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RPG
Dec 15, 2003 23:02:58 GMT -5
Post by N3B on Dec 15, 2003 23:02:58 GMT -5
alrighty, here's where discussion on the creation of this shall take place. later this week i'll post my thoughts on it, and then you all can tear them apart or support them. i'll get on early after school tomorrow and get it up so that i can proceed right to work on my science project.
until tomorrow after i've posted what i've got so far (it's alot), please don't try to make too many big suggestions or ideas. you can contribute little things, but not major.
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RPG
Dec 16, 2003 14:26:03 GMT -5
Post by N3B on Dec 16, 2003 14:26:03 GMT -5
here's what i've got so far: it's kinda jumbled and out of order in a logic sense, but just read through it
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The Wild - you can role-play freely simmilar to PDBA, except you "live" this, rather than do things in fragments. - You can fight monsters simmilar to PDBA style as long as they are in your attack level. - If there's another member in the wild, you can ally with them for a battle or attack them - in your hut, you cannot be attacked - each person has their own house / hut which they live in.
Quest House / Questing - Choose a take-able quest, and then you'll enter a separate topic for your quest - Overlords moderate the dungeon, throwing puzzles at you, monster-encounters, booby traps, treasure chests, and a boss. - overlords set up a puzzle, the quester has to role-play their action to complete it. if they get it wrong, they go into a battle. - You CAN leave the dungeon and come back, but you'll have to start over from the beginning. - When choosing quests, there are "*"'s marking how many challenges are in each dungeon (also difficulty level). you go through a dungeon with 1 *, you beat one challange, then the boss. - You gain a level and gain a limited amount of HP for completing a quest, as well as EXP
Battle - In dungeons, damage ratios based off of set weapon damage. - Role-play your character PDBA-style through a battle, DO NOT post "N3B did 14 damage to the octopus" or whatever. - Calculate how many turns it will take for you to kill the enemy, then multiply their damage by the number of rounds it takes you to kill them, and post your remaining health / stats at the end of the battle. - during quests and in dungeons is the ONLY time you'll have to worry about health and such. - In the bestiary, each monster will have 3 dropped items (more or less). you then get to take one and add it to your inventory in your profile for later use. - Same goes for killing a monster in the wild, you can take 1 dropped item. - Against humans in the wild, you first calculate the damage (enemy health divided by your damage, switch the enemy and self for their attack) and then you can figure out how much health will be left for you. role-play the battle - Don't do the stats when fighting monsters in the wild. just role-play as you wish as if it were the PDBA - If you die, you spawn in the tavern in your next post, only losing the 1 dropped item. - When you kill a member, you MUST PM them saying "You've been killed by N3B" or whatever. this way there will be NO confusion over someone dying but then going to the market place or whatever. - You can heal by sleeping in your house, eating in the tavern, or using an item from your inventory - post your stats and enemy stats at the begining of a fight
Profile - You get like 20 stat points to distribute between Strength and Magic. - You start with 100HP or something - Magic = the level of required ability to use a magic rune as a weapon - Strength = the level of required ability to use a physical weapon - Everything else goes by the PDBA Profile basically (i'll make an outline for this later) - You can go to the church to buy stat points, then modify your profile to add the stat points. - When you pick up a new weapon / item, modify your profile and add it to the inventory - Have a log at the bottom of the profile which posts what was modified, and when it was modified.
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ugh, i'm getting sick. Flu's been going around abundantly in my area, i got the shot for it but i'm coming down with some other illness. don't feel like typing out anything else right now. but i'll get the rest in before the day's over, i've got alot of plans for this.
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RPG
Dec 16, 2003 14:38:54 GMT -5
Post by niff on Dec 16, 2003 14:38:54 GMT -5
Nice ideas! I think I might just modify my character's appearance a little so it fits in with the more "medieval" scenario.
