40)
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Posted: 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?
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Posted: 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.
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Posted: 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
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Posted: 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...)
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Posted: 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.
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Posted: 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.
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Posted: 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.
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Posted: 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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