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Posted: Mon Sep 07, 2009 9:25 pm
the monster system would just be monster under from the games. but the monster would fall under certain categories.
power- high damage but super slow defense- hard to hurt and kill, but not the best speed or damage speed- hard to hit, just a pain in the a** but of course low damage magic- good magic defense and offense...but a good axe swing will cleave them in two status- well rounded...and like to use status attacks
For magic there will be feilds (such as fire, wind, mud(combo of water and earth)...etc) as well as each status would have a...forte...like cockatrices your ready with softs because there gonna petrify you, and scorpions to posion you.....but some will have feild that cover a few statuses
now as for my idea on the monsters...basically if its not a city area every three posts in the open (if your haven't used a item to ward them away) you would roll a d20...certain numbers (designated by the thread creators) will result in certain monsters. Each monster will class as one of the monster groups...and then its level comes in to play. Stronger people will draw out the stronger enemies because when a monster appears its simple to determine its level you take add all the members level of the party add them together, then divide by the number of party members.
instead of the monster level being leveled so you have to redo it, its simple to make it where like every level +1str, every 2 lvls +1 dex....that just a example but you get idea....basically all monster would be labeled as one of the types to keep thing simple.
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Posted: Mon Sep 07, 2009 9:47 pm
once i post more on the weapons ill show you my idea on the double weapons. (gunblades-bladed weapon type and gun type, tri sections staves- staff type and non blade melee type, and ring blade- multiple blade weapons) most of the duel weapons wont have anything special about it, but all will have the requirements of both weapons added together. the damge of them will still be set by the individual weapon type. basicaly double weapons will....be hard as hell to use but....there are a few feat that make them better to use, such as there will be feats for individual weapons, but there will also be feats for double weapons the add to the bonuses of both of the weapons types as long as the double weapon matches the requirement.
rpy/feats- then with the feats yes exactly like that, label the passive abilities that dont have to be used as feats. a pretty big list of them but...not a ungodly amount to keep it simpler, as many will be the same..like weapons will be the same, and the magics (elementals magics etc) but there will be some skills, that will be required to learn the abilities same as magics and some of them will be combined to lean a specific skill (think like fire blade, or windaga slash, etc)
Classes/jobs/soulspheres- let me get this right, spheres dont have to be used right? if so....over time we should add more of these as needed ...but for now focous more on the things needed to guild the guild on its feet and moving....i havent been able to rp much, do to things i havent gotten unhappy about WotN, and its killing me.
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Posted: Wed Sep 09, 2009 7:45 am
Screw you and your Tinkerer Zineal (has gotten screwed to many times by that class).
But seriously, if you want the class, feel free to create it. I just won't do it myself.
Anyway, this is coming close to the end folks and I appreciate each and every one of your help. Now I'm gonna put you to more work. Since we have a few examples of just about everything, what I'd like for you to do is see if you can find any weapons(gig's doin this so might not need to worry), abilities, classes, skills, etc that you thing we could use in the guild and paste it. Basically this'll make things go by a bit faster as I won't have to search for stuff. I appreciate it greatly.
And I'll get to your suggestions soon gig.
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Posted: Wed Sep 09, 2009 8:49 pm
weapons i have i just have to finish them up which will be cake...just got to get bored, and girl has to be busy and i can get to it.
feats i can find another to aid me in that, but there will be a decent amount of feats.
abilitis i can help on some, a hand full of suggestions...but mostly would keep people to keeping there own.....meaning that is the majority of things i can see people approving, many ill have to do for gig.
soul spheres i am kind of translating at clans, but you can take them out and switich if you want.....many of them being there own.
weapons i got, feats i got but will need some help, and what you think of the monster idea cause....whats ff with out a random monster system?
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Posted: Tue Sep 15, 2009 7:11 am
Alright, first I'll address feats. I was having a bit of a hard time debating on if I wanted them or not cause I could see good and bad sides to both. In the end, though, I'm gonna have to say no. Mostly because that would give people one more thing to learn/screw up where as if they have to learn it like they learn EVERYTHING else, then there is less chance of them screwing it up or saying 'i forgot' or something like that. So, at least for now, we're going to go with the regular learning.
Also there is a limit to how much people can learn. I just haven't wrote it up. Rather, a limit to how much you can learn at one time. Can't have people learning like 10 things at once now can we?
