A Game In the Works
Posted: Sat Nov 19, 2011 4:46 am
So, a friend of mine asked me to help them make a game that is loosely based on D&D and is as rules light as possible. We haven't got too much crunch at the moment, but I've worked out some basic ideas. However, being a fairly inexperienced hand at this I thought I'd bring my ideas here and ask if anything popped out as necessarily bad. So here it goes.
We're going with a d20 system that will ideally use only the d20 for rolls, just seemed like the simplest thing to do.
There will be for stats. Stabbing, Magic, Toughness, and Endurance.
- Stabbing increases to-hit (handled by skills) and damage
- Magic adds to your casting ability (handled by skills)
- Toughness increases HP and possibly reduces damage
- Endurance determines how long you can maintain strenuous activity as well as determining spells per day
We plan on having two classes, Fighter and Caster, which will in turn have several packages they of skills and abilities they can choose from.
Skills will be broad, and characters will be made on a point buy, the numbers haven't been worked out, but stats, skills, and character packages can all be invested in. Each ability in a package will have a point value and can be unlocked by investing that amount of points into a package. So a one point ability requires you invest one point, and a two point ability requires you invest an additional one point. Additionally you receive all of a package's one point abilities for investing that first point.
Each character will have a main package, and they'll have to always have some amount more in their primary package than their secondary ones, perhaps double, as well as having some lower skill cap for secondary package skills. I figure that this will encourage caster's who have fairly limited spell lists within a package, to diversify, while fighters will be more likely to focus on one area.
I'll add more stuff as time goes on and we come up with more, but for now, what do you think den, anything just overtly stupid?
We're going with a d20 system that will ideally use only the d20 for rolls, just seemed like the simplest thing to do.
There will be for stats. Stabbing, Magic, Toughness, and Endurance.
- Stabbing increases to-hit (handled by skills) and damage
- Magic adds to your casting ability (handled by skills)
- Toughness increases HP and possibly reduces damage
- Endurance determines how long you can maintain strenuous activity as well as determining spells per day
We plan on having two classes, Fighter and Caster, which will in turn have several packages they of skills and abilities they can choose from.
Skills will be broad, and characters will be made on a point buy, the numbers haven't been worked out, but stats, skills, and character packages can all be invested in. Each ability in a package will have a point value and can be unlocked by investing that amount of points into a package. So a one point ability requires you invest one point, and a two point ability requires you invest an additional one point. Additionally you receive all of a package's one point abilities for investing that first point.
Each character will have a main package, and they'll have to always have some amount more in their primary package than their secondary ones, perhaps double, as well as having some lower skill cap for secondary package skills. I figure that this will encourage caster's who have fairly limited spell lists within a package, to diversify, while fighters will be more likely to focus on one area.
I'll add more stuff as time goes on and we come up with more, but for now, what do you think den, anything just overtly stupid?