I have had this idea knocking around in my head for a bit now and after trying it out in the Barton town forum with little success I thought it would be a good idea to bring it here to see if there is any interest or even feedback on what people feel I am doing wrong. Ok so here's the introduction to the Rp I designed:
This is the White Rose Guild, home to the best adventurers money can buy. Their feats are legendary and there hasn't been one quest they have failed whether its dragon slaying, demon army quelling or the removal of an ancient evil that was sealed long ago. Why the evil was never destroyed to begin with we'll never know what with it now being sealed away making it much easier to.....oh *clears throat* sorry getting a bit off topic. What I'm getting at is this guild I'm speaking of the one full of these amazing heroes and heroines? Yeah that's not you. Hate to break it to you but frankly your all beginners, scrubs......... well you get the idea. Wait! Where are you going!? There are some upsides to this situation. What do you mean like what? Oh erm well you get this awesome tower.
See? Pretty cool right? Well now that I have your attention again I'll continue. Though you won't be slaying dragons or Lich Kings you will be doing your part in other ways such as taking care of goblins, bandits and dangerous wildlife (Beware the hedgehogs). With each new win you'll start to make a name for yourself in villages and towns and hopefully become the best adventurers guild ever! At least in this realm anyway. Speaking of the realm let's have a look at it shall we?
After that is the character profiles and rules. However I included something else for when the profiles are sent. If anyone has ideas for areas of the world or quests then they can send them to me and I'll add them to the world and quest board. This means people can have more interaction and say in the world as well as take control of certain aspects in a quest they submitted. For example they would decide when certain enemies show like a boss monster or what kind of information specific NPCs might give. Now nobody is forced to play out their quest ideas as someone else can ask if they could do it or it can be left to a side and another quest be done instead until someone wishes to. With there hopefully being more than one quest on the board and the characters choosing to do one over the other, that could maybe cause consequences down the line of the story.
So is anybody interested in this kind of Rp? If not could I get some feedback as to why and how it could be improved.
Posted: Mon Jul 27, 2015 7:51 am
The Soulless Warrior
I have had this idea knocking around in my head for a bit now and after trying it out in the Barton town forum with little success I thought it would be a good idea to bring it here to see if there is any interest or even feedback on what people feel I am doing wrong. Ok so here's the introduction to the Rp I designed:
This is the White Rose Guild, home to the best adventurers money can buy. Their feats are legendary and there hasn't been one quest they have failed whether its dragon slaying, demon army quelling or the removal of an ancient evil that was sealed long ago. Why the evil was never destroyed to begin with we'll never know what with it now being sealed away making it much easier to.....oh *clears throat* sorry getting a bit off topic. What I'm getting at is this guild I'm speaking of the one full of these amazing heroes and heroines? Yeah that's not you. Hate to break it to you but frankly your all beginners, scrubs......... well you get the idea. Wait! Where are you going!? There are some upsides to this situation. What do you mean like what? Oh erm well you get this awesome tower.
See? Pretty cool right? Well now that I have your attention again I'll continue. Though you won't be slaying dragons or Lich Kings you will be doing your part in other ways such as taking care of goblins, bandits and dangerous wildlife (Beware the hedgehogs). With each new win you'll start to make a name for yourself in villages and towns and hopefully become the best adventurers guild ever! At least in this realm anyway. Speaking of the realm let's have a look at it shall we?
After that is the character profiles and rules. However I included something else for when the profiles are sent. If anyone has ideas for areas of the world or quests then they can send them to me and I'll add them to the world and quest board. This means people can have more interaction and say in the world as well as take control of certain aspects in a quest they submitted. For example they would decide when certain enemies show like a boss monster or what kind of information specific NPCs might give. Now nobody is forced to play out their quest ideas as someone else can ask if they could do it or it can be left to a side and another quest be done instead until someone wishes to. With there hopefully being more than one quest on the board and the characters choosing to do one over the other, that could maybe cause consequences down the line of the story.
So is anybody interested in this kind of Rp? If not could I get some feedback as to why and how it could be improved.
This is a great rp idea.
What I've seen done: 1. established homebase/town. Gives players a stomping grounds that they can feel safe in and store their loot. It's also a place that they can quickly gain recognition in. A big city won't know who a small time adventurer is as much as their home town. At least until they get big.
2. Make world creation a necessary part of joining. They are allowed to create their character and join, but they must also submit a filled out template for a location, faction, piece of history concerning the world. This fleshes out the world, gives their character immediate attachment to the world beyond simple adventurer in random down. It also makes them more invested because they are immediately part of the rp creation process.
3. Do you plan on using stats or dice, or will the adventurer be purely players interacting with each other they way they deem fit?
4. Will you be controlling the world elements like time, weather, and npc's including monsters and antagonists?
5. Do you have a story line that will gradually carry the players to legendary heights or will the adventures be largely created at random with no over arching story? Unless you impose a system that lets them level up or something else to give them measurable advancement, it may be hard to make them feel like they are improving their skills and powers.
I have had this idea knocking around in my head for a bit now and after trying it out in the Barton town forum with little success I thought it would be a good idea to bring it here to see if there is any interest or even feedback on what people feel I am doing wrong. Ok so here's the introduction to the Rp I designed:
This is the White Rose Guild, home to the best adventurers money can buy. Their feats are legendary and there hasn't been one quest they have failed whether its dragon slaying, demon army quelling or the removal of an ancient evil that was sealed long ago. Why the evil was never destroyed to begin with we'll never know what with it now being sealed away making it much easier to.....oh *clears throat* sorry getting a bit off topic. What I'm getting at is this guild I'm speaking of the one full of these amazing heroes and heroines? Yeah that's not you. Hate to break it to you but frankly your all beginners, scrubs......... well you get the idea. Wait! Where are you going!? There are some upsides to this situation. What do you mean like what? Oh erm well you get this awesome tower.
See? Pretty cool right? Well now that I have your attention again I'll continue. Though you won't be slaying dragons or Lich Kings you will be doing your part in other ways such as taking care of goblins, bandits and dangerous wildlife (Beware the hedgehogs). With each new win you'll start to make a name for yourself in villages and towns and hopefully become the best adventurers guild ever! At least in this realm anyway. Speaking of the realm let's have a look at it shall we?
After that is the character profiles and rules. However I included something else for when the profiles are sent. If anyone has ideas for areas of the world or quests then they can send them to me and I'll add them to the world and quest board. This means people can have more interaction and say in the world as well as take control of certain aspects in a quest they submitted. For example they would decide when certain enemies show like a boss monster or what kind of information specific NPCs might give. Now nobody is forced to play out their quest ideas as someone else can ask if they could do it or it can be left to a side and another quest be done instead until someone wishes to. With there hopefully being more than one quest on the board and the characters choosing to do one over the other, that could maybe cause consequences down the line of the story.
So is anybody interested in this kind of Rp? If not could I get some feedback as to why and how it could be improved.
This is a great rp idea.
What I've seen done: 1. established homebase/town. Gives players a stomping grounds that they can feel safe in and store their loot. It's also a place that they can quickly gain recognition in. A big city won't know who a small time adventurer is as much as their home town. At least until they get big.
2. Make world creation a necessary part of joining. They are allowed to create their character and join, but they must also submit a filled out template for a location, faction, piece of history concerning the world. This fleshes out the world, gives their character immediate attachment to the world beyond simple adventurer in random down. It also makes them more invested because they are immediately part of the rp creation process.
3. Do you plan on using stats or dice, or will the adventurer be purely players interacting with each other they way they deem fit?
4. Will you be controlling the world elements like time, weather, and npc's including monsters and antagonists?
5. Do you have a story line that will gradually carry the players to legendary heights or will the adventures be largely created at random with no over arching story? Unless you impose a system that lets them level up or something else to give them measurable advancement, it may be hard to make them feel like they are improving their skills and powers.
1. The tower is sort of their safe zone and I created a few locations of my own including the main city where the top guild is, a local town as well which I designed a quest for. It would sort of be like the town they have done work in before. I also included distances from location to location ex The tower is two days travel on foot to the main city.
2. I can see your point about making it mandatory to create parts of the world and history of it. I'll be sure to implement it.
3. I was planning to just have purely player interaction but now that you mention it, dice and/or stats might be a good idea. I'm just wondering how advanced it should be if I implement it. Perhaps having the players roll a D20 against the enemy/obstacle and after factoring in any bonuses/weaknesses it will decide what happens to the characters involved.
4. I'll be constantly controlling the time and weather. As for the npc's it will be up to the DM who submitted the quest. However the adventurers are allowed to interact with npc's they implement through the story but they cannot reveal information about the quest through other posts without the DM's permission. It will mean that the DM's npc's will have specific knowledge while adventurer npc's will have common knowledge.
5. I don't have an over arching story yet as that all depends on the adventurers actions. The only constant is that they are a group of adventurers wanting to get to the top. How they get there really depends on them. As for a leveling system I was thinking of giving each quest an infamy score. So an easy quest would have a low infamy score while a harder quest would have more. Once they reach certain levels of infamy more challenging quests can be placed but with each quest, whether easy or difficult, there will be consequences in the world if they aren't completed within a certain time limit. The time limit won't be shown on the quest board to prevent characters from efficiently completing them. As for skills and powers I could tie that in to the infamy system so that when they reach a certain point they can choose to improve a skill/power or they can add a new one. Though the new ability would have to start off weak and be improved by getting more infamy.
Does that answer everything? Or is there anything else you'd like to know?
Posted: Mon Jul 27, 2015 10:21 am
The Soulless Warrior
Novama
The Soulless Warrior
I have had this idea knocking around in my head for a bit now and after trying it out in the Barton town forum with little success I thought it would be a good idea to bring it here to see if there is any interest or even feedback on what people feel I am doing wrong. Ok so here's the introduction to the Rp I designed:
This is the White Rose Guild, home to the best adventurers money can buy. Their feats are legendary and there hasn't been one quest they have failed whether its dragon slaying, demon army quelling or the removal of an ancient evil that was sealed long ago. Why the evil was never destroyed to begin with we'll never know what with it now being sealed away making it much easier to.....oh *clears throat* sorry getting a bit off topic. What I'm getting at is this guild I'm speaking of the one full of these amazing heroes and heroines? Yeah that's not you. Hate to break it to you but frankly your all beginners, scrubs......... well you get the idea. Wait! Where are you going!? There are some upsides to this situation. What do you mean like what? Oh erm well you get this awesome tower.
See? Pretty cool right? Well now that I have your attention again I'll continue. Though you won't be slaying dragons or Lich Kings you will be doing your part in other ways such as taking care of goblins, bandits and dangerous wildlife (Beware the hedgehogs). With each new win you'll start to make a name for yourself in villages and towns and hopefully become the best adventurers guild ever! At least in this realm anyway. Speaking of the realm let's have a look at it shall we?
After that is the character profiles and rules. However I included something else for when the profiles are sent. If anyone has ideas for areas of the world or quests then they can send them to me and I'll add them to the world and quest board. This means people can have more interaction and say in the world as well as take control of certain aspects in a quest they submitted. For example they would decide when certain enemies show like a boss monster or what kind of information specific NPCs might give. Now nobody is forced to play out their quest ideas as someone else can ask if they could do it or it can be left to a side and another quest be done instead until someone wishes to. With there hopefully being more than one quest on the board and the characters choosing to do one over the other, that could maybe cause consequences down the line of the story.
So is anybody interested in this kind of Rp? If not could I get some feedback as to why and how it could be improved.
This is a great rp idea.
What I've seen done: 1. established homebase/town. Gives players a stomping grounds that they can feel safe in and store their loot. It's also a place that they can quickly gain recognition in. A big city won't know who a small time adventurer is as much as their home town. At least until they get big.
2. Make world creation a necessary part of joining. They are allowed to create their character and join, but they must also submit a filled out template for a location, faction, piece of history concerning the world. This fleshes out the world, gives their character immediate attachment to the world beyond simple adventurer in random down. It also makes them more invested because they are immediately part of the rp creation process.
3. Do you plan on using stats or dice, or will the adventurer be purely players interacting with each other they way they deem fit?
4. Will you be controlling the world elements like time, weather, and npc's including monsters and antagonists?
5. Do you have a story line that will gradually carry the players to legendary heights or will the adventures be largely created at random with no over arching story? Unless you impose a system that lets them level up or something else to give them measurable advancement, it may be hard to make them feel like they are improving their skills and powers.
1. The tower is sort of their safe zone and I created a few locations of my own including the main city where the top guild is, a local town as well which I designed a quest for. It would sort of be like the town they have done work in before. I also included distances from location to location ex The tower is two days travel on foot to the main city.
2. I can see your point about making it mandatory to create parts of the world and history of it. I'll be sure to implement it.
3. I was planning to just have purely player interaction but now that you mention it, dice and/or stats might be a good idea. I'm just wondering how advanced it should be if I implement it. Perhaps having the players roll a D20 against the enemy/obstacle and after factoring in any bonuses/weaknesses it will decide what happens to the characters involved.
4. I'll be constantly controlling the time and weather. As for the npc's it will be up to the DM who submitted the quest. However the adventurers are allowed to interact with npc's they implement through the story but they cannot reveal information about the quest through other posts without the DM's permission. It will mean that the DM's npc's will have specific knowledge while adventurer npc's will have common knowledge.