I'm pretty sure I want to cap it at like 5 things overall bu5t i'm not sure if it will be a progressive build up to 5 like 1 per so many levels or if it will be just 5 overall
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Posted: Tue Sep 15, 2009 8:15 am
Ok, here are the classes we have so far. Obviously I haven't done e layout for all of them yet but just to give you guys an idea. Of course, if you want to work on one or if you have any suggestions, feel free.
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Posted: Tue Sep 15, 2009 9:37 am
Ok, let me make sure I got this straight for the monsters.
Basically, outside of towns or in any specially marked areas, after so many posts you have to start doing rolls to see if you get into a random battle. That works. Whether you move or not, after 2 posts, you have to do it.
If your traveling between regions (say going from Balamb to Midgar) you have to do random battle checks more frequently but the battles also count as your posts to travel to town.
Now as for the monster you encounter... hmmm I think it would be easier to do it like this. You choose the number of monsters you fight. You can fight as many monsters as you want at one time BUT you have to have each of them doing something at least every other post. In other words, you can't fight 100 monsters and just have 99 of them just sitting there watching while you pick them apart one at a time. They have to be doing something or else the fight will be nullified or you won't get any exp.
As far as the level's go, Lets just say the monsters can't be more than 10 levels below your level. In case of a party, do as Gig said and find the average of the groups level and the monsters can't be more than 10 levels lower than that number. The monsters can be any amount higher than your level that you want but if you end up dieing, well that's your fault.
There's, of course, an exception in that if a mission or quest states a monster is on a certain level, it's just on that level, no changing it.
Now, as far as the levels go, since monsters learn different things at different levels, I was thinking of doing kind of what gig said and having preset increases and decreases. However, we'd do about 3 or 4 variations of the monsters stats, with different attacks and abilities and such and the person finds the stat closest to the level they want to use and either increase or decrease the monsters stats based on that.
Now, as for the categories, again a good idea. I figure we could use that to determine the level ups and downs of a monster. Basically have a chart with those categories and what they boost/drop and just have a line for each monsters that displays what category they are.
That way you just find the monster you want, find the level closest to what you want and level it's stats accordingly. Shouldn't be TOO hard and complicated to do. Of course some monsters will have random or strange growth/drops but that's for a different time.
Sound about right?
So say we did a Goblin. We would have a goblin in the defensive category which increases dex and con by 2 per 3 levels and int by 1 per 3 levels. We would have a level 1 Goblin, level 10, level 25, level 50 and level 100 (possibly).
Level 1 - no special abilities Level 10 - Goblin Punch Level 25 - Goblin Punch, Rank 1 Club equipped Level 50 - Goblin Punch, Rank 2 Club equipped, Rank 2 Vest equipped Level 100 - Goblin Punch, Rank 3 Club equipped, Rank 3 Vest equipped, Club Mastery
You are about level 30 so the closest level would be 25. Say you want to fight a monster on your level so you'll fight a level 30 Goblin which is 5 levels higher than the level 25. You would add 2 points to the monsters dex and con and 1 to its int since it's 5 levels higher. (if it was 6 levels higher you could increase its stats again but its not so you can't)
So now you have a level 30 Goblin capable of doing goblin punch equipped with a rank 1 club to pound your head in.
Does that all make sense?
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Posted: Tue Sep 15, 2009 9:49 am
yes it does...i didnt say anything on abilities cause didnt know how it would work. still not sure how abilities work...period. but as for the pre set growths and all that i agree. the varitions i agree...but i say have like the several types i mentioned charts then have a list of the abilities they would have and got to pic certian ones when creating them right?
so no feats...does that mean no passive abilities or what?
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Posted: Tue Sep 15, 2009 10:26 am
No there'll be passive skills. You just learn them the same way you learn regular abilities.
Basically from fights and training and ect, you'll get a few different rewards: Exp, Gil, and KP. KP is like exp for abilities.
Hmmm as far as that extra chart, that might make things a bit to difficult or annoying. I'm not saying the person couldn't give the monster more abilities if they wanted but just think it'd be easier if they just had to level it up a bit and it already had certain stats and equipment.
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Posted: Mon Sep 21, 2009 6:07 pm
so what remains till guild is active. me finishing weapons, and monsters?
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Posted: Tue Sep 22, 2009 5:48 am
Hmmm weapons, monsters, abilities mostly. Not the whole set but at least a bit more for people to get started with. So in other words, it's not that far off till the guild starts.
