Some ideas for a system, it's probably a little over complex, but I can smooth it out later
Classes, I'm thinking that you start off with none, but you can choose an organization and learn what they teach. You can join more than one organization and learn more than one type of ability.
Character Creation: Characters start off with 0 in all of their stats, and get 3 points. Each of these points must be placed in 3 of the 6 different stats. Yes, stats start at 0 (they max at 10).
Leveling: Each level, characters get 1 more point to assign to any stat that they feel like. Stats cannot go 10 through this manner. Characters cannot go past level 20.
Class Abilities: Once they have completed the quest to join a class, they get a total of one point per character level to spend on abilities that the class that they have joined allows them to learn.
A character cannot have more than their character level in point spent on these sort of 'class abilities'. So, if you join the mage class at level 10, you can spend 10 points on mage 'class abilities'; however, if you previously had swordsman training and spend 6 points on swordsman ablities, you now only have 4 points left for mage abilities. Basically, if you decide to join a 'class' later or earlier, you get the same amount of points to spend on all of your class ablities as anyone else does.
Stats are as follows, and range from 1 to 10 (normally).
Strength:
-Determines carry/lift weight, if you exceed this value by more than 1/2 of your max carry weight, you do not regenerate Hit Points or Mana.
-Melee damage (x2 your str score)
-Ranged damage (x1 your str score)
Agility:
-Determines ability to dodge attacks
-Increases attacks per round (not sure on the math yet)
Vitality:
-Determines how fast you regenerate HP
-Increases your HP pool
-Reduces the amount of damage that you take from magic or physical attacks
Dexterity:
-Determines how well you hit enemies
-Normalizes your Damage rolls (so, if you roll a 1 on a d6, and you have 6 Dex, you got a 6 instead)
-Affects casting time (reducing it)
Intelligence
-Determines Magical Damage
-Determines Magical Defense
-Increases your Mana Pool
-Determines how fast you regenerate your mana pool (all characters get the same sized pool,
Luck: (yes, luck, I'm not sure if it's a good idea or not though)
-Adds to physical damage
-Allows for physical attacks to bypass enemy armour/vitality
Combat:
Combat 'rounds' take X seconds each, I'm thinking that either they represent 1 second or 10 seconds each. I'm leaning towards 1 second, but it's not really a good idea.
Attacks are made by rolling a 10 sided dice (or d20, -10 for results over 10); you add your level and your dexterity and compare it to your targets level and agility. If you roll higher, you hit your target, if you roll lower, you miss.
Right now this is all pretty rough, but I got the idea last night when I was thinking about how the Ragnarok Online mechanics could be translated into a tabletop game. It's really a straight combat game, but this seemed like an interesting exercise to go through.
Something old and clunky
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- Judging__Eagle
- Prince
- Posts: 4671
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Lake Ontario is in my backyard; Canada
Something old and clunky
Last edited by Judging__Eagle on Tue May 27, 2008 7:21 pm, edited 2 times in total.
- Judging__Eagle
- Prince
- Posts: 4671
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Lake Ontario is in my backyard; Canada
- Judging__Eagle
- Prince
- Posts: 4671
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Lake Ontario is in my backyard; Canada
Classes
Weapon Adepts (Swordsman: Knight, Paladin; Merchant: Blacksmith, Alchemist)
-Hit stuff with weapons
-Wear some armour
-Repair physical damage taken quickly
-Some make and wear big armour
-Some make awesome weapons
-Some use giant wheelbarrows, other use little carts with a stuffed panda hanging from the rear; these carts are used to carry their items. Or as weapons.
-Some ride big animals into combat using either swords and sheilds, big swords or lances and sheilds.
