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Jun Valson

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PostPosted: Tue Aug 21, 2012 3:03 pm


I had an idea I'm working on for something I want to eventually pm and put into the arena subtopic. But it still needs a lot of work, ideas, and interest...

The idea is sort of a competitive dungeon, you go in solo, see how quickly you can beat the monster(s) and how well you can resource manage (minimum of spells used, hp remaining... etc)

I'd need ideas for how to rank points (how many points would you get for x factor)...

I know I want one of the factors to be HP after each encounter, based on total, so characters with more HP total would have an advantage in this (presumably because fighter types would have more HP but fewer spells, and a lich, which has larger HD, has presumably fewer of them...)

I was also thinking of having "Judges" who score the player on things like style and creativity, but that would require additional persons and objective opinion... both of which might make it less fair- though more interesting...
PostPosted: Wed Sep 05, 2012 9:34 am


I really like this idea! I'd be more than happy to work with you to create the solo-dungeons.

However, I don't think there should be any advantage or disadvantage from one class to another unless there is something else to balance out the classes. Otherwise everyone is going to choose to be a fighter, paladin or barbarian to head in, seeing the hp advantage.

In my opinion, points should be given on a percentage scale:

Say a ranger enters the dungeon with 25hp. When they make it out of the dungeon, their hp is sitting at 12. They still have 48% of their hp remaining, which would dictate their score on a scale of 1-10. The same goes for number of spells available/spells used, equipment remaining, etc.

(Or even just take their percentages for each factor and average them out, giving the player a total percentage for completing the dungeon -and maybe even converting this to a letter grade - just a thought. There could be a certain grade a player needs to reach to qualify for the next difficulty level of dungeon and to level their character a set amount of levels {should the players be required to use the same character throughout the dungeon}. It would take a lot of work, but it would be interesting to see ti play out.)

keihigurashi
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Jun Valson

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PostPosted: Wed Sep 05, 2012 10:34 pm


keihigurashi
I really like this idea! I'd be more than happy to work with you to create the solo-dungeons.

However, I don't think there should be any advantage or disadvantage from one class to another unless there is something else to balance out the classes. Otherwise everyone is going to choose to be a fighter, paladin or barbarian to head in, seeing the hp advantage.

In my opinion, points should be given on a percentage scale:

Say a ranger enters the dungeon with 25hp. When they make it out of the dungeon, their hp is sitting at 12. They still have 48% of their hp remaining, which would dictate their score on a scale of 1-10. The same goes for number of spells available/spells used, equipment remaining, etc.

(Or even just take their percentages for each factor and average them out, giving the player a total percentage for completing the dungeon -and maybe even converting this to a letter grade - just a thought. There could be a certain grade a player needs to reach to qualify for the next difficulty level of dungeon and to level their character a set amount of levels {should the players be required to use the same character throughout the dungeon}. It would take a lot of work, but it would be interesting to see ti play out.)


The reason I want to favor non-casters, is at epic, non casters are s**t- I mean, sure- they can do any number of awesome things- the caster has been able to do most of them since before epic...

I showed my work so far to a hardcore optimizer and his first words were "Well I see you don't want anyone to survive this." I doubt it'll really be that deadly- but dying is a real threat- just being epic means you can die to one bad roll... thus requiring certain grades to move on to the next room isn't practical. As it is, the point advantage for HP isn't that extreme... I gave the HP a 1:8pt ratio (after the start of the dungeon) while just completing the room gives 1000x(room number)pts... I'm making it cost points to cast spells for two reasons- to encourage managing/conserving spell resources- and again, as a minor edge to non casters (Considering uses of Psionic abilities the same as spells as far as point usage) but even that's far less than you'll be making per room...

My main issue is I really want some sort of point factor for "creativity" or "originality" in dealing with the threats... but I have no way to objectively judge such things....
PostPosted: Wed Sep 05, 2012 10:42 pm


Work in progress so far:


Gestalt Characters:

Base Stats: 18, 16, 16, 14, 12, 12 (+ Racial Adjustment,level ups,Tomes, etc)
Max HP @ all levels


450,000xp available for between 25-30 levels and fluff (LA, Crafting, etc)
MINIMUM LEVEL 25!!!
]25th 300,000
]26th 325,000
]27th 351,000
]28th 378,000
]29th 406,000
]30th 435,000



