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Chieftain Twilight
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PostPosted: Sun Nov 08, 2009 6:51 pm


meh, didn't work, he pulled a fast one, i shouldn't have asked him... anywho, Shan saved them for me luckily. but yeh, i took up yer idea Chem of continuing the RP afterall, Twi's Story continues apart from the Black Ops! whee check it out and join in man, it's in the Roleplay Room subforum! biggrin heart
PostPosted: Wed Nov 11, 2009 10:43 pm


Congratulations...
Shall we get back to the original topic at hand...
Where were we exactly?...

Captain Chemosh

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Chieftain Twilight
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PostPosted: Thu Nov 12, 2009 6:42 am


i believe we were finished already with setting details and focusing more on cultures, languages and races. but that was almost finalized as well. let us check the front page to see what other odds and ends need to be discussed. ^_^

EDIT:

alright, we need to look into weapons and classes it seems... personally i've always prefered super-customizable characters, so if i were to have a class system it would typically have a VERY wide variety of class options, and a free or mostly-free multiclass system... sweatdrop
PostPosted: Thu Nov 12, 2009 6:53 am


Yeah, I tend to play magic/speedster characters, so multiclassing works well for me as well. Maybe not classes exactly, but a point system where you earn points for a certain amount of XP, and then buy abilities with your points (which can't be traded back)?

Or something like that.

BlackxStarxCrossedxSky


Cronos the Timekeeper

PostPosted: Thu Nov 12, 2009 9:54 am


I like multiclassed as well... sometimes it's a magic/thief, a magic/cleric, fighter/magic, and fighter/thief.

And I loved the point system idea. I so enjoyed Wasteland back in the day on PC.
PostPosted: Thu Nov 12, 2009 11:30 am


yes, the point system is loved! whee i always liked that. either that or a list of advancement trees.

an idea i have been holding onto for years for a game i hope to have made eventually for console or computers is where you make your advancement by way of percentages distributed in Warrior skill, Mage skill and Rogue skill. at every level you choose what your next distribution will be. you get HP equal to a percentag eof the base for each "class" that you gave them, and the percentage of skill/advancement points for each "class's" skills and upgrades that can only be used in the appropriate advancement trees.

for example, if you went 50% Warrior, 30% Mage and 20% Rogue that level, you get half of the fighter base HP (in my game, 100, totalling 50 for that level), a third of the Mage Base HP (30, giving you 10) and a fifth of teh Rogue HP (50, giving you 10) for a total of 70 HP. you would have a total of 100 advancement points plus bonus points for high intellect, but 50% of them can only be used for Warrior advancement, 30% for Mage Advancement and 20% for Rogue Advancement.

Chieftain Twilight
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Captain Chemosh

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PostPosted: Thu Nov 12, 2009 9:49 pm


I suggest going advancement trees, that way people will need to work for their powers. I like the idea Romanov stated, but I find that it may be difficult to put into the game until we have other things, such as monsters, finalized...

As for my personal concept, I would desire it that actions gave your experience depending on factors suck as: your faith, culture, class, etc. for example, Paladin-type kills super evil sorcerer ravaging city= large exp. bonus. Where as paladin-guy accidentally kills unicorn= large exp. drain. Deity favors scenario 1 paladin-guy= exp. bonus! and vice versa for scenario 2. Also perhaps this could be funneled into the advancement tree method where one could spend accumulated exp. for a new ability...

Anyways, that is my opinion...
PostPosted: Fri Nov 13, 2009 9:42 am


confused i dunno Chem, that seems a bit distracting... and limiting. maybe in small little bonuses, like in D&D when the DM may elect to award small exp awards (like say 10 - 100 XP) for acting in-character, but that be about it.

Chieftain Twilight
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BlackxStarxCrossedxSky

PostPosted: Fri Nov 13, 2009 11:27 am


What I was thinking is that more powerful abilities not only require you to spend points, but also have a total point requirement (IE you gotta have 500 points of abilties before you can get this spell or this weapon ability.)
PostPosted: Fri Nov 13, 2009 11:40 am


BlackxStarxCrossedxSky
What I was thinking is that more powerful abilities not only require you to spend points, but also have a total point requirement (IE you gotta have 500 points of abilties before you can get this spell or this weapon ability.)


I like this, but maybe it should be more specialized than that. For example say to get a certain fire-based spell you would need X points in magic in general and then T points in fire-based magic as you would need to have learned enough of the specifics about fire magics to know how to do it.

I guess this could also work in the tree system as you'd have to do the lower prerequisites in order to be able to get the higher item.

Cronos the Timekeeper


Captain Chemosh

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PostPosted: Sat Nov 14, 2009 10:25 am


Cronos the Timekeeper
BlackxStarxCrossedxSky
What I was thinking is that more powerful abilities not only require you to spend points, but also have a total point requirement (IE you gotta have 500 points of abilties before you can get this spell or this weapon ability.)


I like this, but maybe it should be more specialized than that. For example say to get a certain fire-based spell you would need X points in magic in general and then T points in fire-based magic as you would need to have learned enough of the specifics about fire magics to know how to do it.

I guess this could also work in the tree system as you'd have to do the lower prerequisites in order to be able to get the higher item.


I second the modified version!...
PostPosted: Sat Nov 14, 2009 10:42 am


Chemosh of Krynn
Cronos the Timekeeper
BlackxStarxCrossedxSky
What I was thinking is that more powerful abilities not only require you to spend points, but also have a total point requirement (IE you gotta have 500 points of abilties before you can get this spell or this weapon ability.)


I like this, but maybe it should be more specialized than that. For example say to get a certain fire-based spell you would need X points in magic in general and then T points in fire-based magic as you would need to have learned enough of the specifics about fire magics to know how to do it.

I guess this could also work in the tree system as you'd have to do the lower prerequisites in order to be able to get the higher item.


I second the modified version!...


indeed. like in the example i gave above, i would have Stealth type skills, Diplomacy skills, Movement skills and such in Rogues, but Assassin and Backstabbing skills are counted as combat, so they would be Warrior skills. you could learn them, and upgrade them, but you'd need requisite skill levels in Stealth. having a total Skill Point Spent requirement, or at least a Level requirement, for higher-powered skills is almost a given i think. xd but yes, probably should be clearly mentioned.

Chieftain Twilight
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BlackxStarxCrossedxSky

PostPosted: Sat Nov 14, 2009 11:03 am


Kay, so we have ability trees with a point system. :3

Abilities would probably wind up costing a good bit, though, since you shouldn't be getting new abilities after every encounter unless it's like, THE GAME OF DOOM.
PostPosted: Sat Nov 14, 2009 11:12 am


well, as i said earlier, i like that people gain their Skill Points every level. makes it easy to calculate. this make sthem sepperate from Experience Points.

new question now is, are monster XP awards static, or dependant on level in relation to the character who slew them?

Chieftain Twilight
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Captain Chemosh

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PostPosted: Sat Nov 14, 2009 1:32 pm


I suggest static, otherwise it will seem like oblivion...
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