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Posted: Tue Sep 22, 2009 7:42 am
Well since Gig likes doing weapons, I'll leave them to him. What I have done here is cleaned them up a bit. Same basic idea as what Gig has, just each rank is split into 4 so their easier to read(to me)
Knuckle Class- Knuckle Class weapons can include different weapons such as Gloves, metal knuckles, katar's, guantlets, and boots. Primarily weapons used in close combat covering the limbs outermost limbs to fight.
Leather Gloves Description: A piece of cow’s a** stretched and placed over your hands to keep you from getting hurt as much. Rank: I Damage: 1-4 + str mod Equipped: Both hands Requirements: Str 10+ Special: All Knuckle class add +2 per 10 in martial arts to max
Steel Plates Description: Soft supple padding helps you forget about the inch thick piece of tampered steel just above your knuckles which really helps drive your punches home. Rank: II Damage: 5-15 + str mod Equipped: Both hands Requirements: Str 20+, lvl 5 Special: All Knuckle class add +2 per 10 in martial arts to max
Iron Gauntlets Description: Modled after the arm protection warn by most knights, these pieces of equipment ride all the way up to your shoulder to give extra weight and power behind each blow. Sucks that their so damn hot though. Rank: III Damage: 15-30 + str mod Equipped: Both hands Requirements: Str 40+, lvl 10 Special: All Knuckle class add +2 per 10 in martial arts to max
Thorned Knuckles Description: Combine the heaviness of Iron Gauntlets with the leatal piercing ability of a spiked glove and wrap the spikes all along the outside of the gauntlets and you have one destructive punching implement. Just don’t put your own eye out ok? Rank: IV Damage: 8-45 + str mod Equipped: Both hands Requirements: str 60+, lvl 25 Special: All Knuckle class add +2 per 10 in martial arts to max
Dagger Class- Dagger Class can include different weapons such as pocket knives, dagger, blades, and knives. Primarily used in close combat in tight or secretive places, ideal for sneak attacks.
Dagger Description: A short and simple name for a short and simple weapon. If used properly, most folks won’t see it coming… hopefully. Rank: I Damage: 1-4 + str mod Equipped: One handed, Duel Wield Requirements: - Special: Add half Dex mod to damage once Master Dagger Class learned
Mythril Knife Description: A knife made of Mythril. Still nothing special but at least it sparkles like certain vampires. Rank: II Damage: 2-10 + str mod Equipped: One hand, Duel Wield Requirements: - Special: Add half Dex mod to damage once Master Dagger Class learned
Platinum Dagger Description: A knife made of the precious metal known as platinum. It’s believe that its all fake as a real dagger of this material would be FAR higher. Rank: III Damage: 4-20 + str mod Equipped: One hand, Duel Wield Requirements: lvl 10 Special: Add half Dex mod to damage once Master Dagger Class learned
Main Gauche Description: A dagger specially made by thief’s to be light and aerodynamic and assist with attacks. Makes get always a lot easier. Rank: IV Damage: 10-40 + str mod Equipped: One hand, Duel Wield Requirements: lvl 20 Special: Add half Dex mod to damage once Master Dagger Class learned * Increases Evasion Bonus by 5
Small Sword Class- Small Sword Class can include different weapons such as short sword, rapiers, machetes, ninja-to, and wakasashi. Primarily used in melee combat a healthy weapon for warfare when used with a shield.
Short Sword Description: A simple name for a simple weapon… wait, used that description already. Well it still fits. Rank: I Damage: 2-6 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: -
Gladius Description: In ancient languages, its name was what it was(Gladius translates to Sword) but its small stature left it on the short end of the totem pole. One day Glady, one day… Rank: II Damage: 7-15 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: -
Machete Description: Originally only seen on the jungle scene for cutting through thick woods, it didn’t take long for folks to find that human skin and bone weren’t that much harder. Rank: III Damage: 20-35 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 15+
Tanto Description: A short blade usually associated with ninja but is the bases of design for several weapons all over. It’s also seen as cute among some circles of women and a desired gift. Go figure… Rank: IV Damage: 30-50 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 20+ Special: Add +3 to Sneak Attack when this weapon is equipped
Sword class- Sword class can include different weapons such as broad sword, b*****d swords, long sword, and katanas. Primarily used in melee combat using both hands. Who needs a shield? I got a big ol sword!