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RPG
Dec 17, 2003 20:58:52 GMT -5
Post by N3B on Dec 17, 2003 20:58:52 GMT -5
Dungeons - Same as the wild, except only the person taking on the quest may enter the dungeon - A separate topic will be made for quest dungeons. - Users may enter dungeons, but battle is different than in the wild; Overlord will trigger a battle with you, selecting a monster of choice. - stronger monsters with exp can be obtained in a dungeon - overlords trigger treasure chests, booby traps
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RPG
Dec 17, 2003 21:59:52 GMT -5
Post by Draxas on Dec 17, 2003 21:59:52 GMT -5
Interesting... From your description, it seem like the two areas are shaped differently, ie. Players shape the Wilds and the monsters therein, while the Overlords have complete control over what happens in a dungeon. Is this accurate? Also from the description you gave, it seems the Wilds only serve (as far as game mechanics are concerned; obviously they are an RP opportunity) as a connection between dungeons, and a sort of P-Killer arena. If I interpret correctly, no XP are awarded for killing monsters in the Wilds, right? Is there any differentiation between the Wilds and a town? Or is the only real distinction somthing like an overworld/underworld (Wilds/Dungeons)? If towns are separate, then how are the different from the Wilds? What role (if any) will NPCs play? Are these simply generated by the Overlords as needed, or can the Players shape the world somewhat in this manner as well? I need to know a bit more about the combat system before I can make comments on it. "Magical runes" confuse me in particular, are these items anyone can obtain and use, or do you need to specialize in magic and learn spells, and these functions simply as spell components or somesuch? Speaking of specialization, will there be anything like job classes, or are all players "jacks-of-all-trades" so to speak? Sorry for the deluge of questions, but I get like this when I'm excited about a project (just ask Notesurfer . Please answer at your leisure, or not at all, as you see fit .
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RPG
Dec 17, 2003 22:12:30 GMT -5
Post by Draxas on Dec 17, 2003 22:12:30 GMT -5
Ah, one more thing I nearly forgot:
Are we going to allow group questing? I understand from the Tavern example, that players can acquire NPCs to aid them, but what about other players as allies? On a related note, will the formation of permanent teams (like say the N-Bombs, or the Chaos Faction) be allowed here? Or will we limit people to temporary alliances only?
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Snake
PDBA Veteran
Neo Tetra Coalition
So sayeth the Shepherd ...
Posts: 705
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RPG
Dec 18, 2003 2:44:29 GMT -5
Post by Snake on Dec 18, 2003 2:44:29 GMT -5
My idea is this: I think, in the Profile, RPGers should choose an element (Fire, Water. etc) that corresponds with Spells and stuff, like, Some elements have more effect on an Element than others (Fire can go well against Ice whereas Water can defeat fire Easily) Another idea is that certain spells can only be bought/found in certain places (Fire spells in the mountains etc)
Give your thoughts
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RPG
Dec 18, 2003 3:24:40 GMT -5
Post by niff on Dec 18, 2003 3:24:40 GMT -5
Time to CP my fate card stuff:
You could have an RPG style thing, like, all us people who were at this site at the start, and the vets, like: N3B Niff Notesurfer Phoenix Razor Ranger Golden Magnum Snake
Us peeps can be like the "Heroes of ____" and all be different elements, apart from N3B (more on that later).
And we make up a whole history of us defeating a giant bad dude, and the new people of the PDBA - Draxas Merlin Syxpac Jackson Garrant Raven
Can be the characters you select from in the game at the start, and all us vets can be "Fate Cards" kinda thing, where you assign 3 cards to your hand, and each card has a special meaning. Then there are extra cards that you buy at mystic shops, say status healing cards, healing cards, powerboost cards and affect all cards (more on those later too). Say if I just played myself (thunder elemental) it would do a bolt attack at a lower Fate level, thunderblast or thunderstorm attack at a higher Fate level.
N3B could be the "summon" card, where if I play him combined wih myself it would summon Quetzalcoatl (thunder aztec or mayan god) at a lower Fate level or that huge cool mofo Thor (greek or something god of thunder) to attack the enemy. Then for the third card or whatever, you could choose a "Powerboost" card, which increases the summon or spell's attack power by +(your fate level) damage. So say if Notesurfer was... Ice elemental, it would summon Shiva or something ice related.