Stealth Adepts (Theif: Assasin, Rogue)
-Sneak Around
-Use Poison
-Treat Poison
-Shank enemies
-Some are better at sneaking
-Some are better at shanking
-Some use a mix of weapons
-Some use two weapons
-Some use Slashing Katars
Magic Adepts (Mages: Wizard, Sages; Acolyte: Priest, Monk)
-Know how to create defenses against physical attacks
-Know how to recover Mana quickly
-Some know how to cast damaging bolts
-Some know how to cast damaging sprays
^-(Some can cast damaging blasts)
-Some know how to inflict wierd status effects
-Some know how to cast buffs
^-Stat buffs
^-Speed buffs
^-Speed de-buffs
-Some know how to heal
-Some know how to remove wierd status effects
Classes Abilities
...
Old Garbage
The following classes can be joined by normal adventurers:
Weapon-Adepts (tough melee, heavy armour and weapon users)
-Become Knights (2-handed swords, lances), or Paladins (1-handed swords, 2-handed polearms)
Scoundrels (fast melee, dagger and poison users)
-Become Assassins (katars) or Rogues (swords, daggers)
Mages (destructive ranged, magic users)
-Become Wizards (AoEs) or Mage-Blades (affect own weapons)
Acolytes
-Become Priests or Monks
Archers (fast ranged
-Become Hunters or Performers
Merchant (destructive melee, medium armour and weapon users)
-Become Smiths or Alchemists (...not sure how to set these up, yet)
"Other" Classes
Unarmed Martial Artist
-The monks listed above tend to use weighed gloves or other weapons, making them different from Unarmed Martial Artists
Gunslingers
-Yes, guns...they shoot; really, they're a lot like archers or mages for ranged dps
Shinobi
-Magic plus no armour plus melee attacks, oh joy!
Weapon Adepts (Swordsman: Knight, Paladin; Merchant: Blacksmith, Alchemist)
-Hit stuff with weapons
-Wear some armour
-Repair physical damage taken quickly
-Some make and wear big armour
-Some make awesome weapons
-Some use giant wheelbarrows, other use little carts with a stuffed panda hanging from the rear; these carts are used to carry their items. Or as weapons.
-Some ride big animals into combat using either swords and sheilds, big swords or lances and sheilds.
Stealth Adepts (Theif: Assasin, Rogue)
-Sneak Around
-Use Poison
-Treat Poison
-Shank enemies
-Some are better at sneaking
-Some are better at shanking
-Some use a mix of weapons
-Some use two weapons
-Some use Slashing Katars
Magic Adepts (Mages: Wizard, Sages; Acolyte: Priest, Monk)
-Know how to create defenses against physical attacks
-Know how to recover Mana quickly
-Some know how to cast damaging bolts
-Some know how to cast damaging sprays
^-(Some can cast damaging blasts)
-Some know how to inflict wierd status effects
-Some know how to cast buffs
^-Stat buffs
^-Speed buffs
^-Speed de-buffs
-Some know how to heal
-Some know how to remove wierd status effects
Classes Abilities
...
Old Garbage
The following classes can be joined by normal adventurers:
Weapon-Adepts (tough melee, heavy armour and weapon users)
-Become Knights (2-handed swords, lances), or Paladins (1-handed swords, 2-handed polearms)
Scoundrels (fast melee, dagger and poison users)
-Become Assassins (katars) or Rogues (swords, daggers)
Mages (destructive ranged, magic users)
-Become Wizards (AoEs) or Mage-Blades (affect own weapons)
Acolytes
-Become Priests or Monks
Archers (fast ranged
-Become Hunters or Performers
Merchant (destructive melee, medium armour and weapon users)
-Become Smiths or Alchemists (...not sure how to set these up, yet)
"Other" Classes
Unarmed Martial Artist
-The monks listed above tend to use weighed gloves or other weapons, making them different from Unarmed Martial Artists
Gunslingers
-Yes, guns...they shoot; really, they're a lot like archers or mages for ranged dps
Shinobi
-Magic plus no armour plus melee attacks, oh joy!
Last edited by Judging__Eagle on Sun Jun 01, 2008 6:54 am, edited 2 times in total.