5. I don't have an over arching story yet as that all depends on the adventurers actions. The only constant is that they are a group of adventurers wanting to get to the top. How they get there really depends on them. As for a leveling system I was thinking of giving each quest an infamy score. So an easy quest would have a low infamy score while a harder quest would have more. Once they reach certain levels of infamy more challenging quests can be placed but with each quest, whether easy or difficult, there will be consequences in the world if they aren't completed within a certain time limit. The time limit won't be shown on the quest board to prevent characters from efficiently completing them. As for skills and powers I could tie that in to the infamy system so that when they reach a certain point they can choose to improve a skill/power or they can add a new one. Though the new ability would have to start off weak and be improved by getting more infamy.
Does that answer everything? Or is there anything else you'd like to know?
I encourage you to keep the system simple, but you should definitely use a system if you don't have things planned out that much. This will allow the characters to do what you want them to do and that's completing quests to improve character and progress in story.
Most things can be rp'd, but giving characters and monsters stats will allow them to better gauge their abilities. Rolling a d20 can then add in the challenge element....otherwise they are likely to slaughter monsters by the dozens because they think they can.
Without an overarching storyline, a random adventure here and there sounds fine. However, you will want to flesh out that infamy system. What activities grant infamy? How much should those activities/quests be worth? What class or roleplay features will be unlocked at what levels of infamy? How will you determine what items/quests are feasible at any given levels of infamy?
I propose following an xp system of sorts. you can call the xp infamy so its quantifiable in game and out of game. The more popular they are, obviously the stronger, more developed, etc... they are.
You could make each creature/battle/dungeon/and or quest worth a fixed level of infamy. Tracking individual points may get confusing or prone to cheating/error. If you know a character won't be infamy level 2 until they complete dungeon X, it's easy to know and track infamy levels by structuring it like that.
At each infamy level you may give them a perk that they choose from: new ability, higher stat, magical item.
Whatever the case, the upgrade should make them more proficient as an adventurer in some degree.
Clearing dungeon X or unlocking level X in infamy will also unlock further quest lines and adventurer locations to help usher the characters towards story and bigger adventuring opportunities.
When it comes to magic items and abilities for character, i encourage you to let them create their own. Less work for you. All you'll have to do is look at it and see if it feels balanced to you. Obviously, splitting mountains with an excalibur'esque weapon is absurd.
That brings me to my next thought that you should determine a general power level for the adventurer. A players going to be normal people with training and magical gear? Are they meant to turn into superman level powers at the end? Will they always be some degree of realistic power and not epic fantasy powerful?
If you can determine what they will look like at the end of the rp, you can create a gradual advancement system of infamy that will gradually get the character from point A to point B. Ex: if you know that jack the slayer will be insta killing giants at the end, then you can look at the giant health and know that at level X jack should be swinging for about that much damage. You can then determine that at any given level he needs to be a given percentage of that X amount. level 20 jack needs to do 100 dmg. He is level 5. He should be doing around 20 points of damage.
While it seems complicated, it's easier than it looks since you are letting them pick their abilities and gear and all you have to do is check the final numbers.
Obviously if a character is trying to make themselves immune to damage, you'll need to curb that a bit as you feel the need since that doesn't play well with numbers.
I have had this idea knocking around in my head for a bit now and after trying it out in the Barton town forum with little success I thought it would be a good idea to bring it here to see if there is any interest or even feedback on what people feel I am doing wrong. Ok so here's the introduction to the Rp I designed:
This is the White Rose Guild, home to the best adventurers money can buy. Their feats are legendary and there hasn't been one quest they have failed whether its dragon slaying, demon army quelling or the removal of an ancient evil that was sealed long ago. Why the evil was never destroyed to begin with we'll never know what with it now being sealed away making it much easier to.....oh *clears throat* sorry getting a bit off topic. What I'm getting at is this guild I'm speaking of the one full of these amazing heroes and heroines? Yeah that's not you. Hate to break it to you but frankly your all beginners, scrubs......... well you get the idea. Wait! Where are you going!? There are some upsides to this situation. What do you mean like what? Oh erm well you get this awesome tower.
See? Pretty cool right? Well now that I have your attention again I'll continue. Though you won't be slaying dragons or Lich Kings you will be doing your part in other ways such as taking care of goblins, bandits and dangerous wildlife (Beware the hedgehogs). With each new win you'll start to make a name for yourself in villages and towns and hopefully become the best adventurers guild ever! At least in this realm anyway. Speaking of the realm let's have a look at it shall we?
After that is the character profiles and rules. However I included something else for when the profiles are sent. If anyone has ideas for areas of the world or quests then they can send them to me and I'll add them to the world and quest board. This means people can have more interaction and say in the world as well as take control of certain aspects in a quest they submitted. For example they would decide when certain enemies show like a boss monster or what kind of information specific NPCs might give. Now nobody is forced to play out their quest ideas as someone else can ask if they could do it or it can be left to a side and another quest be done instead until someone wishes to. With there hopefully being more than one quest on the board and the characters choosing to do one over the other, that could maybe cause consequences down the line of the story.
So is anybody interested in this kind of Rp? If not could I get some feedback as to why and how it could be improved.
This is a great rp idea.
What I've seen done: 1. established homebase/town. Gives players a stomping grounds that they can feel safe in and store their loot. It's also a place that they can quickly gain recognition in. A big city won't know who a small time adventurer is as much as their home town. At least until they get big.
2. Make world creation a necessary part of joining. They are allowed to create their character and join, but they must also submit a filled out template for a location, faction, piece of history concerning the world. This fleshes out the world, gives their character immediate attachment to the world beyond simple adventurer in random down. It also makes them more invested because they are immediately part of the rp creation process.
3. Do you plan on using stats or dice, or will the adventurer be purely players interacting with each other they way they deem fit?
4. Will you be controlling the world elements like time, weather, and npc's including monsters and antagonists?
5. Do you have a story line that will gradually carry the players to legendary heights or will the adventures be largely created at random with no over arching story? Unless you impose a system that lets them level up or something else to give them measurable advancement, it may be hard to make them feel like they are improving their skills and powers.
1. The tower is sort of their safe zone and I created a few locations of my own including the main city where the top guild is, a local town as well which I designed a quest for. It would sort of be like the town they have done work in before. I also included distances from location to location ex The tower is two days travel on foot to the main city.
2. I can see your point about making it mandatory to create parts of the world and history of it. I'll be sure to implement it.
3. I was planning to just have purely player interaction but now that you mention it, dice and/or stats might be a good idea. I'm just wondering how advanced it should be if I implement it. Perhaps having the players roll a D20 against the enemy/obstacle and after factoring in any bonuses/weaknesses it will decide what happens to the characters involved.
4. I'll be constantly controlling the time and weather. As for the npc's it will be up to the DM who submitted the quest. However the adventurers are allowed to interact with npc's they implement through the story but they cannot reveal information about the quest through other posts without the DM's permission. It will mean that the DM's npc's will have specific knowledge while adventurer npc's will have common knowledge.
5. I don't have an over arching story yet as that all depends on the adventurers actions. The only constant is that they are a group of adventurers wanting to get to the top. How they get there really depends on them. As for a leveling system I was thinking of giving each quest an infamy score. So an easy quest would have a low infamy score while a harder quest would have more. Once they reach certain levels of infamy more challenging quests can be placed but with each quest, whether easy or difficult, there will be consequences in the world if they aren't completed within a certain time limit. The time limit won't be shown on the quest board to prevent characters from efficiently completing them. As for skills and powers I could tie that in to the infamy system so that when they reach a certain point they can choose to improve a skill/power or they can add a new one. Though the new ability would have to start off weak and be improved by getting more infamy.
Does that answer everything? Or is there anything else you'd like to know?
I encourage you to keep the system simple, but you should definitely use a system if you don't have things planned out that much. This will allow the characters to do what you want them to do and that's completing quests to improve character and progress in story.
Most things can be rp'd, but giving characters and monsters stats will allow them to better gauge their abilities. Rolling a d20 can then add in the challenge element....otherwise they are likely to slaughter monsters by the dozens because they think they can.
Without an overarching storyline, a random adventure here and there sounds fine. However, you will want to flesh out that infamy system. What activities grant infamy? How much should those activities/quests be worth? What class or roleplay features will be unlocked at what levels of infamy? How will you determine what items/quests are feasible at any given levels of infamy?
I propose following an xp system of sorts. you can call the xp infamy so its quantifiable in game and out of game. The more popular they are, obviously the stronger, more developed, etc... they are.
You could make each creature/battle/dungeon/and or quest worth a fixed level of infamy. Tracking individual points may get confusing or prone to cheating/error. If you know a character won't be infamy level 2 until they complete dungeon X, it's easy to know and track infamy levels by structuring it like that.
At each infamy level you may give them a perk that they choose from: new ability, higher stat, magical item.
Whatever the case, the upgrade should make them more proficient as an adventurer in some degree.
Clearing dungeon X or unlocking level X in infamy will also unlock further quest lines and adventurer locations to help usher the characters towards story and bigger adventuring opportunities.
When it comes to magic items and abilities for character, i encourage you to let them create their own. Less work for you. All you'll have to do is look at it and see if it feels balanced to you. Obviously, splitting mountains with an excalibur'esque weapon is absurd.
That brings me to my next thought that you should determine a general power level for the adventurer. A players going to be normal people with training and magical gear? Are they meant to turn into superman level powers at the end? Will they always be some degree of realistic power and not epic fantasy powerful?
If you can determine what they will look like at the end of the rp, you can create a gradual advancement system of infamy that will gradually get the character from point A to point B. Ex: if you know that jack the slayer will be insta killing giants at the end, then you can look at the giant health and know that at level X jack should be swinging for about that much damage. You can then determine that at any given level he needs to be a given percentage of that X amount. level 20 jack needs to do 100 dmg. He is level 5. He should be doing around 20 points of damage.
While it seems complicated, it's easier than it looks since you are letting them pick their abilities and gear and all you have to do is check the final numbers.
Obviously if a character is trying to make themselves immune to damage, you'll need to curb that a bit as you feel the need since that doesn't play well with numbers.
It took some time but I think I have an idea how the mechanics will work. The infamy system works like this: Tier 1 Quests will have an infamy reward of 1-20 To reach level 2 you need 10 infamy Level 3 needs 25 infamy level 4 50 infamy level 5 85 infamy Each time you surpass 5 levels you unlock the next tier of quests Level 6 to 10 are tier 2 and 21-45 infamy can be earned from each quest Level 11 to 15 are tier 3 and 46-70 infamy can be earned Tier 3 would be the current limit so the goal is reachable.
With each level up the adventurers can choose to gain +1 stat point and a new/improved ability or choose to gain +3 stat points or a magical item
For the character stats there are Strength, Vitality, Dexterity and Intelligence. The health of an adventurer is equal to their vitality+their strongest stat as well as increasing by 5 hit points every even level. Each stat has 10 points to begin with and the adventurers have 15 points to share among the stats. If a stat hits a certain number then they gain a modifier that can be used on rolls: 15-16= +1 17-18= +2 19-20= +3 21+ = +4
Stats can be affected by status effects that can be caused by opponents, weather or the environment they are on.
Enemy stats will sort of work the same but will have more points to allocate at each tier. However the npc health doesn't have to be the Vit+strongest stat. This allows minion type enemies or bosses to be created. The dice they would use will be different for each tier as well: Tier 1 use D4 + D6 Tier 2 use D6 D10 + D12 Tier 3 use D10 D12 + D20
When rolling to deal damage a D20 is rolled by the adventurer/npc and it has to exceed the targets stat that you are using against them. For example: You a roll a 16 on a D20 using your strength and the targets strength is 15. Therefore your move goes through and you can proceed to deal damage.
For items they are split in to the same tiers as quests with them only being found on that specific tier. However each time a battle is over they can roll a D20 and if they get a natural 20 then they can choose to have an item a tier above. If they choose to use it when they are on the tier below then it must have a disadvantage until they master it by getting to the next quest tier.
That's what I have right now and I think that's all the dice/stats info covered though I'm hoping I made it overly complicated. If it is I'm just going to blame it all on the fact I only play 4th edition D&D xd
Posted: Mon Jul 27, 2015 2:23 pm
The Soulless Warrior
Novama
The Soulless Warrior
Novama
The Soulless Warrior
I have had this idea knocking around in my head for a bit now and after trying it out in the Barton town forum with little success I thought it would be a good idea to bring it here to see if there is any interest or even feedback on what people feel I am doing wrong. Ok so here's the introduction to the Rp I designed:
This is the White Rose Guild, home to the best adventurers money can buy. Their feats are legendary and there hasn't been one quest they have failed whether its dragon slaying, demon army quelling or the removal of an ancient evil that was sealed long ago. Why the evil was never destroyed to begin with we'll never know what with it now being sealed away making it much easier to.....oh *clears throat* sorry getting a bit off topic. What I'm getting at is this guild I'm speaking of the one full of these amazing heroes and heroines? Yeah that's not you. Hate to break it to you but frankly your all beginners, scrubs......... well you get the idea. Wait! Where are you going!? There are some upsides to this situation. What do you mean like what? Oh erm well you get this awesome tower.
See? Pretty cool right? Well now that I have your attention again I'll continue. Though you won't be slaying dragons or Lich Kings you will be doing your part in other ways such as taking care of goblins, bandits and dangerous wildlife (Beware the hedgehogs). With each new win you'll start to make a name for yourself in villages and towns and hopefully become the best adventurers guild ever! At least in this realm anyway. Speaking of the realm let's have a look at it shall we?