Broad Sword Description: Your average sword used by everyone from novices to veterans. Nothing special. Rank: I Damage: 4-10 + str mod) Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 10+
Iron Sword Description: An upgraded Broad sword made of Iron instead of bronze which increases the weight considerably. Don’t drop this on your foot. Rank: II Damage: 15-28 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 20+, lvl 5 Special: If strength stat is less than 30, Evasion Bonus is cut by 5
Diamond Sword Description: A blade crafted from diamonds, the hardest natural substance known to man. Question is, how was it cut?! Rank: III Damage: 20-34 + str mod) Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 40+, lvl 10
Rune Blade Description: A sword made for magic wielding swordsmen. It has a lot of pretty symbols and letters on it too. Rank: IV Damage: 40-70 + str mod Equipped: One Hand, Two Hand, Dual Wield Requirements: Str 40+, Int 20+, lvl 15 Special: While equipped, increase damage of any attack spells done by 5%
Knight Sword Class- Knight Sword Class can include a select few blades such as Defender, Flambard and the Excalibur. Primarily used in melee combat using both hands, but can be used one handed.
Defender Description: A large sword close to the size of most men. Its size and shape make it almost a necessity to handle with two hands but also gives the sword the ability to act as a shield of sorts. Make sure not to drop it on your foot Rank: II damage: 15-30 + str mod Equipped: One Hand, Two Hand Requirements: Str 20+, lvl 10+ Special:Increase Evasion Bonus by 10.
Flamenschwert Description: A wave-bladed sword that is said to represent fire when swung properly. Unfortunately, it has absolutely no real fire properties and thus many an adventures have died using it against ice monsters. Rank: III damage: 30-60 + str mod Equipped: One Hand, Two Hand Requirements: Str 40+, lvl 15 Special: Increase Evasion Bonus by 15.
Odachi Description: A long blade that often gets confused with another. It’s size makes it hard to draw but dangerous if it connects. Rank: IV damage: 40-100 + str mod Equipped: One Hand, Two Hand Requirements: Str 60+, Lvl 20 Special: Increase Evasion Bonus by 20
Great Sword Class- Great Sword Class can include different weapons such as Claymore, Tournesol, Buster Sword, and Zweihänder. Primarily used in melee combat using both hands, but you always get the tooth pick that defies the laws of gravity and swings it one handed.
Claymore Description: Straight and to the point (literally) this sword is of simple design but can cause quite a bit of damage if it connects. It’s weight requires that it be used with two hands. Rank: I damage: 5-15 + str mod Equipped: Two Hand Requirements: Str 20+
Buster Sword Description: A large sword bigger than your average person. This is a clone of a sword of a famous member of SOLDIER who's name was lost to time. His family had this sword made as a memento of his success. Now it has some tie to some stupid blond kid with spiky hair. Rank: II damage: 16-30 + str mod Equipped: Two Hand Requirements: Str 30+ Special: Increases Strength stat by 2
Nodachi Description: An impossibly long 2-handed sword from the east. Usually used by field soldiers as indoor use of this weapon is impossible due to the length. There’s rumor of an ignorantly long version used one handed by some member of SOLDIER but no one believes it. Rank: III damage: 35-80 + str mod Equipped: Two Hand Requirements: Str 50+, lvl 10
Zweihänder Description: A large, straight blade that could easily cut a man in two. It is even said that with enough skill one could behead multiple people in a single slash. Rank: IV damage: 75-125 + str mod Equipped: Two Hand Requirements: Str 80+, lvl 25+ Special: Increases Strength stat by 5
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Posted: Tue Sep 22, 2009 8:20 am
Summons – Powerful creatures from different realms of existence will answer the call of one who is willing to feed them the mystical energies they need. For those with especially potent magical power, these creatures may even stay for extended periods of time to aid the person in combat instead of simply unleashing a single attack upon the foe. However, do not ever mistake these creatures for simple minded monsters or else you may be in for a rude awakening.
~Summon Data~
Name: Rank: Age: Gender:
~Appearance~
Height: Weight: Physical Description: Background: Personality: Other:
Techniques:
Summon Spell-
Limit Break-
~Stats~
LV: HP: MP: AP:
Strength: Dexterity: Constitution: Intelligence: Wisdom: Charm:
Evasion Bonus: Fortitude: Reflex: Will:
Damage:
~Skills~
~Possessions~
Equipment:
Valuables:
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Posted: Tue Sep 22, 2009 1:53 pm
~Summon Data~
Name: Chocobo Rank: I Gender: Varies
Summon Spell-
Dashing Description: The chocobo dashes in quickly to aid you in escaping from just about any battle. Rank: I MP: 20 Type: Support Special: Allows escape from any battle that doesn’t specifically state escape is impossible.