Special Note: You may take LA in place of one of your classes, but you may not take Savage Species style progressions (Including the Dragon Magazine Metallic/Chromatic Dragon Classes)
Example: Bob has paid the XP and GP to become a Lich, he now takes a +4 LA template, his next four levels (Which must still be in the build) he takes only one class
(IE:
Wizard 12/Lich LA
Wizard 13/Lich LA
Wizard 14/Lich LA
Wizard 15/Lich LA)
if you choose this method you may not buy off LA
if you do not use the method above, you may buy off LA
(IE
Draconic LA +1
L1[ECL2]Wizard1/Fighter1
L2[ECL3]Wizard2/Fighter2
L2[ECL3]Wizard3/Fighter3, pay 3000xp (This comes out of the 450,000xp) Buy off Draconic LA)


Starting Gear to be bought with 6.45 million GP
Please list cost breakdown of all Custom Gear or the book/page of pre-made

Of special note house rulings on vauge/abusable rules:

The rooms are such that spells may bring things /into/ the room, such as conjuration spells, and at the end of the spells duration they will return, but other than that and things of comparable nature, the rooms will not allow magic to effect things that are, or send things to places outside the rooms
(meaning- spells like banishment, planar shift, and the like, are not solutions to the monsters).

Spells will carry from one room to the next (such as extended or persisted duration buffs or even buff/debuffs from opponents) but gear/treasure taken from the monster will not leave the rooms.

Multiclass Penalties: Ignore them

Genesis: Can be cast once to establish a Demiplane with no planar traits but otherwise "enviromental" effect (atomsphere, fluff) are free to taste, additional castings can expand the plane OR add any one plannar trait EXCEPT time traits.

Wish: carefully track each use, may be used for stat boosts, additional 25k gp each; if you spend additional XP you may craft assorted magical items as per normal, if aquired as a Spell-Like then XP costs still apply. May not be used for functions above and beyond the ones explicitly laid out (exceptions: any listed mention where something says 'XXXX may be done with a wish/miracle

True Strike and Magic Items: if paying the 1,800 or 2,000 x caster level cost must be a 5/day item

Bracers of Armor: May take armor qualities in place of +AC (IE Fortified)

Wizards and their Spellbooks: If you want a spell beyond your /level gain pay the cost for a scroll of that spell, if buying a more obscure spell (such as one from another Arcane Spell List) multiply Cost by 1.5 if converting a Divine spell (assuming via a Geomancer or such) Multiply Cost by 2

Dragonwrought Kobolds: Are Dragons, but not TRUE dragons...

Leadership: Is Banned

Epic Spells: All Epic spells require DM Approval
Epic Spells: Mitigating Factor: Additional Participants (Ritual) is banned
Epic Spells: Mitigating Factor: Increase Casting Time by 1 day is limited to 1 day


~~~

Start with 10,000 points

Allowed a free rest if you complete four rooms without resting. Otherwise taking a rest at any other point cost 5000 points

HP @ Start of adventure = 1:5 pt
HP after each encounter = 1:8 pt

Completing each Room sucessfully gains you 1000xroom number pts

Each Spell cast cost points equal 3x it's spell level (Epic = 10th level)
Each other function that acts like a spell that has limited uses per day (stances, psionic's ect) also costs 3x it's level/rank, Unlimited use powers cost 1x their rank or level

If you somehow die after completing the Room (like a deleyed effect) you only recieve half the Room's award points.

If you Die and are somehow brought back (such as a contingient ressurection or Nine Lives effect) the half points still count, halving again for sucsessive deaths (2 deaths = 1/4th points, 3 = 1/8th, etc...)



If you just plain die you receive no points for the room (but still lose points for spells spent, etc) and move on to the next room....

Replenishable per use Items (IE Rods, etc) take 1/500th GP value pointsperuse

Non-Replenishable per use Items (IE Wands, Potions, Scrolls) take 1/100th
(Example Use: one charge of wand, pay 1/100th of 1/50th [Total number of charges] per use)

pay 1/10,000th gp value in points for permanent magic items equiped (Swords, armor, etc)


[For Items with permanent effects and activated effects pay for the cost of the permenant and activated effects as seperate components of the cost]

Example: Bob has a +6 Keen Sword with True Strike 5/day

+7 Epic Weapon Piked Chain= ; 980,325/10,000=98.0235 points
True Strike Word Activated 1,800x1(Spell Level)x1(Caster Level)= 1,800gp
1,800/500=3.6 points
Total: 98.0325 pts + 3.6 ea. time the /day effect is used

~~~~~

Your Final Total will include decimals

Jun Valson

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