After that is the character profiles and rules. However I included something else for when the profiles are sent. If anyone has ideas for areas of the world or quests then they can send them to me and I'll add them to the world and quest board. This means people can have more interaction and say in the world as well as take control of certain aspects in a quest they submitted. For example they would decide when certain enemies show like a boss monster or what kind of information specific NPCs might give. Now nobody is forced to play out their quest ideas as someone else can ask if they could do it or it can be left to a side and another quest be done instead until someone wishes to. With there hopefully being more than one quest on the board and the characters choosing to do one over the other, that could maybe cause consequences down the line of the story.
So is anybody interested in this kind of Rp? If not could I get some feedback as to why and how it could be improved.
This is a great rp idea.
What I've seen done: 1. established homebase/town. Gives players a stomping grounds that they can feel safe in and store their loot. It's also a place that they can quickly gain recognition in. A big city won't know who a small time adventurer is as much as their home town. At least until they get big.
2. Make world creation a necessary part of joining. They are allowed to create their character and join, but they must also submit a filled out template for a location, faction, piece of history concerning the world. This fleshes out the world, gives their character immediate attachment to the world beyond simple adventurer in random down. It also makes them more invested because they are immediately part of the rp creation process.
3. Do you plan on using stats or dice, or will the adventurer be purely players interacting with each other they way they deem fit?
4. Will you be controlling the world elements like time, weather, and npc's including monsters and antagonists?
5. Do you have a story line that will gradually carry the players to legendary heights or will the adventures be largely created at random with no over arching story? Unless you impose a system that lets them level up or something else to give them measurable advancement, it may be hard to make them feel like they are improving their skills and powers.
1. The tower is sort of their safe zone and I created a few locations of my own including the main city where the top guild is, a local town as well which I designed a quest for. It would sort of be like the town they have done work in before. I also included distances from location to location ex The tower is two days travel on foot to the main city.
2. I can see your point about making it mandatory to create parts of the world and history of it. I'll be sure to implement it.
3. I was planning to just have purely player interaction but now that you mention it, dice and/or stats might be a good idea. I'm just wondering how advanced it should be if I implement it. Perhaps having the players roll a D20 against the enemy/obstacle and after factoring in any bonuses/weaknesses it will decide what happens to the characters involved.
4. I'll be constantly controlling the time and weather. As for the npc's it will be up to the DM who submitted the quest. However the adventurers are allowed to interact with npc's they implement through the story but they cannot reveal information about the quest through other posts without the DM's permission. It will mean that the DM's npc's will have specific knowledge while adventurer npc's will have common knowledge.
5. I don't have an over arching story yet as that all depends on the adventurers actions. The only constant is that they are a group of adventurers wanting to get to the top. How they get there really depends on them. As for a leveling system I was thinking of giving each quest an infamy score. So an easy quest would have a low infamy score while a harder quest would have more. Once they reach certain levels of infamy more challenging quests can be placed but with each quest, whether easy or difficult, there will be consequences in the world if they aren't completed within a certain time limit. The time limit won't be shown on the quest board to prevent characters from efficiently completing them. As for skills and powers I could tie that in to the infamy system so that when they reach a certain point they can choose to improve a skill/power or they can add a new one. Though the new ability would have to start off weak and be improved by getting more infamy.
Does that answer everything? Or is there anything else you'd like to know?
I encourage you to keep the system simple, but you should definitely use a system if you don't have things planned out that much. This will allow the characters to do what you want them to do and that's completing quests to improve character and progress in story.
Most things can be rp'd, but giving characters and monsters stats will allow them to better gauge their abilities. Rolling a d20 can then add in the challenge element....otherwise they are likely to slaughter monsters by the dozens because they think they can.
Without an overarching storyline, a random adventure here and there sounds fine. However, you will want to flesh out that infamy system. What activities grant infamy? How much should those activities/quests be worth? What class or roleplay features will be unlocked at what levels of infamy? How will you determine what items/quests are feasible at any given levels of infamy?
I propose following an xp system of sorts. you can call the xp infamy so its quantifiable in game and out of game. The more popular they are, obviously the stronger, more developed, etc... they are.
You could make each creature/battle/dungeon/and or quest worth a fixed level of infamy. Tracking individual points may get confusing or prone to cheating/error. If you know a character won't be infamy level 2 until they complete dungeon X, it's easy to know and track infamy levels by structuring it like that.
At each infamy level you may give them a perk that they choose from: new ability, higher stat, magical item.
Whatever the case, the upgrade should make them more proficient as an adventurer in some degree.
Clearing dungeon X or unlocking level X in infamy will also unlock further quest lines and adventurer locations to help usher the characters towards story and bigger adventuring opportunities.
When it comes to magic items and abilities for character, i encourage you to let them create their own. Less work for you. All you'll have to do is look at it and see if it feels balanced to you. Obviously, splitting mountains with an excalibur'esque weapon is absurd.
That brings me to my next thought that you should determine a general power level for the adventurer. A players going to be normal people with training and magical gear? Are they meant to turn into superman level powers at the end? Will they always be some degree of realistic power and not epic fantasy powerful?
If you can determine what they will look like at the end of the rp, you can create a gradual advancement system of infamy that will gradually get the character from point A to point B. Ex: if you know that jack the slayer will be insta killing giants at the end, then you can look at the giant health and know that at level X jack should be swinging for about that much damage. You can then determine that at any given level he needs to be a given percentage of that X amount. level 20 jack needs to do 100 dmg. He is level 5. He should be doing around 20 points of damage.
While it seems complicated, it's easier than it looks since you are letting them pick their abilities and gear and all you have to do is check the final numbers.
Obviously if a character is trying to make themselves immune to damage, you'll need to curb that a bit as you feel the need since that doesn't play well with numbers.
It took some time but I think I have an idea how the mechanics will work. The infamy system works like this: Tier 1 Quests will have an infamy reward of 1-20 To reach level 2 you need 10 infamy Level 3 needs 25 infamy level 4 50 infamy level 5 85 infamy Each time you surpass 5 levels you unlock the next tier of quests Level 6 to 10 are tier 2 and 21-45 infamy can be earned from each quest Level 11 to 15 are tier 3 and 46-70 infamy can be earned Tier 3 would be the current limit so the goal is reachable.
With each level up the adventurers can choose to gain +1 stat point and a new/improved ability or choose to gain +3 stat points or a magical item
For the character stats there are Strength, Vitality, Dexterity and Intelligence. The health of an adventurer is equal to their vitality+their strongest stat as well as increasing by 5 hit points every even level. Each stat has 10 points to begin with and the adventurers have 15 points to share among the stats. If a stat hits a certain number then they gain a modifier that can be used on rolls: 15-16= +1 17-18= +2 19-20= +3 21+ = +4
Stats can be affected by status effects that can be caused by opponents, weather or the environment they are on.
Enemy stats will sort of work the same but will have more points to allocate at each tier. However the npc health doesn't have to be the Vit+strongest stat. This allows minion type enemies or bosses to be created. The dice they would use will be different for each tier as well: Tier 1 use D4 + D6 Tier 2 use D6 D10 + D12 Tier 3 use D10 D12 + D20
When rolling to deal damage a D20 is rolled by the adventurer/npc and it has to exceed the targets stat that you are using against them. For example: You a roll a 16 on a D20 using your strength and the targets strength is 15. Therefore your move goes through and you can proceed to deal damage.
For items they are split in to the same tiers as quests with them only being found on that specific tier. However each time a battle is over they can roll a D20 and if they get a natural 20 then they can choose to have an item a tier above. If they choose to use it when they are on the tier below then it must have a disadvantage until they master it by getting to the next quest tier.
That's what I have right now and I think that's all the dice/stats info covered though I'm hoping I made it overly complicated. If it is I'm just going to blame it all on the fact I only play 4th edition D&D xd
-Pities you for only playing 4e-
It's all pretty good. the stat system you came up with where strength is the attack as well as the defense against the attack is pretty good and simple.
How do you determine the quest worth? Do you just have the players roll a d20 at the end of the quest and give them random infamy points based on that?
In keeping things simple, I encourage you to roll advanced gear into a stat increases. It's simpler to say: 1. Jan got new armor. Her attack is now 23. than it is to say.... 2. Jan got new +3(atk) armor. Her attack is now 23(20 + 3armor).
by making the stats the number that matters and making them explain away their stats through whatever means they decide, you don't have to worry about weapon balancing. The characters can then wear whatever they wish and fight with whatever they wish.
My only concern is: are all melee weapons atk, all ranged attacks dex, and all magic int? If that's the case then it works easily enough. If you allow some weapons to fall into multiple categories, that can make it tricky/complicated.
I also question why health is complimented by the highest stat. It means folks can put all their stats into an attack stat and leave the health stat alone. A tank with 25 stamina has 25 health 10 atk. A fighter with 25 atk has 25 health and 25 atk.....something seems off there. You'll want to either remove the bonus to health based on the highest stat (which will give meaning to adding stamina), reduce it somehow so they stamina guy will always have more health that will allow him to take another hit or more from the guy that focused str. Or keep it as is and remove the stamina stat.
You should probably set a stat cap or make sure to increase the stat modifier table to accommodate folks that take more purist builds.
Do you have a way for determining the general level/rating of an ability? Example: would a fireball that can kill human targets within 10 feet of it make sense at level 3 or 40?
I suppose as a last check, you should try thinking of characters you would make and how you would quantify them with stats. If you pit the characters against each other or the monsters you have in mind, would some be clearly superior? Is it fairly even? Are they killing and achieving what you hope they would at the level you have them at? Stuff like that.
I have had this idea knocking around in my head for a bit now and after trying it out in the Barton town forum with little success I thought it would be a good idea to bring it here to see if there is any interest or even feedback on what people feel I am doing wrong. Ok so here's the introduction to the Rp I designed:
This is the White Rose Guild, home to the best adventurers money can buy. Their feats are legendary and there hasn't been one quest they have failed whether its dragon slaying, demon army quelling or the removal of an ancient evil that was sealed long ago. Why the evil was never destroyed to begin with we'll never know what with it now being sealed away making it much easier to.....oh *clears throat* sorry getting a bit off topic. What I'm getting at is this guild I'm speaking of the one full of these amazing heroes and heroines? Yeah that's not you. Hate to break it to you but frankly your all beginners, scrubs......... well you get the idea. Wait! Where are you going!? There are some upsides to this situation. What do you mean like what? Oh erm well you get this awesome tower.
See? Pretty cool right? Well now that I have your attention again I'll continue. Though you won't be slaying dragons or Lich Kings you will be doing your part in other ways such as taking care of goblins, bandits and dangerous wildlife (Beware the hedgehogs). With each new win you'll start to make a name for yourself in villages and towns and hopefully become the best adventurers guild ever! At least in this realm anyway. Speaking of the realm let's have a look at it shall we?
After that is the character profiles and rules. However I included something else for when the profiles are sent. If anyone has ideas for areas of the world or quests then they can send them to me and I'll add them to the world and quest board. This means people can have more interaction and say in the world as well as take control of certain aspects in a quest they submitted. For example they would decide when certain enemies show like a boss monster or what kind of information specific NPCs might give. Now nobody is forced to play out their quest ideas as someone else can ask if they could do it or it can be left to a side and another quest be done instead until someone wishes to. With there hopefully being more than one quest on the board and the characters choosing to do one over the other, that could maybe cause consequences down the line of the story.
So is anybody interested in this kind of Rp? If not could I get some feedback as to why and how it could be improved.
This is a great rp idea.
What I've seen done: 1. established homebase/town. Gives players a stomping grounds that they can feel safe in and store their loot. It's also a place that they can quickly gain recognition in. A big city won't know who a small time adventurer is as much as their home town. At least until they get big.
2. Make world creation a necessary part of joining. They are allowed to create their character and join, but they must also submit a filled out template for a location, faction, piece of history concerning the world. This fleshes out the world, gives their character immediate attachment to the world beyond simple adventurer in random down. It also makes them more invested because they are immediately part of the rp creation process.
3. Do you plan on using stats or dice, or will the adventurer be purely players interacting with each other they way they deem fit?
4. Will you be controlling the world elements like time, weather, and npc's including monsters and antagonists?
5. Do you have a story line that will gradually carry the players to legendary heights or will the adventures be largely created at random with no over arching story? Unless you impose a system that lets them level up or something else to give them measurable advancement, it may be hard to make them feel like they are improving their skills and powers.
1. The tower is sort of their safe zone and I created a few locations of my own including the main city where the top guild is, a local town as well which I designed a quest for. It would sort of be like the town they have done work in before. I also included distances from location to location ex The tower is two days travel on foot to the main city.
2. I can see your point about making it mandatory to create parts of the world and history of it. I'll be sure to implement it.
3. I was planning to just have purely player interaction but now that you mention it, dice and/or stats might be a good idea. I'm just wondering how advanced it should be if I implement it. Perhaps having the players roll a D20 against the enemy/obstacle and after factoring in any bonuses/weaknesses it will decide what happens to the characters involved.
4. I'll be constantly controlling the time and weather. As for the npc's it will be up to the DM who submitted the quest. However the adventurers are allowed to interact with npc's they implement through the story but they cannot reveal information about the quest through other posts without the DM's permission. It will mean that the DM's npc's will have specific knowledge while adventurer npc's will have common knowledge.
5. I don't have an over arching story yet as that all depends on the adventurers actions. The only constant is that they are a group of adventurers wanting to get to the top. How they get there really depends on them. As for a leveling system I was thinking of giving each quest an infamy score. So an easy quest would have a low infamy score while a harder quest would have more. Once they reach certain levels of infamy more challenging quests can be placed but with each quest, whether easy or difficult, there will be consequences in the world if they aren't completed within a certain time limit. The time limit won't be shown on the quest board to prevent characters from efficiently completing them. As for skills and powers I could tie that in to the infamy system so that when they reach a certain point they can choose to improve a skill/power or they can add a new one. Though the new ability would have to start off weak and be improved by getting more infamy.
