So, for my senior project, I'm writing up a roleplaying game. I have no idea what the name is, but I have a general direction...
All right, I posted some stuff here before and lots of it got shot down. Moooooving on to more of the ideas I'm tossing around...
Important Character Traits... Statistics
You get three base stats: Agility (Agi), Bulk (Blk), and Intelligence (Int) You set these base stats on your own when you make your character.
Your character gets training stats: Evasion and Accuracy (tied to agility), Damage and Vitality (tied to Bulk), and Cunning and Willpower (tied to Intelligence). You add your training stat to its related base stat to get (respectively) dodge, to-hit, physical damage, soak, and something else..? I’m really up in the air about stats right now.
Advancement
So I had a lot of stuff about "lots of levels!!! Woo!" involving me wanting to have lots of levels because players like leveling up... however, after much critcism, I've decided that I'm going to make my game go from level 1 to 15, and I will work out a way of giving it filler later (because THERE WILL BE FILLER! I WILL DO IT!)
1. 2 Rank 1 Abilities
2. Feat
3. 2 Rank 1 Abilities
4. 2 Rank 2 Abilities
5. Feat
6. 2 Rank 2 Abilities
7. 2 Rank 3 Abilities
8. Feat
9. 2 Rank 3 Abilities
etc...
Your training should provide for some stats that gain +3 per level, some that gain +2, and others that gain +1. Your base stats increase every third level.
Classes
So my desire for classes is that you have some basic levels, like 3 levels of [rogue, fighter, blaster, priest, alchemist] and then everything else is like a D&D Prestige Class. This is what I’d like to see…
1-3. A: Base classes
4-9. B: Prestige Classes (they will have a different name, I promise!)
10-12. C: Awesome PrC’s
13-15. D: Ascension to Godhood.
Roleplaying power levels….
A: At the beginning, you’re totally comfortable fighting off one of those wolves that keep killing the lambs outside of the village. By the end, you’re totally comfortable taking on that ice-breathing demon wolf which has been terrorizing some metropolitan area
B: At the beginning, you could easily take on the Barbarian chief who has been raiding the region (or you ARE the barbarian chief). By the end, you’ll be able to take the Staff of Thunder and Lightning from Elverr’in, Angelic Guardian of Storms.
C. At the beginning, you can defeat the monster which has dwelled beneath the surface of the earth for a million years. By the end, you can easily destroy any given planet, and you’re OK with that because you can also breath in space or limbo or whatever
D. At the beginning, you are allies with the Prince of Demons. By the end, you have dominion over the primordial plane of chaos
If you look at my first post (spoilered below), you’ll see that I’m hopping from idea to idea like a sparrow on acid, and this is just another concept that I’m throwing out there. Sooooo any advancement ideas? I’d love to hear ‘em.
(Posted on 9/1/2011)
Right now I want the RNG to be d20 or 2d10 (I like 2d10 more), and I want the levels to stretch from 1-100, with slowish advancement over each level. Level 1 would be the ninjas from the first few chapters of Naruto, and level 100 would be gods.
Concerning HPs... I'd like to do the abstract health system. In fact, I'd like to do 2 health systems. One would be Vitality, which is physical health, and the other would be Focus (mental health). Something super scary or disorienting will drain focus, and being lit on fire will drain vitality. Also, strong moves will use up a little bit of one or the other, so you need to watch your resources.
How does that sound?
Statistics would be something like Agility, Bulk, and Intelligence, which the players assign points do (I want 6 Agi, 6 Blk, and 3 Int). Then, as a class, you gain training statistics: Evasion and Accuracy, Power and Endurance, Willpower and Perception. You add Evasion to Agility to get your Dodge number, Power to Bulk for Damage, etc.
Niches
I've got 6 class ideas that I want to start implementing:
- Shadowcaster: Plays with shadows, uses illusions, super chilly
- Alchemist/Scholar: Workin' on the name. This guy makes potions and fix-its, cool toys and weapons, and studies stuff (like monster anatomies and tales of yore)
- Spark: Fire, lightning, and lazerbeams... this one needs some more fleshing out
- Dimensioner: Moving the wind, gravity manipulation, and some time travel
- Hunter: Beastial attunement (talk to wolves, turn into a wolf), loving nature
- Mentalist: Good at being focused, ignoring debuffs, using mind powurz
You can also choose the D&D equivalent of feats (not sure how many yet). They'll grant you mundane abilities like sneak attack, swordy abilities, hiding skill, etc.
I'm thinking of an advancement chart as such:
1. 2 Rank 1 Abilities
2. +Training Stats
3. 1 Rank 1 Ability
4. +Base Stats
5. Feat
6. +Training Stats
7. 1 Rank 1 Ability
8. +Base Stats
9. Feat
10. +Training Stats
11. 2 Rank 2 abilities
. . . repeat ad nauseum. I'm only going to write up to level 100 (Rank 10 abilities)