All of these spells only hit one enemy at a time, so for summons you could put in an "Affect All" card for more than one enemy, or just boost it up with a "Powerboost" card. So that means you could add in the Niff card, with Affect All and Powerboost to make it a normal spell with a devastating hit all attack. Summons always do 2x the damage of normal spells, but take up 2x the normal mana to cast.
Then there can be healing cards too, so it would affect everything the same as other cards. Powerboost means more healing power, affect all means it.. affects all. But, if you add in the summon card, it means that it will be 2x more healing with just as much mana use as a normal spell, since healing cards take no mana but disappear after a use, it will summon some kind of fairy/druid healing dude/dudette.
Status healing would be the same as normal hp healing, except affect all would be the only card to combine to it.
Mana points will be used for casting spells. All the vet cards you start off with use a set amount of mana to use each. If you add in summons, it uses 2x the normal mana. All the cards you buy or collect from dead carcasses - status healing, healing, affect all and powerboost, do not use mana, but are stackable and disappear after one use.
Then when you beat the game, you can reinact the story of what us vets did to make us all powerful legends of history. That is until we figure out the bad guys and story and time setting and weapons and all the other mumbo jumbo for the first characters anyway! *sigh*
See what happens when you get boring classes at school?
I'll figure out the melee combat, weapons, stat boosting, status ailments and stuff tomorrow. Then on with the story
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RPG
Dec 18, 2003 12:26:40 GMT -5
Post by N3B on Dec 18, 2003 12:26:40 GMT -5
Interesting... From your description, it seem like the two areas are shaped differently, ie. Players shape the Wilds and the monsters therein, while the Overlords have complete control over what happens in a dungeon. Is this accurate? Also from the description you gave, it seems the Wilds only serve (as far as game mechanics are concerned; obviously they are an RP opportunity) as a connection between dungeons, and a sort of P-Killer arena. If I interpret correctly, no XP are awarded for killing monsters in the Wilds, right? Is there any differentiation between the Wilds and a town? Or is the only real distinction somthing like an overworld/underworld (Wilds/Dungeons)? If towns are separate, then how are the different from the Wilds? What role (if any) will NPCs play? Are these simply generated by the Overlords as needed, or can the Players shape the world somewhat in this manner as well? I need to know a bit more about the combat system before I can make comments on it. "Magical runes" confuse me in particular, are these items anyone can obtain and use, or do you need to specialize in magic and learn spells, and these functions simply as spell components or somesuch? Speaking of specialization, will there be anything like job classes, or are all players "jacks-of-all-trades" so to speak? Sorry for the deluge of questions, but I get like this when I'm excited about a project (just ask Notesurfer . Please answer at your leisure, or not at all, as you see fit . The wild is simply to serve as the "PDBA-esque" part. that's there so that people can go there where everything is PDBA-style, no overlords, no nothing. quite simply, it's there to give people a "home" since they've been doing PDBA much longer than this, and would feel overwhelmed with the different system in all the other areas of the RPG. In a dungeon, there are regular ones where you have to go to train exp. I've thought a little more over this, but the beginning post of the dungeon could say "You've entered the _____ Dungeon, (say a little blurb about it)..." then post what monsters are active, and what level they're at. OF course, this would all be information collected from the bestiary posted in the library, where you go to look up monsters, items, maps, etc. The player can choose which monster they'd like to fight, provided the monster is less than or equal to 5 greater than the player's level. then an overlord could throw random encounters against harder monsters at the player, trigger treasure chests which the player could find, trigger booby traps which would do x amount of damage to the player. No exp is awarded from killing anything in the wild. quite simply, as stated above, this is the PDBA aspect of it. of course, you'll be role-playing everything you do as if it were the PDBA, but there are RPG limits and things. in the wild, what happens is solely up to you and other posters. overlords can't interfere there. um.... towns vs. the wild. i haven't thought much into "towns", only that there'd be like one central town, with everything you need in it; weapons shop, armor shop, library, quest house, etc. of course, each location would have its