Does that answer everything? Or is there anything else you'd like to know?
I encourage you to keep the system simple, but you should definitely use a system if you don't have things planned out that much. This will allow the characters to do what you want them to do and that's completing quests to improve character and progress in story.
Most things can be rp'd, but giving characters and monsters stats will allow them to better gauge their abilities. Rolling a d20 can then add in the challenge element....otherwise they are likely to slaughter monsters by the dozens because they think they can.
Without an overarching storyline, a random adventure here and there sounds fine. However, you will want to flesh out that infamy system. What activities grant infamy? How much should those activities/quests be worth? What class or roleplay features will be unlocked at what levels of infamy? How will you determine what items/quests are feasible at any given levels of infamy?
I propose following an xp system of sorts. you can call the xp infamy so its quantifiable in game and out of game. The more popular they are, obviously the stronger, more developed, etc... they are.
You could make each creature/battle/dungeon/and or quest worth a fixed level of infamy. Tracking individual points may get confusing or prone to cheating/error. If you know a character won't be infamy level 2 until they complete dungeon X, it's easy to know and track infamy levels by structuring it like that.
At each infamy level you may give them a perk that they choose from: new ability, higher stat, magical item.
Whatever the case, the upgrade should make them more proficient as an adventurer in some degree.
Clearing dungeon X or unlocking level X in infamy will also unlock further quest lines and adventurer locations to help usher the characters towards story and bigger adventuring opportunities.
When it comes to magic items and abilities for character, i encourage you to let them create their own. Less work for you. All you'll have to do is look at it and see if it feels balanced to you. Obviously, splitting mountains with an excalibur'esque weapon is absurd.
That brings me to my next thought that you should determine a general power level for the adventurer. A players going to be normal people with training and magical gear? Are they meant to turn into superman level powers at the end? Will they always be some degree of realistic power and not epic fantasy powerful?
If you can determine what they will look like at the end of the rp, you can create a gradual advancement system of infamy that will gradually get the character from point A to point B. Ex: if you know that jack the slayer will be insta killing giants at the end, then you can look at the giant health and know that at level X jack should be swinging for about that much damage. You can then determine that at any given level he needs to be a given percentage of that X amount. level 20 jack needs to do 100 dmg. He is level 5. He should be doing around 20 points of damage.
While it seems complicated, it's easier than it looks since you are letting them pick their abilities and gear and all you have to do is check the final numbers.
Obviously if a character is trying to make themselves immune to damage, you'll need to curb that a bit as you feel the need since that doesn't play well with numbers.
It took some time but I think I have an idea how the mechanics will work. The infamy system works like this: Tier 1 Quests will have an infamy reward of 1-20 To reach level 2 you need 10 infamy Level 3 needs 25 infamy level 4 50 infamy level 5 85 infamy Each time you surpass 5 levels you unlock the next tier of quests Level 6 to 10 are tier 2 and 21-45 infamy can be earned from each quest Level 11 to 15 are tier 3 and 46-70 infamy can be earned Tier 3 would be the current limit so the goal is reachable.
With each level up the adventurers can choose to gain +1 stat point and a new/improved ability or choose to gain +3 stat points or a magical item
For the character stats there are Strength, Vitality, Dexterity and Intelligence. The health of an adventurer is equal to their vitality+their strongest stat as well as increasing by 5 hit points every even level. Each stat has 10 points to begin with and the adventurers have 15 points to share among the stats. If a stat hits a certain number then they gain a modifier that can be used on rolls: 15-16= +1 17-18= +2 19-20= +3 21+ = +4
Stats can be affected by status effects that can be caused by opponents, weather or the environment they are on.
Enemy stats will sort of work the same but will have more points to allocate at each tier. However the npc health doesn't have to be the Vit+strongest stat. This allows minion type enemies or bosses to be created. The dice they would use will be different for each tier as well: Tier 1 use D4 + D6 Tier 2 use D6 D10 + D12 Tier 3 use D10 D12 + D20
When rolling to deal damage a D20 is rolled by the adventurer/npc and it has to exceed the targets stat that you are using against them. For example: You a roll a 16 on a D20 using your strength and the targets strength is 15. Therefore your move goes through and you can proceed to deal damage.
For items they are split in to the same tiers as quests with them only being found on that specific tier. However each time a battle is over they can roll a D20 and if they get a natural 20 then they can choose to have an item a tier above. If they choose to use it when they are on the tier below then it must have a disadvantage until they master it by getting to the next quest tier.
That's what I have right now and I think that's all the dice/stats info covered though I'm hoping I made it overly complicated. If it is I'm just going to blame it all on the fact I only play 4th edition D&D xd
-Pities you for only playing 4e-
It's all pretty good. the stat system you came up with where strength is the attack as well as the defense against the attack is pretty good and simple.
How do you determine the quest worth? Do you just have the players roll a d20 at the end of the quest and give them random infamy points based on that?
In keeping things simple, I encourage you to roll advanced gear into a stat increases. It's simpler to say: 1. Jan got new armor. Her attack is now 23. than it is to say.... 2. Jan got new +3(atk) armor. Her attack is now 23(20 + 3armor).
by making the stats the number that matters and making them explain away their stats through whatever means they decide, you don't have to worry about weapon balancing. The characters can then wear whatever they wish and fight with whatever they wish.
My only concern is: are all melee weapons atk, all ranged attacks dex, and all magic int? If that's the case then it works easily enough. If you allow some weapons to fall into multiple categories, that can make it tricky/complicated.
I also question why health is complimented by the highest stat. It means folks can put all their stats into an attack stat and leave the health stat alone. A tank with 25 stamina has 25 health 10 atk. A fighter with 25 atk has 25 health and 25 atk.....something seems off there. You'll want to either remove the bonus to health based on the highest stat (which will give meaning to adding stamina), reduce it somehow so they stamina guy will always have more health that will allow him to take another hit or more from the guy that focused str. Or keep it as is and remove the stamina stat.
You should probably set a stat cap or make sure to increase the stat modifier table to accommodate folks that take more purist builds.
Do you have a way for determining the general level/rating of an ability? Example: would a fireball that can kill human targets within 10 feet of it make sense at level 3 or 40?
I suppose as a last check, you should try thinking of characters you would make and how you would quantify them with stats. If you pit the characters against each other or the monsters you have in mind, would some be clearly superior? Is it fairly even? Are they killing and achieving what you hope they would at the level you have them at? Stuff like that.
For the quest worth I think you're right on having each character involved roll a D20 during the first tier and maybe have the highest roll being how much infamy is earned by each player. I don't want to run the risk of having a player who did a lot during the quest and getting a low roll then being stuck with it.
I also agree with simplifying the stat increases that would definitely make it much easier for both player and DM. So when it comes to fights it would go like this: Jan has 23 strength and Goblin has 12 Goblin rolls a 10 on a D20 Goblins attack is 22 against Jan's 23 strength Goblins attack misses Have I got that right?
Yes all melee weapons are strength, range is dexterity and magic is intelligence. Even if the weapon has an enchantment then it still falls under the category of what type of weapon it is.
You're also right about the Vitality now that I've had time to look at it. I'll remove the highest stat bonus part for the health. Also I'll increase the modifier table for the builds as it does stand to reason that if they are going for that sort of character then they should get more stat point mod.
With your example about the fireball I'd rate that as maybe an ability in tier 2. It seems like quite a destructive ability that the character would discover later on using the abilities they know now and the knowledge gained through the story so far. For tier 1 abilities maybe before they know how to cast fireball it starts off as the ability spark where it would do a 1D4 damage. This means it would be effective at beginning levels but would become less effective at higher tiers unless improved.
I've had a little run with a few characters and enemies and I believe they are balanced enough to let most of it come down to the dice roll. Though if you feel otherwise please tell me as I really don't want to start it and find I missed something and it completely breaks everything.
Posted: Mon Jul 27, 2015 3:53 pm
The Soulless Warrior
Novama
The Soulless Warrior
Novama
The Soulless Warrior
1. The tower is sort of their safe zone and I created a few locations of my own including the main city where the top guild is, a local town as well which I designed a quest for. It would sort of be like the town they have done work in before. I also included distances from location to location ex The tower is two days travel on foot to the main city.
2. I can see your point about making it mandatory to create parts of the world and history of it. I'll be sure to implement it.
3. I was planning to just have purely player interaction but now that you mention it, dice and/or stats might be a good idea. I'm just wondering how advanced it should be if I implement it. Perhaps having the players roll a D20 against the enemy/obstacle and after factoring in any bonuses/weaknesses it will decide what happens to the characters involved.
4. I'll be constantly controlling the time and weather. As for the npc's it will be up to the DM who submitted the quest. However the adventurers are allowed to interact with npc's they implement through the story but they cannot reveal information about the quest through other posts without the DM's permission. It will mean that the DM's npc's will have specific knowledge while adventurer npc's will have common knowledge.
5. I don't have an over arching story yet as that all depends on the adventurers actions. The only constant is that they are a group of adventurers wanting to get to the top. How they get there really depends on them. As for a leveling system I was thinking of giving each quest an infamy score. So an easy quest would have a low infamy score while a harder quest would have more. Once they reach certain levels of infamy more challenging quests can be placed but with each quest, whether easy or difficult, there will be consequences in the world if they aren't completed within a certain time limit. The time limit won't be shown on the quest board to prevent characters from efficiently completing them. As for skills and powers I could tie that in to the infamy system so that when they reach a certain point they can choose to improve a skill/power or they can add a new one. Though the new ability would have to start off weak and be improved by getting more infamy.
Does that answer everything? Or is there anything else you'd like to know?
I encourage you to keep the system simple, but you should definitely use a system if you don't have things planned out that much. This will allow the characters to do what you want them to do and that's completing quests to improve character and progress in story.
Most things can be rp'd, but giving characters and monsters stats will allow them to better gauge their abilities. Rolling a d20 can then add in the challenge element....otherwise they are likely to slaughter monsters by the dozens because they think they can.
Without an overarching storyline, a random adventure here and there sounds fine. However, you will want to flesh out that infamy system. What activities grant infamy? How much should those activities/quests be worth? What class or roleplay features will be unlocked at what levels of infamy? How will you determine what items/quests are feasible at any given levels of infamy?
I propose following an xp system of sorts. you can call the xp infamy so its quantifiable in game and out of game. The more popular they are, obviously the stronger, more developed, etc... they are.
You could make each creature/battle/dungeon/and or quest worth a fixed level of infamy. Tracking individual points may get confusing or prone to cheating/error. If you know a character won't be infamy level 2 until they complete dungeon X, it's easy to know and track infamy levels by structuring it like that.
At each infamy level you may give them a perk that they choose from: new ability, higher stat, magical item.
Whatever the case, the upgrade should make them more proficient as an adventurer in some degree.
Clearing dungeon X or unlocking level X in infamy will also unlock further quest lines and adventurer locations to help usher the characters towards story and bigger adventuring opportunities.
When it comes to magic items and abilities for character, i encourage you to let them create their own. Less work for you. All you'll have to do is look at it and see if it feels balanced to you. Obviously, splitting mountains with an excalibur'esque weapon is absurd.
That brings me to my next thought that you should determine a general power level for the adventurer. A players going to be normal people with training and magical gear? Are they meant to turn into superman level powers at the end? Will they always be some degree of realistic power and not epic fantasy powerful?
If you can determine what they will look like at the end of the rp, you can create a gradual advancement system of infamy that will gradually get the character from point A to point B. Ex: if you know that jack the slayer will be insta killing giants at the end, then you can look at the giant health and know that at level X jack should be swinging for about that much damage. You can then determine that at any given level he needs to be a given percentage of that X amount. level 20 jack needs to do 100 dmg. He is level 5. He should be doing around 20 points of damage.
While it seems complicated, it's easier than it looks since you are letting them pick their abilities and gear and all you have to do is check the final numbers.
Obviously if a character is trying to make themselves immune to damage, you'll need to curb that a bit as you feel the need since that doesn't play well with numbers.
It took some time but I think I have an idea how the mechanics will work. The infamy system works like this: Tier 1 Quests will have an infamy reward of 1-20 To reach level 2 you need 10 infamy Level 3 needs 25 infamy level 4 50 infamy level 5 85 infamy Each time you surpass 5 levels you unlock the next tier of quests Level 6 to 10 are tier 2 and 21-45 infamy can be earned from each quest Level 11 to 15 are tier 3 and 46-70 infamy can be earned Tier 3 would be the current limit so the goal is reachable.
With each level up the adventurers can choose to gain +1 stat point and a new/improved ability or choose to gain +3 stat points or a magical item
For the character stats there are Strength, Vitality, Dexterity and Intelligence. The health of an adventurer is equal to their vitality+their strongest stat as well as increasing by 5 hit points every even level. Each stat has 10 points to begin with and the adventurers have 15 points to share among the stats. If a stat hits a certain number then they gain a modifier that can be used on rolls: 15-16= +1 17-18= +2 19-20= +3 21+ = +4
Stats can be affected by status effects that can be caused by opponents, weather or the environment they are on.