~Appearance~
Height: Varies Weight: Varies Physical Description: A bird like creature that comes in various colors. Most people refer to it as a large chicken that goes well with hot sauce. Background: The noble chocobo has been a wonderful companion of just about every race for many years. Through breeding and constant evolution, various forms of the bird have come into existence with wondrous features and abilities. While normally flightless, there is said to be a type that can fly and even one that can run over oceans no matter how deep or how strong the current. For the purposes of this summon, however, you can only call the yellow one. Personality: Usually docile and able to assist in a pinch but some can be moody. Other:
Techniques:
Limit Break-
Chocobo Rush Description: By calling up a group of friends, the Chocobo rushes all enemies in range for varied damage Rank: I Damage: 2-100 x half summoner’s level Type: Melee AOE Attack Special: Area of Attack Skill
~Stats~
LV: HP: MP: AP:
Strength: Dexterity: Constitution: Intelligence: Wisdom: Charm:
Evasion Bonus: Fortitude: Reflex: Will:
Damage:
~Skills~
~Summon Data~
Name: Shiva Rank: II Gender: Female
Summon Spell-
Diamond Dust Description: After a rather seductive dance onto the field of battle, freezing everything she passes, Shiva blows a kiss to an opponent which freezes them solid. She then snaps her fingers and shatters the ice. Rank: II MP: 50 Damage: 70-200 + summon’s int mod Type: Magic Single Target Attack Special: Has a 20% chance of freezing opponent.
~Appearance~
Height: 5’8 Weight: Unknown Physical Description: A very beautiful woman with icy blue skin. She normally is adorned with only the most minimal of clothing to cover her modesty but still leaves much to the imagination. Navy blue braids cascade down her back and body helping to frame her features and, all at once, make her a vision of beauty and a symbol of pain. Background: Known to many as the Ice Queen, Shiva has made her reputation one any Diva would be proud of. She rules all those under her with a calculated fist and has been known to willingly give her summon Magicite to under skilled users simply so she can dominate them and add them to her servant collection. Personality: Fairly self centered and controlling but will always fulfil her end of a summon. She has a bad temper if crossed though and has been known to unleash extended winters on entire towns simply because one town citizen was lacking 1 MP to pay her. Other: If the person trying to acquire this summon has a majority fire attacks, Shiva won’t all you to user her.
Techniques:
Limit Break-
Snow Drift Description: A throne is erect from the medium of ice. Shiva sit’s atop the throne as her court appears before the foe who is frozen in place by the creation of the throne. The world around the target is quickly frozen to a point where everything seems to be still and finally a snap of her fingers shatters the world and fires all the ice shards towards the target and all enemies around. Rank: II Damage: 250-400 + summon’s int mod for main target / 150-300 + summon’s int mod for all others. Type: Magic AOE Attack Special: Area of Attack Skill
~Stats~
LV: HP: MP: AP:
Strength: Dexterity: Constitution: Intelligence: Wisdom: Charm:
Evasion Bonus: Fortitude: Reflex: Will:
Damage:
~Skills~
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Posted: Wed Sep 23, 2009 1:53 pm
~Monster Data~
Name: Goblin Rank: I Personality: Aggressive Gender: Male
~Appearance~
Height: 3’-5’ Physical Description: Small monsters with fur covering their entire body. They come in different colors and are even sophisticated enough to have clothing. Background: One of the stomped on monsters of RPGdom. The goblin has always been looked down upon for being the starting fodder for even low level monsters and, even though this angers them, they haven’t really done much to stop the trend. Of course there are a few exceptions but overall, they are nothing but food for the budding adventurer. Due to this, they are allowed to exist just about everywhere they can survive without much fear of them causing much trouble. Personality: Usually playful and mischievous but can get really angry at the most random things. Other:
Techniques:
Limit Break-
~Stats~
LV: HP: MP: AP:
Strength: Dexterity: Constitution: Intelligence: Wisdom: Charm:
Evasion Bonus: Fortitude: Reflex: Will:
Damage:
~Skills~
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