own topic, so you'd go into a separate topic if you want to take a quest. of course, you'd have to role-play your taking of the quest out, selecting one from the available ones in the first post. NPC's are there to interact with. they serve no other purpose but to give out random quests, ask to join a party, and maybe other things that we'll decide upon, later on. but you can talk to them when you're bored and have little conversations. they give "life" to the game. battle system: it's exactly like the PDBA, where you make-up a dynamic battle sequence. it doesn't have to be turn based in your post. you can battle just as if it were the PDBA. but before the battle, you must post YOUR STATS, and the ENEMY'S STATS. you then calculate how many rounds it will take you to kill the enemy, based off of how much damage your weapon does. then, you multiply the enemy's damage by the number of turns it takes you to kill them, and then you'll know your remaining health. FORMULA: Enemy's health divided by your weapon damage (round up). multiply the solution to equation 1 by enemy's weapon's damage. the second equation shows how much health will be left on your side. you calculate everything AS IF it were turn based. of course, to make this easy no one can *miss*, assume each attack is a hit. Magic runes: i'm thinking we will have jobs, where you can be a magician, warrior, or archer (more if we think of any). of course, each job could use "special PD weapons" as uber killing and such, but only happens once you've completed x many quests and gotten to x level. but the runes would be the weapon that a mage would use. you could buy as many as you want, and equip up to 4. you could have equiped, say, "Thunder", "Fire storm", "Block", and "heal". thunder and fire storm being offensive attack, block being a self-acting rune that would reduce enemy attacks by 25% (you'd get the enemy damage, multiply by .25), and heal obviously would heal you. you'd have to be at a high level to use this, but it could ONLY be used once IN BATTLE, and as many as needed outside of battle. there is no MAGIC meter as said in other games, this would be too hard to moderate. job classes: consult above paragraph. we could make some if you guys want. of course, i expect we'll spend several months making sure this thing will be perfect for when we release it to the public.
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RPG
Dec 18, 2003 14:10:47 GMT -5
Post by Draxas on Dec 18, 2003 14:10:47 GMT -5
Ah, good, I think my major concern was about the Wilds and the potential for "free XP" by fighting woundless there. On the other hand, free items? I would imagine not, but...
I am also still curious about group vs. solo quests, and the potential for "permanent" teams. We should also watch out for the Wilds becoming "killing fields" so to speak, where people only venture forth to attack other players...
The town (or possibly more than one, but keep it simple for now) could definitely offer more potential for RP, especially if the Questmasters were a bit more scattered, and certain locations had exclusive quests. For example, there could be a "generic quest" area in the tavern (a bulletin board or something similar), but higher level quests with better rewards could be available in the Adventurer's Guild, or perhaps even the Mage's and Fighter's guilds if we want to split them up. Also, very important and/or very large quests could be offered by the city Mayor. Example: A legion of Orcs has been spotted marching on the city from the west! The City Council has issued a general call to arms for all able bodied men to help to defend the gates. Please report to the barracks to sign up as a soldier. List rewards, etc., possibly a reward of a special title or somesuch for completion. Obviously, this is a quest meant for as many people who care to participate.
Another example: The Mayor requires the services of an experienced diplomat to serve as an emmisary to a neighboring town. There is a dispute that must be settled as quickly as possible, or else the situation could escalate into war. This quest would be highly specialized in nature, and the * level would likely be different depending on the RP skill (and silver tongue) of the player who accepts. Rewards would again probably include a special title, and possibly a special item that provides some benefit in the town (ie. 25% discount at all shops, etc.) Also, depending on the success or failure of the player who accepts this quest, future quests could be affected. For example, if the quest was a failure, it could trigger a "war" quest as above, with the neighboring town (or possibly the hometown) being the aggressor. If the quest was a success, war is averted, and the player(s) who completed the quest would be the first to be contacted in similar situations (They would be issued a personal invitation, and have a week to respond. If they do not respond, or do not accept, then it will go out for a general quest again.)