Enemy stats will sort of work the same but will have more points to allocate at each tier. However the npc health doesn't have to be the Vit+strongest stat. This allows minion type enemies or bosses to be created. The dice they would use will be different for each tier as well: Tier 1 use D4 + D6 Tier 2 use D6 D10 + D12 Tier 3 use D10 D12 + D20
When rolling to deal damage a D20 is rolled by the adventurer/npc and it has to exceed the targets stat that you are using against them. For example: You a roll a 16 on a D20 using your strength and the targets strength is 15. Therefore your move goes through and you can proceed to deal damage.
For items they are split in to the same tiers as quests with them only being found on that specific tier. However each time a battle is over they can roll a D20 and if they get a natural 20 then they can choose to have an item a tier above. If they choose to use it when they are on the tier below then it must have a disadvantage until they master it by getting to the next quest tier.
That's what I have right now and I think that's all the dice/stats info covered though I'm hoping I made it overly complicated. If it is I'm just going to blame it all on the fact I only play 4th edition D&D xd
-Pities you for only playing 4e-
It's all pretty good. the stat system you came up with where strength is the attack as well as the defense against the attack is pretty good and simple.
How do you determine the quest worth? Do you just have the players roll a d20 at the end of the quest and give them random infamy points based on that?
In keeping things simple, I encourage you to roll advanced gear into a stat increases. It's simpler to say: 1. Jan got new armor. Her attack is now 23. than it is to say.... 2. Jan got new +3(atk) armor. Her attack is now 23(20 + 3armor).
by making the stats the number that matters and making them explain away their stats through whatever means they decide, you don't have to worry about weapon balancing. The characters can then wear whatever they wish and fight with whatever they wish.
My only concern is: are all melee weapons atk, all ranged attacks dex, and all magic int? If that's the case then it works easily enough. If you allow some weapons to fall into multiple categories, that can make it tricky/complicated.
I also question why health is complimented by the highest stat. It means folks can put all their stats into an attack stat and leave the health stat alone. A tank with 25 stamina has 25 health 10 atk. A fighter with 25 atk has 25 health and 25 atk.....something seems off there. You'll want to either remove the bonus to health based on the highest stat (which will give meaning to adding stamina), reduce it somehow so they stamina guy will always have more health that will allow him to take another hit or more from the guy that focused str. Or keep it as is and remove the stamina stat.
You should probably set a stat cap or make sure to increase the stat modifier table to accommodate folks that take more purist builds.
Do you have a way for determining the general level/rating of an ability? Example: would a fireball that can kill human targets within 10 feet of it make sense at level 3 or 40?
I suppose as a last check, you should try thinking of characters you would make and how you would quantify them with stats. If you pit the characters against each other or the monsters you have in mind, would some be clearly superior? Is it fairly even? Are they killing and achieving what you hope they would at the level you have them at? Stuff like that.
For the quest worth I think you're right on having each character involved roll a D20 during the first tier and maybe have the highest roll being how much infamy is earned by each player. I don't want to run the risk of having a player who did a lot during the quest and getting a low roll then being stuck with it.
I also agree with simplifying the stat increases that would definitely make it much easier for both player and DM. So when it comes to fights it would go like this: Jan has 23 strength and Goblin has 12 Goblin rolls a 10 on a D20 Goblins attack is 22 against Jan's 23 strength Goblins attack misses Have I got that right?
Yes all melee weapons are strength, range is dexterity and magic is intelligence. Even if the weapon has an enchantment then it still falls under the category of what type of weapon it is.
You're also right about the Vitality now that I've had time to look at it. I'll remove the highest stat bonus part for the health. Also I'll increase the modifier table for the builds as it does stand to reason that if they are going for that sort of character then they should get more stat point mod.
With your example about the fireball I'd rate that as maybe an ability in tier 2. It seems like quite a destructive ability that the character would discover later on using the abilities they know now and the knowledge gained through the story so far. For tier 1 abilities maybe before they know how to cast fireball it starts off as the ability spark where it would do a 1D4 damage. This means it would be effective at beginning levels but would become less effective at higher tiers unless improved.
I've had a little run with a few characters and enemies and I believe they are balanced enough to let most of it come down to the dice roll. Though if you feel otherwise please tell me as I really don't want to start it and find I missed something and it completely breaks everything.
I feel that you should keep the attacks as d20 + mod of stat for the attack roll/accuracy.
d20 + 15 str vs 20 str is overpowered. A d20 + 3 str mod vs 20 str is a lot more reasonable. This means most attacks will miss (which rp'ers tend to prefer).
I would also make the damage caused by the player on a successful attack equal to their attacking mod. Character that attacks with a str mod of 3 will do 3 damage every time they hit with a str attack.
This means a level 1 character with pure attack will most likely hit and do 6 points of damage. Characters with a base health of 10 will be killed in 2 shots. This encourages players to attack first, to raise stamina, and/or make friends since they can be easily downed if they don't plan properly and work together.
this will obviously impact how abilities work. If I can already do 6 dmg consistently with an attack, what will the ability do? I believe abilities should be used to supplement the attacks damage, or to add additional effects like knocking them down, poisoning them, etc....I also believe abilities can have out of combat uses like 'jump' which lets them jump higher than other characters or 'move earth' which lets them control earth to a degree. Stuff like that.
I also believe that all attacks should be able to do at least 1 point of damage if they hit and that all attacks should have a chance to hit. Let's say that the following: 1. jack has 23 str 2. dan uses str attack with str of 10 3. dan's attack is a d20 with no mod 4. dan's max to hit is 20 5. Dan has no way to hit Jack with str.
I believe the above should never happen. I propose you include the crit system. If a player rolls a natural 20, they should always hit and do damage. It's up to you if you make crit do bonus damage, but the point is that no one can become unhittable.
You should decide what happens to characters if their hp reaches 0. should they die? Should they be dying and have limited amount of time to be saved? Should they just get knocked unconscious and not die unless they are left behind or the whole party dies?
1. The tower is sort of their safe zone and I created a few locations of my own including the main city where the top guild is, a local town as well which I designed a quest for. It would sort of be like the town they have done work in before. I also included distances from location to location ex The tower is two days travel on foot to the main city.
2. I can see your point about making it mandatory to create parts of the world and history of it. I'll be sure to implement it.
3. I was planning to just have purely player interaction but now that you mention it, dice and/or stats might be a good idea. I'm just wondering how advanced it should be if I implement it. Perhaps having the players roll a D20 against the enemy/obstacle and after factoring in any bonuses/weaknesses it will decide what happens to the characters involved.
4. I'll be constantly controlling the time and weather. As for the npc's it will be up to the DM who submitted the quest. However the adventurers are allowed to interact with npc's they implement through the story but they cannot reveal information about the quest through other posts without the DM's permission. It will mean that the DM's npc's will have specific knowledge while adventurer npc's will have common knowledge.
5. I don't have an over arching story yet as that all depends on the adventurers actions. The only constant is that they are a group of adventurers wanting to get to the top. How they get there really depends on them. As for a leveling system I was thinking of giving each quest an infamy score. So an easy quest would have a low infamy score while a harder quest would have more. Once they reach certain levels of infamy more challenging quests can be placed but with each quest, whether easy or difficult, there will be consequences in the world if they aren't completed within a certain time limit. The time limit won't be shown on the quest board to prevent characters from efficiently completing them. As for skills and powers I could tie that in to the infamy system so that when they reach a certain point they can choose to improve a skill/power or they can add a new one. Though the new ability would have to start off weak and be improved by getting more infamy.
Does that answer everything? Or is there anything else you'd like to know?
I encourage you to keep the system simple, but you should definitely use a system if you don't have things planned out that much. This will allow the characters to do what you want them to do and that's completing quests to improve character and progress in story.
Most things can be rp'd, but giving characters and monsters stats will allow them to better gauge their abilities. Rolling a d20 can then add in the challenge element....otherwise they are likely to slaughter monsters by the dozens because they think they can.
Without an overarching storyline, a random adventure here and there sounds fine. However, you will want to flesh out that infamy system. What activities grant infamy? How much should those activities/quests be worth? What class or roleplay features will be unlocked at what levels of infamy? How will you determine what items/quests are feasible at any given levels of infamy?
I propose following an xp system of sorts. you can call the xp infamy so its quantifiable in game and out of game. The more popular they are, obviously the stronger, more developed, etc... they are.
You could make each creature/battle/dungeon/and or quest worth a fixed level of infamy. Tracking individual points may get confusing or prone to cheating/error. If you know a character won't be infamy level 2 until they complete dungeon X, it's easy to know and track infamy levels by structuring it like that.
At each infamy level you may give them a perk that they choose from: new ability, higher stat, magical item.
Whatever the case, the upgrade should make them more proficient as an adventurer in some degree.
Clearing dungeon X or unlocking level X in infamy will also unlock further quest lines and adventurer locations to help usher the characters towards story and bigger adventuring opportunities.
When it comes to magic items and abilities for character, i encourage you to let them create their own. Less work for you. All you'll have to do is look at it and see if it feels balanced to you. Obviously, splitting mountains with an excalibur'esque weapon is absurd.
That brings me to my next thought that you should determine a general power level for the adventurer. A players going to be normal people with training and magical gear? Are they meant to turn into superman level powers at the end? Will they always be some degree of realistic power and not epic fantasy powerful?
If you can determine what they will look like at the end of the rp, you can create a gradual advancement system of infamy that will gradually get the character from point A to point B. Ex: if you know that jack the slayer will be insta killing giants at the end, then you can look at the giant health and know that at level X jack should be swinging for about that much damage. You can then determine that at any given level he needs to be a given percentage of that X amount. level 20 jack needs to do 100 dmg. He is level 5. He should be doing around 20 points of damage.
While it seems complicated, it's easier than it looks since you are letting them pick their abilities and gear and all you have to do is check the final numbers.
Obviously if a character is trying to make themselves immune to damage, you'll need to curb that a bit as you feel the need since that doesn't play well with numbers.
It took some time but I think I have an idea how the mechanics will work. The infamy system works like this: Tier 1 Quests will have an infamy reward of 1-20 To reach level 2 you need 10 infamy Level 3 needs 25 infamy level 4 50 infamy level 5 85 infamy Each time you surpass 5 levels you unlock the next tier of quests Level 6 to 10 are tier 2 and 21-45 infamy can be earned from each quest Level 11 to 15 are tier 3 and 46-70 infamy can be earned Tier 3 would be the current limit so the goal is reachable.
With each level up the adventurers can choose to gain +1 stat point and a new/improved ability or choose to gain +3 stat points or a magical item
For the character stats there are Strength, Vitality, Dexterity and Intelligence. The health of an adventurer is equal to their vitality+their strongest stat as well as increasing by 5 hit points every even level. Each stat has 10 points to begin with and the adventurers have 15 points to share among the stats. If a stat hits a certain number then they gain a modifier that can be used on rolls: 15-16= +1 17-18= +2 19-20= +3 21+ = +4
Stats can be affected by status effects that can be caused by opponents, weather or the environment they are on.
Enemy stats will sort of work the same but will have more points to allocate at each tier. However the npc health doesn't have to be the Vit+strongest stat. This allows minion type enemies or bosses to be created. The dice they would use will be different for each tier as well: Tier 1 use D4 + D6 Tier 2 use D6 D10 + D12 Tier 3 use D10 D12 + D20
When rolling to deal damage a D20 is rolled by the adventurer/npc and it has to exceed the targets stat that you are using against them. For example: You a roll a 16 on a D20 using your strength and the targets strength is 15. Therefore your move goes through and you can proceed to deal damage.
For items they are split in to the same tiers as quests with them only being found on that specific tier. However each time a battle is over they can roll a D20 and if they get a natural 20 then they can choose to have an item a tier above. If they choose to use it when they are on the tier below then it must have a disadvantage until they master it by getting to the next quest tier.
That's what I have right now and I think that's all the dice/stats info covered though I'm hoping I made it overly complicated. If it is I'm just going to blame it all on the fact I only play 4th edition D&D xd
-Pities you for only playing 4e-
It's all pretty good. the stat system you came up with where strength is the attack as well as the defense against the attack is pretty good and simple.
How do you determine the quest worth? Do you just have the players roll a d20 at the end of the quest and give them random infamy points based on that?
In keeping things simple, I encourage you to roll advanced gear into a stat increases. It's simpler to say: 1. Jan got new armor. Her attack is now 23. than it is to say.... 2. Jan got new +3(atk) armor. Her attack is now 23(20 + 3armor).
by making the stats the number that matters and making them explain away their stats through whatever means they decide, you don't have to worry about weapon balancing. The characters can then wear whatever they wish and fight with whatever they wish.
My only concern is: are all melee weapons atk, all ranged attacks dex, and all magic int? If that's the case then it works easily enough. If you allow some weapons to fall into multiple categories, that can make it tricky/complicated.
I also question why health is complimented by the highest stat. It means folks can put all their stats into an attack stat and leave the health stat alone. A tank with 25 stamina has 25 health 10 atk. A fighter with 25 atk has 25 health and 25 atk.....something seems off there. You'll want to either remove the bonus to health based on the highest stat (which will give meaning to adding stamina), reduce it somehow so they stamina guy will always have more health that will allow him to take another hit or more from the guy that focused str. Or keep it as is and remove the stamina stat.
You should probably set a stat cap or make sure to increase the stat modifier table to accommodate folks that take more purist builds.
Do you have a way for determining the general level/rating of an ability? Example: would a fireball that can kill human targets within 10 feet of it make sense at level 3 or 40?
I suppose as a last check, you should try thinking of characters you would make and how you would quantify them with stats. If you pit the characters against each other or the monsters you have in mind, would some be clearly superior? Is it fairly even? Are they killing and achieving what you hope they would at the level you have them at? Stuff like that.
