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Need Critique on New Tabletop RP System

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kurohime_ito

PostPosted: Tue Jul 17, 2007 2:16 am


Ok, I'm currently designing an RP system for use at the start of next year.
I have most of it sorted but I want to know what people think of it.

A couple of things in the system that what I have written down does not say:
1) There are no base classes, but prestiege classes do exist
2) Everyone has an elemental attribute, it is dictated by a D% and where they were born. There are 8 elements, Earth, Air Fire, Water, Shadow, Light, Electricity, Ice.

It is a Fantasy Setting RP, which I think could be converted into a modern/futuristic one.

It is based off the D&D D20 system so certain areas will be similar.

If you have any suggestions or questions just post them below.

I'll be writing up the Prestiege Classes next.
PostPosted: Tue Jul 17, 2007 2:32 am


Character Generation -

Human - +X AP every xth level
Elves - +1 Magic/-1 Strength
Hell Born - Must have Shadow/Fire Atunement +1 Strength/-1 Mind
Heaven Born - Must have light/wind attunement +1Mind/-1 Vitality

Base Stats - Max 10 at level 1, not inc racial bonues, but inc penalties

Strength - Affects Damage
Accuracy - Affects to hit
Def - affects AC
Vitality - Affects Health
Mind - Affects Int/Wis/Cha
Magic - Affects ability to cast magic/use magic items

45 Character points to go into base stats

Modifiers -

6+ is half stat rounded down
5 - 0
4 - -2
3 - -4
2 - -6
1 - -8
0 - -10

AC = 10+Def Mod+Armour+Misc
HP = D6+Vit mod per level
MP = Magic Mod x 2 per level (x 4 at lv1)
BAB = 1/Character level - can be traded for AP point/s but these points cannot go into Combat Tree

Saves -
Physical - base goes up every other level + vit mod
Mental - base goes up every other level + mind mod
Dodge Chance - D% DC depends on situation no mods

Ability Trees - Magic, Combat, Skills

Ability points - start with 10, then gain points = to level gained per level up to level 10 then gain 10 points per level up to lv 20, then 20 points etc
Anything with levels requires AP equal to next level to gain a level

Skill points - gain Mind mod per level and can convert Ability points (1 for 1)

Magic Tree

Where AP goes
Magic - Allows use of different types of magic (1 point per type) also reduces cost of any magic by number of AP put in.
Elemental, Force, White - Allows use of different sub-types of magic (1 point per sub-type) also reduces cost of that type of magic by n.o AP put in.
Elemental - atk, def sub-types then able to put points into different elements.

User Image

Force - Divination, Illusion, Status, Necromancy - sub types then able to learn different spells in each sub-type

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White Magic - Healing, Status removal - subtypes then different spells and levels per sub-type.

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Any spell involving Dice add Magic Modifier to results.
DCs for resitising Stauses are - Magic Mod + Extra AP + Any extra MP you burn

Combat Tree

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Once AP put into specific weapon fumble reduced to 1 for that weapon
To Hit - D20 + BAB + Ap in weapon type + Acc Mod must beat AC.
Damage - Use weapon level table + Str Mod

Skills Tree
D&D list - no Ability Mods or synergies (yet).

kurohime_ito


Euphoric Ghost

Kawaii Cub

PostPosted: Tue Jul 17, 2007 8:49 pm


There's a lot of tables and terms. I'd like to help but it's hard to understand. Organize it a bit more please? XD
PostPosted: Wed Jul 18, 2007 2:21 am


Well the best I can do is to put a glossary of terms in here for those who don't do table top roleplaying. This is aimed at a group of friends who regularly table top roleplay and who already know all these terms.

So here we go -

AP = Ability points - gained when leveling up, used to improve character
AC = Armour Class - how hard it is for the opponant to hit you in an attack.
HP = Health points -
MP = Magic points - used to cast magic
BAB = Base Attack Bonus - added onto any attack
DC = Difficulty Class - how hard something is
DR = Damage reduction
XP = Experience - x experience allows characters to level up - xp needed changes with level.

D(x) = dice, the number in place of x = the number of sides the dice has
D% = 2 10 sided dice used to roll percentages

The base stats all have abbreviations -
Strength - Str
Accuracy - Acc
Defence - Def
Vitality - Vit
Mind - Mind
Magic - Ma/Mag

So Any of these +Mod ie MaMod is the modifier for that stat.
A modifier is added on to any variable in the game the modifiers are normally taken from the base stats, however there are also skill modifiers taken from the Skill Tree.

Shot, line, cone, column - different magic attacks which affect different areas.
rd - round - a players turn in combat - lasts 6 seconds in game time
MDmg - Magic Damage

D&D/FF list = Dungeons and Dragons/Final Fantasy List - what I am basing certain spell lists from, however these lists are quite long and I currently do not have acces to them so I am not going to try and write them from memory.

crit - critical hit - happens when you roll a above the crit threshold on a dice before adding the attack bonus. You them roll to confirm the crit, you just need to hit with the bonuses added. The attack damage is then increaced. Certain weapons have effects when you critical with them e.g. a vorpal weapon will decapitate the victim.

Crit threshold - the lowest number on the dice you need to roll to potentially score a critical hit.