If we do have a job class system, we should definitely decide whether playes can change classes or are forced to remain fixed. Then again, we should also decide if a job class has any bearing on anything besides RP. If so, I figure players could use XP to "purchase" new skills just like they purchase stat points. And believe me, I can think of many more classes than just those 3, and without even trying much: Fighter, Archer, Monk (fights using martial arts), Healer, Battlemage, Thief, Assassin (uses poisons and other dirty tricks), Knight, Paladin, Summoner, Illusionist, etc. etc. etc. As far as classes go, "mage" classes would be able to learn certain spells based on their type, and be excluded from learning others (A healer would not be able to learn Thunderbolt, for example). Fighting classes would be limited to using only item-magic (ie. scrolls, potions), though I don't think these should sap XP to use. Instead, it would make more sense to simply have to keep a stock of them, and make purchasing them very expensive or not possible, so as to limit stockpiling. We could also discuss multiclassing, but that's probably way too complex. In fact, maybe the job class system is a bad idea, and we should just limit it to "mage/notamage"...
This is probably way off on a useless tangent by now, so I think I'll wrap it up.
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RPG
Dec 18, 2003 15:38:49 GMT -5
Post by N3B on Dec 18, 2003 15:38:49 GMT -5
hmm, i may have said monsters with taking a dropped item. i mean to have said that in relation to humans.
i like Draxas' idea for jobs/classes opposed to Note's. no offense, but having a class based on what item you have equipped is way to complicated
an idea to base off of Draxas' idea, is that when you make a profile, you select what job you will take. then, you take their amount of starting stats, and can upgrade them as you please. however, if you should ever choose to change a class, it would cost a hefty amount of exp (about 5-8 quest's worth). we could have it so that the person goes down to the starting stats of that job, or could just keep what stats they have already. just that they'd have to invest more exp into another stat area to use the weapons / scrolls / runes / etc specialized for that job.
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RPG
Dec 18, 2003 16:46:16 GMT -5
Post by Draxas on Dec 18, 2003 16:46:16 GMT -5
Ah, changing jobs... always a sticking point.
It should definitely cost a HEFTY amount of XP to change jobs (based on the numbers I'm seeing right now 5-10 thousand seems appropriate), in order to discourage people from swapping back and forth on a daily basis. On the other hand, players should be able to retain their stats, since they already spent the XP to get them. Or possibly penalize their stats for a while, and have them need to spend a medium amount of XP (say 500-1000) to restore them to their original level.
Now, as for multiclassing... another typical sticking point. The easiest method is to simply say "no", and have the player lose all of their skills from their old class. This is probably even more effective than the massive XP drain of class switching in terms of discouragement. After all, who wants to waste several thousand XP buying skills that they won't be able to use any more? If we are going to allow multiclass characters under this system, however, then things WILL get tricky. If not kept in check, eventually many people will become superpowered, with 3 or 4 class skillsets to use. Again, a moderate to heavy XP payment should be required to access learned skills from a class you are no longer a member of. If you want to especially mean, thi penalty could be levied on EACH skillset a player wants to restore. Bear in mind, thats a ton of time, questing, and XP required to create the supermen I was talking about.
Then there is the "FFT" multiclassing system that someone was talking about in the job class thread. This has its merits, but I think has a much higher chance of generating supermen much faster than anything else. I can't think of much else to say about this system... It works well in video games, but I think for our purposes, it may not be prudent unless we have a huge number of skills available to each class that people will WANT to learn. Or possibly a prerequisite system could help limit this somewhat... but I think it may be better not to use it entirely.
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RPG
Dec 18, 2003 16:55:05 GMT -5
Post by N3B on Dec 18, 2003 16:55:05 GMT -5
consult the job and classes topic for my thoughts on this. i think my most recent idea is the simplest yet, and would also be the most effective one. please, not more job discussion in this topic. if you want to talk about it, go to the topic.
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RPG
Dec 27, 2003 1:36:11 GMT -5
Post by Draxas on Dec 27, 2003 1:36:11 GMT -5
I notice the beta test board is up. I also notice that there's nothing there yet, and I hesitate to make the first post in an empty board.
Should we just start posting there, say, with profiles, or would it be more prudent to wait for, say, finalized rules, equipment lists, etc.?
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RPG
Dec 29, 2003 19:14:18 GMT -5
Post by N3B on Dec 29, 2003 19:14:18 GMT -5
that's up because i got bored. later on, once we've made version 1.1 of the rules and gameplay we'll test it. we'll then change it, then do beta 1.2, 1.3 etc if we feel we need to change rules.
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