For the quest worth I think you're right on having each character involved roll a D20 during the first tier and maybe have the highest roll being how much infamy is earned by each player. I don't want to run the risk of having a player who did a lot during the quest and getting a low roll then being stuck with it.
I also agree with simplifying the stat increases that would definitely make it much easier for both player and DM. So when it comes to fights it would go like this: Jan has 23 strength and Goblin has 12 Goblin rolls a 10 on a D20 Goblins attack is 22 against Jan's 23 strength Goblins attack misses Have I got that right?
Yes all melee weapons are strength, range is dexterity and magic is intelligence. Even if the weapon has an enchantment then it still falls under the category of what type of weapon it is.
You're also right about the Vitality now that I've had time to look at it. I'll remove the highest stat bonus part for the health. Also I'll increase the modifier table for the builds as it does stand to reason that if they are going for that sort of character then they should get more stat point mod.
With your example about the fireball I'd rate that as maybe an ability in tier 2. It seems like quite a destructive ability that the character would discover later on using the abilities they know now and the knowledge gained through the story so far. For tier 1 abilities maybe before they know how to cast fireball it starts off as the ability spark where it would do a 1D4 damage. This means it would be effective at beginning levels but would become less effective at higher tiers unless improved.
I've had a little run with a few characters and enemies and I believe they are balanced enough to let most of it come down to the dice roll. Though if you feel otherwise please tell me as I really don't want to start it and find I missed something and it completely breaks everything.
I feel that you should keep the attacks as d20 + mod of stat for the attack roll/accuracy.
d20 + 15 str vs 20 str is overpowered. A d20 + 3 str mod vs 20 str is a lot more reasonable. This means most attacks will miss (which rp'ers tend to prefer).
I would also make the damage caused by the player on a successful attack equal to their attacking mod. Character that attacks with a str mod of 3 will do 3 damage every time they hit with a str attack.
This means a level 1 character with pure attack will most likely hit and do 6 points of damage. Characters with a base health of 10 will be killed in 2 shots. This encourages players to attack first, to raise stamina, and/or make friends since they can be easily downed if they don't plan properly and work together.
this will obviously impact how abilities work. If I can already do 6 dmg consistently with an attack, what will the ability do? I believe abilities should be used to supplement the attacks damage, or to add additional effects like knocking them down, poisoning them, etc....I also believe abilities can have out of combat uses like 'jump' which lets them jump higher than other characters or 'move earth' which lets them control earth to a degree. Stuff like that.
I also believe that all attacks should be able to do at least 1 point of damage if they hit and that all attacks should have a chance to hit. Let's say that the following: 1. jack has 23 str 2. dan uses str attack with str of 10 3. dan's attack is a d20 with no mod 4. dan's max to hit is 20 5. Dan has no way to hit Jack with str.
I believe the above should never happen. I propose you include the crit system. If a player rolls a natural 20, they should always hit and do damage. It's up to you if you make crit do bonus damage, but the point is that no one can become unhittable.
You should decide what happens to characters if their hp reaches 0. should they die? Should they be dying and have limited amount of time to be saved? Should they just get knocked unconscious and not die unless they are left behind or the whole party dies?
I see where you're coming from and that would definitely be overpowered. Also having abilities that have effects for in and out of combat is great as it will give more variety to the way the characters work and how each person can benefit in a situation. With the Crit system I'm definitely going to implement it as I've always found it to be a real game changer in D&D for either side. For when a character reaches 0 health I think that the dying system would be best. This will give party members the chance to save the fallen member. While this happens the player helping the fallen member will be open to attack so the other members would need to work together to protect them. I think having them miss one turn to stabilize the member and once that is done the once dying member will have to decide where to go from there. Do they have any restoration items? Do they have an ability to restore health? Will they try to escape and leave their party members to fight off the rest of the enemies? Or will another member feel generous enough to try and restore their health or help them escape?
Posted: Mon Jul 27, 2015 4:44 pm
The Soulless Warrior
Novama
The Soulless Warrior
Novama
The Soulless Warrior
It took some time but I think I have an idea how the mechanics will work. The infamy system works like this: Tier 1 Quests will have an infamy reward of 1-20 To reach level 2 you need 10 infamy Level 3 needs 25 infamy level 4 50 infamy level 5 85 infamy Each time you surpass 5 levels you unlock the next tier of quests Level 6 to 10 are tier 2 and 21-45 infamy can be earned from each quest Level 11 to 15 are tier 3 and 46-70 infamy can be earned Tier 3 would be the current limit so the goal is reachable.
With each level up the adventurers can choose to gain +1 stat point and a new/improved ability or choose to gain +3 stat points or a magical item
For the character stats there are Strength, Vitality, Dexterity and Intelligence. The health of an adventurer is equal to their vitality+their strongest stat as well as increasing by 5 hit points every even level. Each stat has 10 points to begin with and the adventurers have 15 points to share among the stats. If a stat hits a certain number then they gain a modifier that can be used on rolls: 15-16= +1 17-18= +2 19-20= +3 21+ = +4
Stats can be affected by status effects that can be caused by opponents, weather or the environment they are on.
Enemy stats will sort of work the same but will have more points to allocate at each tier. However the npc health doesn't have to be the Vit+strongest stat. This allows minion type enemies or bosses to be created. The dice they would use will be different for each tier as well: Tier 1 use D4 + D6 Tier 2 use D6 D10 + D12 Tier 3 use D10 D12 + D20
When rolling to deal damage a D20 is rolled by the adventurer/npc and it has to exceed the targets stat that you are using against them. For example: You a roll a 16 on a D20 using your strength and the targets strength is 15. Therefore your move goes through and you can proceed to deal damage.
For items they are split in to the same tiers as quests with them only being found on that specific tier. However each time a battle is over they can roll a D20 and if they get a natural 20 then they can choose to have an item a tier above. If they choose to use it when they are on the tier below then it must have a disadvantage until they master it by getting to the next quest tier.
That's what I have right now and I think that's all the dice/stats info covered though I'm hoping I made it overly complicated. If it is I'm just going to blame it all on the fact I only play 4th edition D&D xd
-Pities you for only playing 4e-
It's all pretty good. the stat system you came up with where strength is the attack as well as the defense against the attack is pretty good and simple.
How do you determine the quest worth? Do you just have the players roll a d20 at the end of the quest and give them random infamy points based on that?
In keeping things simple, I encourage you to roll advanced gear into a stat increases. It's simpler to say: 1. Jan got new armor. Her attack is now 23. than it is to say.... 2. Jan got new +3(atk) armor. Her attack is now 23(20 + 3armor).
by making the stats the number that matters and making them explain away their stats through whatever means they decide, you don't have to worry about weapon balancing. The characters can then wear whatever they wish and fight with whatever they wish.
My only concern is: are all melee weapons atk, all ranged attacks dex, and all magic int? If that's the case then it works easily enough. If you allow some weapons to fall into multiple categories, that can make it tricky/complicated.
I also question why health is complimented by the highest stat. It means folks can put all their stats into an attack stat and leave the health stat alone. A tank with 25 stamina has 25 health 10 atk. A fighter with 25 atk has 25 health and 25 atk.....something seems off there. You'll want to either remove the bonus to health based on the highest stat (which will give meaning to adding stamina), reduce it somehow so they stamina guy will always have more health that will allow him to take another hit or more from the guy that focused str. Or keep it as is and remove the stamina stat.
You should probably set a stat cap or make sure to increase the stat modifier table to accommodate folks that take more purist builds.
Do you have a way for determining the general level/rating of an ability? Example: would a fireball that can kill human targets within 10 feet of it make sense at level 3 or 40?
I suppose as a last check, you should try thinking of characters you would make and how you would quantify them with stats. If you pit the characters against each other or the monsters you have in mind, would some be clearly superior? Is it fairly even? Are they killing and achieving what you hope they would at the level you have them at? Stuff like that.
For the quest worth I think you're right on having each character involved roll a D20 during the first tier and maybe have the highest roll being how much infamy is earned by each player. I don't want to run the risk of having a player who did a lot during the quest and getting a low roll then being stuck with it.
I also agree with simplifying the stat increases that would definitely make it much easier for both player and DM. So when it comes to fights it would go like this: Jan has 23 strength and Goblin has 12 Goblin rolls a 10 on a D20 Goblins attack is 22 against Jan's 23 strength Goblins attack misses Have I got that right?
Yes all melee weapons are strength, range is dexterity and magic is intelligence. Even if the weapon has an enchantment then it still falls under the category of what type of weapon it is.
You're also right about the Vitality now that I've had time to look at it. I'll remove the highest stat bonus part for the health. Also I'll increase the modifier table for the builds as it does stand to reason that if they are going for that sort of character then they should get more stat point mod.
With your example about the fireball I'd rate that as maybe an ability in tier 2. It seems like quite a destructive ability that the character would discover later on using the abilities they know now and the knowledge gained through the story so far. For tier 1 abilities maybe before they know how to cast fireball it starts off as the ability spark where it would do a 1D4 damage. This means it would be effective at beginning levels but would become less effective at higher tiers unless improved.
I've had a little run with a few characters and enemies and I believe they are balanced enough to let most of it come down to the dice roll. Though if you feel otherwise please tell me as I really don't want to start it and find I missed something and it completely breaks everything.
I feel that you should keep the attacks as d20 + mod of stat for the attack roll/accuracy.
d20 + 15 str vs 20 str is overpowered. A d20 + 3 str mod vs 20 str is a lot more reasonable. This means most attacks will miss (which rp'ers tend to prefer).
I would also make the damage caused by the player on a successful attack equal to their attacking mod. Character that attacks with a str mod of 3 will do 3 damage every time they hit with a str attack.
This means a level 1 character with pure attack will most likely hit and do 6 points of damage. Characters with a base health of 10 will be killed in 2 shots. This encourages players to attack first, to raise stamina, and/or make friends since they can be easily downed if they don't plan properly and work together.
this will obviously impact how abilities work. If I can already do 6 dmg consistently with an attack, what will the ability do? I believe abilities should be used to supplement the attacks damage, or to add additional effects like knocking them down, poisoning them, etc....I also believe abilities can have out of combat uses like 'jump' which lets them jump higher than other characters or 'move earth' which lets them control earth to a degree. Stuff like that.
I also believe that all attacks should be able to do at least 1 point of damage if they hit and that all attacks should have a chance to hit. Let's say that the following: 1. jack has 23 str 2. dan uses str attack with str of 10 3. dan's attack is a d20 with no mod 4. dan's max to hit is 20 5. Dan has no way to hit Jack with str.
I believe the above should never happen. I propose you include the crit system. If a player rolls a natural 20, they should always hit and do damage. It's up to you if you make crit do bonus damage, but the point is that no one can become unhittable.
You should decide what happens to characters if their hp reaches 0. should they die? Should they be dying and have limited amount of time to be saved? Should they just get knocked unconscious and not die unless they are left behind or the whole party dies?
I see where you're coming from and that would definitely be overpowered. Also having abilities that have effects for in and out of combat is great as it will give more variety to the way the characters work and how each person can benefit in a situation. With the Crit system I'm definitely going to implement it as I've always found it to be a real game changer in D&D for either side. For when a character reaches 0 health I think that the dying system would be best. This will give party members the chance to save the fallen member. While this happens the player helping the fallen member will be open to attack so the other members would need to work together to protect them. I think having them miss one turn to stabilize the member and once that is done the once dying member will have to decide where to go from there. Do they have any restoration items? Do they have an ability to restore health? Will they try to escape and leave their party members to fight off the rest of the enemies? Or will another member feel generous enough to try and restore their health or help them escape?
Something else that should be considered is healing. If someone gets a healing ability, there is currently nothing to prevent them from spamming said healing ability every post. Healing isn't bad, however, healing for a lot can be. If the healing ability is driven by a character's int as I suspect, full time healer can do a +6 at level 1 heal per turn. Depending on how much damage you intend monsters to do, this could be potent. I wonder if healing abilities should deviate from the other spells.
However it really just depends on how many monsters you intend to sick on a group at once and how much damage they are capable of.......
I got it: what if the healers have to roll to hit just like attackers. This would mean healers would have an easy time healing their tanks and attackers, but would have a harder time healing themselves and other mages who may have magic resistance. This would encourage formations where magic folk and healers would be in back while the fighters and tanks go to the friend and try to hold the line. This also allows heals to work like any other spell without the risk of becoming overpowered do to the chance of failure. Same can go to other abilities/spells that offer buffs.
It took some time but I think I have an idea how the mechanics will work. The infamy system works like this: Tier 1 Quests will have an infamy reward of 1-20 To reach level 2 you need 10 infamy Level 3 needs 25 infamy level 4 50 infamy level 5 85 infamy Each time you surpass 5 levels you unlock the next tier of quests Level 6 to 10 are tier 2 and 21-45 infamy can be earned from each quest Level 11 to 15 are tier 3 and 46-70 infamy can be earned Tier 3 would be the current limit so the goal is reachable.
With each level up the adventurers can choose to gain +1 stat point and a new/improved ability or choose to gain +3 stat points or a magical item
For the character stats there are Strength, Vitality, Dexterity and Intelligence. The health of an adventurer is equal to their vitality+their strongest stat as well as increasing by 5 hit points every even level. Each stat has 10 points to begin with and the adventurers have 15 points to share among the stats. If a stat hits a certain number then they gain a modifier that can be used on rolls: 15-16= +1 17-18= +2 19-20= +3 21+ = +4
Stats can be affected by status effects that can be caused by opponents, weather or the environment they are on.