Crit multiplier - If you critical hit the damage done is multiplied by this for the crit damage.

If I come across any more terms I'll add them here.
Prestiege classes should arrive tomorrow at some point.

kurohime_ito


Euphoric Ghost

Kawaii Cub

PostPosted: Wed Jul 18, 2007 10:58 am


Cool, I understood some of the terms before since I've played some pencil and paper rps biggrin , and it doesn't seem like there's any problems if you're only catering to a group of people you play with.

If you're trying to tweak the system maybe you should ask them?
How would elements work though? what's the difference between fire, electricity and light since they can all be somewhat interchanged. So is ice and water. They're seven of them as well and usually one counters the other.

What's the difference between a base class and prestige class?

Oh oh write a skeleton of a character sheet?
PostPosted: Wed Jul 18, 2007 11:30 am



Is there a skill system?

If elemental affinities are the basic strongest factor in deciding what you can do, don't take the choice out of the hands of the players. People HATE having to play a certain type of character because the dice say so.

Humans are WAY too good; they're the only race whose benefit increases with level. Either make it so that others don't have a base change and instead have a cost change (For instance: With elves, make Strength more expensive to buy with Ability Points and Magic cheaper) or give humans a static ability that doesn't get better with levels.

More as I think of it.

Nevareh


kurohime_ito

PostPosted: Wed Jul 18, 2007 3:12 pm


Ok, the rules for getting your base stats are as follows:

Once you get your base stats with their max, + any racial bonus, you get a +1 in any of those stats every 4 levels.
Also humans won't get many extra AP points, it's just a way of maing them more than just the "nothing special" they seem to be in a lot of RPs.

Character points and Ability points are not the same thing.

Also elemental attribute only affects things that are affected by elements in the world, mainly elemental magic (I'll explain it all when I do the detailed section on magic). Also the D% is for those who don't really care, if someone wants to be a certain attribute, unless they're Hellborn or Heavenborn and it's not one of the racial attributes (it is a part of the world) I won't say no.

Difference between base and prestiege classes:
Base classes are classes anyone can take whenever they level up, in D&D they have 20 levels before becoming Epic. Prestiege classes have certain requirments that you have to meet before you can take them and are more specialised than base classes, in D&D they have 10 levels before they become epic.

I will be using the D&D numbers here saying max overall character level is 20.
Also prestiege classes level up with character level, you can have more than one, but you can only level one up at a time (so when you level up you decide which class the level goes into)

There are 2 types of prestiege class in this system:
Racial based and Ability Based.

I'll give a brief overview of the ones I've made so far:

Racial -
Jack of all Trades - Requirements: Race-Human, character level-7.
Bonuses - At each level gain extra AP which must be put into different areas than the AP you gained regularly. e.g. The normal AP goes into magic, so the bonus AP can go into skills or combat.
Numbers yet to be decided, however I won't make them overly high

Demonic heritage - Requirements: Race-Hellborn, character level-7
Bonuses - over time you explore your demonic heritage, becoming more and more like your powerful ancestors. After 10 levels you take on the Demon Template.

Celestial heritage - Requirements: Race-Heavenborn, character level-7
Bonuses - over time you explore your celestial heritage, transcending and becoming like those before you. After 10 levels you take on the Celestial Template.

One with Nature - Requirements: Race-Elf, character level-7
Bonuses - Ok, I've not got this class sorted out quite yet but I'm looking at an accelerated version of the D&D druid's wildshape.

Ability Based

Elementalist - Requirements - Can cast at least one 6th level elemental spell without elemental attribute bonus.
Bonus - when you gain a level in an elemental spell you can gain another level in another elemental spell, provided the bonus level is not higher than the normal level gained (ie you go from lv8 fire to lv9 fire, you cannot then use your bonus to get a level in any element higher than 9)
As you level up the number of bonuses you get increaces.

Archmage - Requirements - At least 21AP put into chosen sub-category of Force Magic.
Bonuses - depends what type of Force Magic you use (none of the types have the full list of bonuses)
Divination - yet to determine
Illusion - more spells, better spells
Status - gain immunites to statuses
Necromancy - get more zombies for your MP, max size of Zombie army increaces.

Soothing Soul - Requirements - Must have 21AP put into White Magic.
Bonuses - status removal spells get h;ance of healing xD8 HP. % and x increaces with level.

The next lot are all the combat/skills based ones, I've not gotten all the requirements for them sorted

Chaos Warrior - Character level 5th, must be able to do minimum x (to be decided) damage in one hit.
Gains Damage bonuses and rage based effects

Divine Blade - Character Level 5th, must take a Vow of Rightousness (religious stuff +ceremony, has been known to go wrong twisted )
Gains defence and versus evil bonuses

Fighter - Character Level 5th (I need another requirement here)
Gains to hit bonuses and combat tricks (list being generated)

Con Artist - Character level 5th, must have x skill points being used (more than you would normally get so AP must have been traded for skill points)
Bonuses - bonuses to all skill checks which increace with level

(need a name) - Character level 5th, must broken the law on x occasions
Bonuses - gain equivilant of D&D sneak attack and other D&D rogue abilities

These are what I have so far, I know they need work but are they heading in the right direction?
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