Enemy stats will sort of work the same but will have more points to allocate at each tier. However the npc health doesn't have to be the Vit+strongest stat. This allows minion type enemies or bosses to be created. The dice they would use will be different for each tier as well: Tier 1 use D4 + D6 Tier 2 use D6 D10 + D12 Tier 3 use D10 D12 + D20
When rolling to deal damage a D20 is rolled by the adventurer/npc and it has to exceed the targets stat that you are using against them. For example: You a roll a 16 on a D20 using your strength and the targets strength is 15. Therefore your move goes through and you can proceed to deal damage.
For items they are split in to the same tiers as quests with them only being found on that specific tier. However each time a battle is over they can roll a D20 and if they get a natural 20 then they can choose to have an item a tier above. If they choose to use it when they are on the tier below then it must have a disadvantage until they master it by getting to the next quest tier.
That's what I have right now and I think that's all the dice/stats info covered though I'm hoping I made it overly complicated. If it is I'm just going to blame it all on the fact I only play 4th edition D&D xd
-Pities you for only playing 4e-
It's all pretty good. the stat system you came up with where strength is the attack as well as the defense against the attack is pretty good and simple.
How do you determine the quest worth? Do you just have the players roll a d20 at the end of the quest and give them random infamy points based on that?
In keeping things simple, I encourage you to roll advanced gear into a stat increases. It's simpler to say: 1. Jan got new armor. Her attack is now 23. than it is to say.... 2. Jan got new +3(atk) armor. Her attack is now 23(20 + 3armor).
by making the stats the number that matters and making them explain away their stats through whatever means they decide, you don't have to worry about weapon balancing. The characters can then wear whatever they wish and fight with whatever they wish.
My only concern is: are all melee weapons atk, all ranged attacks dex, and all magic int? If that's the case then it works easily enough. If you allow some weapons to fall into multiple categories, that can make it tricky/complicated.
I also question why health is complimented by the highest stat. It means folks can put all their stats into an attack stat and leave the health stat alone. A tank with 25 stamina has 25 health 10 atk. A fighter with 25 atk has 25 health and 25 atk.....something seems off there. You'll want to either remove the bonus to health based on the highest stat (which will give meaning to adding stamina), reduce it somehow so they stamina guy will always have more health that will allow him to take another hit or more from the guy that focused str. Or keep it as is and remove the stamina stat.
You should probably set a stat cap or make sure to increase the stat modifier table to accommodate folks that take more purist builds.
Do you have a way for determining the general level/rating of an ability? Example: would a fireball that can kill human targets within 10 feet of it make sense at level 3 or 40?
I suppose as a last check, you should try thinking of characters you would make and how you would quantify them with stats. If you pit the characters against each other or the monsters you have in mind, would some be clearly superior? Is it fairly even? Are they killing and achieving what you hope they would at the level you have them at? Stuff like that.
For the quest worth I think you're right on having each character involved roll a D20 during the first tier and maybe have the highest roll being how much infamy is earned by each player. I don't want to run the risk of having a player who did a lot during the quest and getting a low roll then being stuck with it.
I also agree with simplifying the stat increases that would definitely make it much easier for both player and DM. So when it comes to fights it would go like this: Jan has 23 strength and Goblin has 12 Goblin rolls a 10 on a D20 Goblins attack is 22 against Jan's 23 strength Goblins attack misses Have I got that right?
Yes all melee weapons are strength, range is dexterity and magic is intelligence. Even if the weapon has an enchantment then it still falls under the category of what type of weapon it is.
You're also right about the Vitality now that I've had time to look at it. I'll remove the highest stat bonus part for the health. Also I'll increase the modifier table for the builds as it does stand to reason that if they are going for that sort of character then they should get more stat point mod.
With your example about the fireball I'd rate that as maybe an ability in tier 2. It seems like quite a destructive ability that the character would discover later on using the abilities they know now and the knowledge gained through the story so far. For tier 1 abilities maybe before they know how to cast fireball it starts off as the ability spark where it would do a 1D4 damage. This means it would be effective at beginning levels but would become less effective at higher tiers unless improved.
I've had a little run with a few characters and enemies and I believe they are balanced enough to let most of it come down to the dice roll. Though if you feel otherwise please tell me as I really don't want to start it and find I missed something and it completely breaks everything.
I feel that you should keep the attacks as d20 + mod of stat for the attack roll/accuracy.
d20 + 15 str vs 20 str is overpowered. A d20 + 3 str mod vs 20 str is a lot more reasonable. This means most attacks will miss (which rp'ers tend to prefer).
I would also make the damage caused by the player on a successful attack equal to their attacking mod. Character that attacks with a str mod of 3 will do 3 damage every time they hit with a str attack.
This means a level 1 character with pure attack will most likely hit and do 6 points of damage. Characters with a base health of 10 will be killed in 2 shots. This encourages players to attack first, to raise stamina, and/or make friends since they can be easily downed if they don't plan properly and work together.
this will obviously impact how abilities work. If I can already do 6 dmg consistently with an attack, what will the ability do? I believe abilities should be used to supplement the attacks damage, or to add additional effects like knocking them down, poisoning them, etc....I also believe abilities can have out of combat uses like 'jump' which lets them jump higher than other characters or 'move earth' which lets them control earth to a degree. Stuff like that.
I also believe that all attacks should be able to do at least 1 point of damage if they hit and that all attacks should have a chance to hit. Let's say that the following: 1. jack has 23 str 2. dan uses str attack with str of 10 3. dan's attack is a d20 with no mod 4. dan's max to hit is 20 5. Dan has no way to hit Jack with str.
I believe the above should never happen. I propose you include the crit system. If a player rolls a natural 20, they should always hit and do damage. It's up to you if you make crit do bonus damage, but the point is that no one can become unhittable.
You should decide what happens to characters if their hp reaches 0. should they die? Should they be dying and have limited amount of time to be saved? Should they just get knocked unconscious and not die unless they are left behind or the whole party dies?
I see where you're coming from and that would definitely be overpowered. Also having abilities that have effects for in and out of combat is great as it will give more variety to the way the characters work and how each person can benefit in a situation. With the Crit system I'm definitely going to implement it as I've always found it to be a real game changer in D&D for either side. For when a character reaches 0 health I think that the dying system would be best. This will give party members the chance to save the fallen member. While this happens the player helping the fallen member will be open to attack so the other members would need to work together to protect them. I think having them miss one turn to stabilize the member and once that is done the once dying member will have to decide where to go from there. Do they have any restoration items? Do they have an ability to restore health? Will they try to escape and leave their party members to fight off the rest of the enemies? Or will another member feel generous enough to try and restore their health or help them escape?
Something else that should be considered is healing. If someone gets a healing ability, there is currently nothing to prevent them from spamming said healing ability every post. Healing isn't bad, however, healing for a lot can be. If the healing ability is driven by a character's int as I suspect, full time healer can do a +6 at level 1 heal per turn. Depending on how much damage you intend monsters to do, this could be potent. I wonder if healing abilities should deviate from the other spells.
However it really just depends on how many monsters you intend to sick on a group at once and how much damage they are capable of.......
I got it: what if the healers have to roll to hit just like attackers. This would mean healers would have an easy time healing their tanks and attackers, but would have a harder time healing themselves and other mages who may have magic resistance. This would encourage formations where magic folk and healers would be in back while the fighters and tanks go to the friend and try to hold the line. This also allows heals to work like any other spell without the risk of becoming overpowered do to the chance of failure. Same can go to other abilities/spells that offer buffs.
That's a great idea! As you said this would keep the abilities balanced and would make sure people kept to their assigned roles in combat. So long as they do that it will increase their survival rate and hopefully prevent the lone wolf fighter types who believe themselves to be the greatest thing since sliced bread. Right the areas covered so far are: World creation Time and weather controlled Quest creation Character/npc creation item creation ability mechanics leveling mechanics combat mechanics Would you say that's everything? I feel like I might be forgetting something...... That or I'm overthinking.
Posted: Mon Jul 27, 2015 5:15 pm
The Soulless Warrior
Novama
The Soulless Warrior
Novama
The Soulless Warrior
For the quest worth I think you're right on having each character involved roll a D20 during the first tier and maybe have the highest roll being how much infamy is earned by each player. I don't want to run the risk of having a player who did a lot during the quest and getting a low roll then being stuck with it.
I also agree with simplifying the stat increases that would definitely make it much easier for both player and DM. So when it comes to fights it would go like this: Jan has 23 strength and Goblin has 12 Goblin rolls a 10 on a D20 Goblins attack is 22 against Jan's 23 strength Goblins attack misses Have I got that right?
Yes all melee weapons are strength, range is dexterity and magic is intelligence. Even if the weapon has an enchantment then it still falls under the category of what type of weapon it is.
You're also right about the Vitality now that I've had time to look at it. I'll remove the highest stat bonus part for the health. Also I'll increase the modifier table for the builds as it does stand to reason that if they are going for that sort of character then they should get more stat point mod.
With your example about the fireball I'd rate that as maybe an ability in tier 2. It seems like quite a destructive ability that the character would discover later on using the abilities they know now and the knowledge gained through the story so far. For tier 1 abilities maybe before they know how to cast fireball it starts off as the ability spark where it would do a 1D4 damage. This means it would be effective at beginning levels but would become less effective at higher tiers unless improved.
I've had a little run with a few characters and enemies and I believe they are balanced enough to let most of it come down to the dice roll. Though if you feel otherwise please tell me as I really don't want to start it and find I missed something and it completely breaks everything.
I feel that you should keep the attacks as d20 + mod of stat for the attack roll/accuracy.
d20 + 15 str vs 20 str is overpowered. A d20 + 3 str mod vs 20 str is a lot more reasonable. This means most attacks will miss (which rp'ers tend to prefer).
I would also make the damage caused by the player on a successful attack equal to their attacking mod. Character that attacks with a str mod of 3 will do 3 damage every time they hit with a str attack.
This means a level 1 character with pure attack will most likely hit and do 6 points of damage. Characters with a base health of 10 will be killed in 2 shots. This encourages players to attack first, to raise stamina, and/or make friends since they can be easily downed if they don't plan properly and work together.
this will obviously impact how abilities work. If I can already do 6 dmg consistently with an attack, what will the ability do? I believe abilities should be used to supplement the attacks damage, or to add additional effects like knocking them down, poisoning them, etc....I also believe abilities can have out of combat uses like 'jump' which lets them jump higher than other characters or 'move earth' which lets them control earth to a degree. Stuff like that.
I also believe that all attacks should be able to do at least 1 point of damage if they hit and that all attacks should have a chance to hit. Let's say that the following: 1. jack has 23 str 2. dan uses str attack with str of 10 3. dan's attack is a d20 with no mod 4. dan's max to hit is 20 5. Dan has no way to hit Jack with str.
I believe the above should never happen. I propose you include the crit system. If a player rolls a natural 20, they should always hit and do damage. It's up to you if you make crit do bonus damage, but the point is that no one can become unhittable.
You should decide what happens to characters if their hp reaches 0. should they die? Should they be dying and have limited amount of time to be saved? Should they just get knocked unconscious and not die unless they are left behind or the whole party dies?
I see where you're coming from and that would definitely be overpowered. Also having abilities that have effects for in and out of combat is great as it will give more variety to the way the characters work and how each person can benefit in a situation. With the Crit system I'm definitely going to implement it as I've always found it to be a real game changer in D&D for either side. For when a character reaches 0 health I think that the dying system would be best. This will give party members the chance to save the fallen member. While this happens the player helping the fallen member will be open to attack so the other members would need to work together to protect them. I think having them miss one turn to stabilize the member and once that is done the once dying member will have to decide where to go from there. Do they have any restoration items? Do they have an ability to restore health? Will they try to escape and leave their party members to fight off the rest of the enemies? Or will another member feel generous enough to try and restore their health or help them escape?
Something else that should be considered is healing. If someone gets a healing ability, there is currently nothing to prevent them from spamming said healing ability every post. Healing isn't bad, however, healing for a lot can be. If the healing ability is driven by a character's int as I suspect, full time healer can do a +6 at level 1 heal per turn. Depending on how much damage you intend monsters to do, this could be potent. I wonder if healing abilities should deviate from the other spells.
However it really just depends on how many monsters you intend to sick on a group at once and how much damage they are capable of.......
I got it: what if the healers have to roll to hit just like attackers. This would mean healers would have an easy time healing their tanks and attackers, but would have a harder time healing themselves and other mages who may have magic resistance. This would encourage formations where magic folk and healers would be in back while the fighters and tanks go to the friend and try to hold the line. This also allows heals to work like any other spell without the risk of becoming overpowered do to the chance of failure. Same can go to other abilities/spells that offer buffs.
That's a great idea! As you said this would keep the abilities balanced and would make sure people kept to their assigned roles in combat. So long as they do that it will increase their survival rate and hopefully prevent the lone wolf fighter types who believe themselves to be the greatest thing since sliced bread. Right the areas covered so far are: World creation Time and weather controlled Quest creation Character/npc creation item creation ability mechanics leveling mechanics combat mechanics Would you say that's everything? I feel like I might be forgetting something...... That or I'm overthinking.
well you did mention that there may be multiple dm's. Were you not planning on running this? or was there a point in the story where you would go hands off and ask someone else to run?
Do you have a character profile/skeleton and/or world template for the rp'ers to fill out when they join?
For the quest worth I think you're right on having each character involved roll a D20 during the first tier and maybe have the highest roll being how much infamy is earned by each player. I don't want to run the risk of having a player who did a lot during the quest and getting a low roll then being stuck with it.
I also agree with simplifying the stat increases that would definitely make it much easier for both player and DM. So when it comes to fights it would go like this: Jan has 23 strength and Goblin has 12 Goblin rolls a 10 on a D20 Goblins attack is 22 against Jan's 23 strength Goblins attack misses Have I got that right?
Yes all melee weapons are strength, range is dexterity and magic is intelligence. Even if the weapon has an enchantment then it still falls under the category of what type of weapon it is.
You're also right about the Vitality now that I've had time to look at it. I'll remove the highest stat bonus part for the health. Also I'll increase the modifier table for the builds as it does stand to reason that if they are going for that sort of character then they should get more stat point mod.
With your example about the fireball I'd rate that as maybe an ability in tier 2. It seems like quite a destructive ability that the character would discover later on using the abilities they know now and the knowledge gained through the story so far. For tier 1 abilities maybe before they know how to cast fireball it starts off as the ability spark where it would do a 1D4 damage. This means it would be effective at beginning levels but would become less effective at higher tiers unless improved.
I've had a little run with a few characters and enemies and I believe they are balanced enough to let most of it come down to the dice roll. Though if you feel otherwise please tell me as I really don't want to start it and find I missed something and it completely breaks everything.
I feel that you should keep the attacks as d20 + mod of stat for the attack roll/accuracy.
d20 + 15 str vs 20 str is overpowered. A d20 + 3 str mod vs 20 str is a lot more reasonable. This means most attacks will miss (which rp'ers tend to prefer).
I would also make the damage caused by the player on a successful attack equal to their attacking mod. Character that attacks with a str mod of 3 will do 3 damage every time they hit with a str attack.
This means a level 1 character with pure attack will most likely hit and do 6 points of damage. Characters with a base health of 10 will be killed in 2 shots. This encourages players to attack first, to raise stamina, and/or make friends since they can be easily downed if they don't plan properly and work together.
this will obviously impact how abilities work. If I can already do 6 dmg consistently with an attack, what will the ability do? I believe abilities should be used to supplement the attacks damage, or to add additional effects like knocking them down, poisoning them, etc....I also believe abilities can have out of combat uses like 'jump' which lets them jump higher than other characters or 'move earth' which lets them control earth to a degree. Stuff like that.
I also believe that all attacks should be able to do at least 1 point of damage if they hit and that all attacks should have a chance to hit. Let's say that the following: 1. jack has 23 str 2. dan uses str attack with str of 10 3. dan's attack is a d20 with no mod 4. dan's max to hit is 20 5. Dan has no way to hit Jack with str.
I believe the above should never happen. I propose you include the crit system. If a player rolls a natural 20, they should always hit and do damage. It's up to you if you make crit do bonus damage, but the point is that no one can become unhittable.
You should decide what happens to characters if their hp reaches 0. should they die? Should they be dying and have limited amount of time to be saved? Should they just get knocked unconscious and not die unless they are left behind or the whole party dies?
I see where you're coming from and that would definitely be overpowered. Also having abilities that have effects for in and out of combat is great as it will give more variety to the way the characters work and how each person can benefit in a situation. With the Crit system I'm definitely going to implement it as I've always found it to be a real game changer in D&D for either side. For when a character reaches 0 health I think that the dying system would be best. This will give party members the chance to save the fallen member. While this happens the player helping the fallen member will be open to attack so the other members would need to work together to protect them. I think having them miss one turn to stabilize the member and once that is done the once dying member will have to decide where to go from there. Do they have any restoration items? Do they have an ability to restore health? Will they try to escape and leave their party members to fight off the rest of the enemies? Or will another member feel generous enough to try and restore their health or help them escape?
Something else that should be considered is healing. If someone gets a healing ability, there is currently nothing to prevent them from spamming said healing ability every post. Healing isn't bad, however, healing for a lot can be. If the healing ability is driven by a character's int as I suspect, full time healer can do a +6 at level 1 heal per turn. Depending on how much damage you intend monsters to do, this could be potent. I wonder if healing abilities should deviate from the other spells.
However it really just depends on how many monsters you intend to sick on a group at once and how much damage they are capable of.......
I got it: what if the healers have to roll to hit just like attackers. This would mean healers would have an easy time healing their tanks and attackers, but would have a harder time healing themselves and other mages who may have magic resistance. This would encourage formations where magic folk and healers would be in back while the fighters and tanks go to the friend and try to hold the line. This also allows heals to work like any other spell without the risk of becoming overpowered do to the chance of failure. Same can go to other abilities/spells that offer buffs.
That's a great idea! As you said this would keep the abilities balanced and would make sure people kept to their assigned roles in combat. So long as they do that it will increase their survival rate and hopefully prevent the lone wolf fighter types who believe themselves to be the greatest thing since sliced bread. Right the areas covered so far are: World creation Time and weather controlled Quest creation Character/npc creation item creation ability mechanics leveling mechanics combat mechanics Would you say that's everything? I feel like I might be forgetting something...... That or I'm overthinking.
well you did mention that there may be multiple dm's. Were you not planning on running this? or was there a point in the story where you would go hands off and ask someone else to run?
Do you have a character profile/skeleton and/or world template for the rp'ers to fill out when they join?
I plan to run my own quests but if someone else submits their own and the adventurers choose to follow that quest line then it would be up to them to run it. I still have the profile skeletons from the first draft of this Rp. I just need to tweak them so that they'll fit this one. The same for the world template as it needs expanding upon. I've just remembered as I was typing all this that I didn't decide on how many abilities a character should start with. I was thinking 3 as I think it would give them a variety of abilities. For example: 1. An attack with an ability/status effect 2. A buff/heal 3. A straight up ability
Posted: Mon Jul 27, 2015 5:44 pm
The Soulless Warrior
Novama
The Soulless Warrior
Novama
The Soulless Warrior
I see where you're coming from and that would definitely be overpowered. Also having abilities that have effects for in and out of combat is great as it will give more variety to the way the characters work and how each person can benefit in a situation. With the Crit system I'm definitely going to implement it as I've always found it to be a real game changer in D&D for either side. For when a character reaches 0 health I think that the dying system would be best. This will give party members the chance to save the fallen member. While this happens the player helping the fallen member will be open to attack so the other members would need to work together to protect them. I think having them miss one turn to stabilize the member and once that is done the once dying member will have to decide where to go from there. Do they have any restoration items? Do they have an ability to restore health? Will they try to escape and leave their party members to fight off the rest of the enemies? Or will another member feel generous enough to try and restore their health or help them escape?
Something else that should be considered is healing. If someone gets a healing ability, there is currently nothing to prevent them from spamming said healing ability every post. Healing isn't bad, however, healing for a lot can be. If the healing ability is driven by a character's int as I suspect, full time healer can do a +6 at level 1 heal per turn. Depending on how much damage you intend monsters to do, this could be potent. I wonder if healing abilities should deviate from the other spells.
However it really just depends on how many monsters you intend to sick on a group at once and how much damage they are capable of.......
I got it: what if the healers have to roll to hit just like attackers. This would mean healers would have an easy time healing their tanks and attackers, but would have a harder time healing themselves and other mages who may have magic resistance. This would encourage formations where magic folk and healers would be in back while the fighters and tanks go to the friend and try to hold the line. This also allows heals to work like any other spell without the risk of becoming overpowered do to the chance of failure. Same can go to other abilities/spells that offer buffs.
That's a great idea! As you said this would keep the abilities balanced and would make sure people kept to their assigned roles in combat. So long as they do that it will increase their survival rate and hopefully prevent the lone wolf fighter types who believe themselves to be the greatest thing since sliced bread. Right the areas covered so far are: World creation Time and weather controlled Quest creation Character/npc creation item creation ability mechanics leveling mechanics combat mechanics Would you say that's everything? I feel like I might be forgetting something...... That or I'm overthinking.
well you did mention that there may be multiple dm's. Were you not planning on running this? or was there a point in the story where you would go hands off and ask someone else to run?
Do you have a character profile/skeleton and/or world template for the rp'ers to fill out when they join?
I plan to run my own quests but if someone else submits their own and the adventurers choose to follow that quest line then it would be up to them to run it. I still have the profile skeletons from the first draft of this Rp. I just need to tweak them so that they'll fit this one. The same for the world template as it needs expanding upon. I've just remembered as I was typing all this that I didn't decide on how many abilities a character should start with. I was thinking 3 as I think it would give them a variety of abilities. For example: 1. An attack with an ability/status effect 2. A buff/heal 3. A straight up ability
I say they start with no abilities unless they put points into int up to the first mod point (15-16). You then allow them one ability to represent what it is they intend to be. Wizards get fire something. Healers get some kinda heal, etc....
Warriors and ranger types that use dex and str will already have a means of dealing damage and defending themselves. Leave abilities as a way for them to customize how they fight and handle various situations based on leveling up and learning those skills.
I see where you're coming from and that would definitely be overpowered. Also having abilities that have effects for in and out of combat is great as it will give more variety to the way the characters work and how each person can benefit in a situation. With the Crit system I'm definitely going to implement it as I've always found it to be a real game changer in D&D for either side. For when a character reaches 0 health I think that the dying system would be best. This will give party members the chance to save the fallen member. While this happens the player helping the fallen member will be open to attack so the other members would need to work together to protect them. I think having them miss one turn to stabilize the member and once that is done the once dying member will have to decide where to go from there. Do they have any restoration items? Do they have an ability to restore health? Will they try to escape and leave their party members to fight off the rest of the enemies? Or will another member feel generous enough to try and restore their health or help them escape?
Something else that should be considered is healing. If someone gets a healing ability, there is currently nothing to prevent them from spamming said healing ability every post. Healing isn't bad, however, healing for a lot can be. If the healing ability is driven by a character's int as I suspect, full time healer can do a +6 at level 1 heal per turn. Depending on how much damage you intend monsters to do, this could be potent. I wonder if healing abilities should deviate from the other spells.
However it really just depends on how many monsters you intend to sick on a group at once and how much damage they are capable of.......
I got it: what if the healers have to roll to hit just like attackers. This would mean healers would have an easy time healing their tanks and attackers, but would have a harder time healing themselves and other mages who may have magic resistance. This would encourage formations where magic folk and healers would be in back while the fighters and tanks go to the friend and try to hold the line. This also allows heals to work like any other spell without the risk of becoming overpowered do to the chance of failure. Same can go to other abilities/spells that offer buffs.
That's a great idea! As you said this would keep the abilities balanced and would make sure people kept to their assigned roles in combat. So long as they do that it will increase their survival rate and hopefully prevent the lone wolf fighter types who believe themselves to be the greatest thing since sliced bread. Right the areas covered so far are: World creation Time and weather controlled Quest creation Character/npc creation item creation ability mechanics leveling mechanics combat mechanics Would you say that's everything? I feel like I might be forgetting something...... That or I'm overthinking.
well you did mention that there may be multiple dm's. Were you not planning on running this? or was there a point in the story where you would go hands off and ask someone else to run?
Do you have a character profile/skeleton and/or world template for the rp'ers to fill out when they join?
I plan to run my own quests but if someone else submits their own and the adventurers choose to follow that quest line then it would be up to them to run it. I still have the profile skeletons from the first draft of this Rp. I just need to tweak them so that they'll fit this one. The same for the world template as it needs expanding upon. I've just remembered as I was typing all this that I didn't decide on how many abilities a character should start with. I was thinking 3 as I think it would give them a variety of abilities. For example: 1. An attack with an ability/status effect 2. A buff/heal 3. A straight up ability
I say they start with no abilities unless they put points into int up to the first mod point (15-16). You then allow them one ability to represent what it is they intend to be. Wizards get fire something. Healers get some kinda heal, etc....
Warriors and ranger types that use dex and str will already have a means of dealing damage and defending themselves. Leave abilities as a way for them to customize how they fight and handle various situations based on leveling up and learning those skills.
You have a good point. Here's what I came up with for the profile skeleton. It includes the requirements needed for the world and quest customization.
Character Pic: (Drawn/Anime etc) Username: Character Name: Age: Race: Class: Weapons: (This can include magic if you use a specific type) Skills: (A character with 15-16 intelligence or higher is allowed 1 skill/ability) Stats: Each stat has 10 points in it to begin with and you have 15 to allocate as you wish Strength: 10 Dexterity: 10 Vitality: 10 Intelligence: 10 Stat Modifiers If a character has the appropriate level of points in a stat they gain a modifier that is used in D20 rolls and as damage. 15-16= +1 17-18= +2 19-20= +3 21-22 = +4 23-24 = +5 25= = 6 etc Weaknesses/Flaws: (Up to 2) Bio: Personality: Anything else we should know?: Put your idea for an area to be added to the world under the profile. Ok here's where you all come in. I don't just want myself creating this world because I believe it will be more fun if we all make a part of it. You can name it, describe what it's like, are there specific races living there? What's the history of the place? The choice is up to you. The only restriction I have is that I don't want a load of submissions about areas that are full of nothing but evil creatures. I don't mind a few but I'll restrict the amount added. Though i may change my mind and allow more to be added if an area is saved by the characters. Quest submissions are welcome as well but you must remember it is up to you to run it. When submitting them you need to keep in mind what level the characters are and the kind of quests they would have access to in each tier. For example a tier 1 quest could be the removal of a small gang of goblins harassing a village, while a tier 2 quest could something like an orc brigade has taken over a mine controlled by a wealthy merchant.