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Posted: Sun May 28, 2006 7:05 am
Well, we thought that a battle system would make RPs slightly more interesting. Since this is the case, I would like ideas on how it could work, and, when we've got a frame for it, we'll work from there.
Contents: 1: Contents 3: Basic info 4: Stats, HP and SP info 8: Character Creation 9: Level progression 10: How to fight and dealing damage 11: HP and SP progression 13: Skill points 14: Casting times
Any posts not mentioned are irrelivant to the engine.
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Posted: Mon May 29, 2006 4:03 am
Okay, Sam and I have been working on this engine for quite some time tonight (this morning for you americans). We are still after ideas though.
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Posted: Mon May 29, 2006 7:17 am
We've got 5 starting classes that every character can be.
Fighter, Archer, Theif, White Mage and Black Mage
Fighters specialise in melee combat, prefering to hit things with swords and the like. Archers specialise in ranged combat, prefering to hit things with precison and accuracy. Theives specialise in not being seen and sneaking around, delivering cripling blows from melee or ranged attacks. White mages specialise in healing and defending others, dealing very little damage to enemies. Black Mages specialise in damaging foes and defending themselves, never being able to heal themselves.
Now, after taking various levels in these classes, one will be able to mix them. For instance, a Black Mage who becomes an Archer will be able to become and Arcane Archer, one who can enchant their arrows with magic so they deal more damage.
Each class will have three trees to chose skills from. Basicaly, these trees will be Attacking, Defending and Helping manage SP, HP, special abilities, etc.
To obtain new levels, one has to post a certain amount of times. For instance, to get to level 2, one has to post with one character a total of 15 times. That's easy. It gets harder from there. To get to level 3, you need to post another 18 times, taking your post count up to 33. Level 4 is reached after another 21 posts, taking it up to 54. It's a pattern that I've worked out and it makes it worthwhile posting so your characters can obtain better skills.
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Posted: Mon May 29, 2006 7:34 am
Every character has 4 stats. Strength, Agility, Dexterity and Intelligence.
Strength determines how hard you can hit things. Agility detemines how easily you can dodge a non-magical attack. Dexterity determines how accurate you are with ranged attacks and spell casting times. Intelligence determines how strong your spells are and if you can dodge a spell.
Each character will start with base stats of 4 for everything, then add points depending on which class they are.
Now, each class is customisable to a certain degree, allowing for lots of variations. Each class has two strong stats, one medium stat and a weak stat. When you create a character, you get a set strong stat and a set weak stat for your class. Between the other two stats, you chose which is strong and which is medium.
HP and SP are determined by class and level as well. Each level you gain a set amount of HP and SP to add to yout total. This is also affected by which classes you are.
Levels will progress in such a way that one hit kills aren't very likely unless you are going against a lower level character. We are likely to have an element of chance that hits will do double damage, as in hitting a vital organ, etc. The 'luck' stat is hidden from you and known practically only to the mods. We will tell you when you get a critical hit.
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Posted: Mon May 29, 2006 8:32 am
If you're wondering why I'm posting all this here, it's because I still need to work it all out in my head, along with what's in Sam's head. We've got basic framework down at the moment, which is what we've given you. We're still wroking on various things, but we're getting somewhere at least. We're starting to make something that could well be a viable battle engine for ou RP's and it's not very complex at the moment.
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Posted: Mon May 29, 2006 11:52 am
I just wish to say that I love what you've come up with so far. You and Sam have done a great job ^.^
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Angelic_Illusionz Vice Captain
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Posted: Mon May 29, 2006 4:06 pm
Angelic_Illusionz I just wish to say that I love what you've come up with so far. You and Sam have done a great job ^.^ Why thank ye kindly. As I said, it's just the frame at the moment, but it's coming along nicely. We;ll have to work out extra stuff, like if attacks hit or miss, but that shouldn't be too hard.
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Posted: Tue May 30, 2006 6:19 am
Okay, now, character creation. Each class has two strong stats, one medium stat and one weak stat. One strong and the weak stats are set depending on class. You cannot change this. You can hovere, choose between the other two stats wether you want them strong or weak.
For instance, Bob the level 1 fighter has a strong stat of Strength (Str) and a weak stat of Intelligence (Int). He chooses to have Agility (Agi) as his other strong stat and Dexterity (Dex) as his medium stat.
Now, depending on your choice of strong and medium, depends on how many points you get in them. When you go up a level, you roll a d4 (4-sided dice) and add that to every stat. After that, you also add points to your stats, depending on if they are strong, medium or weak.
Strong +5 Medium +3 Weak +1
So, Bob the level 1 fighter has starting stats of Str 9, Agi 9, Dex 7 and Int 5.
Carla the level one white mage, might have stats of Int 9, Agi 9, Dex 7 and Str 5, because a mage's strong stat is Int and weak stat is Str.
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Posted: Tue May 30, 2006 6:27 am
You need to post a certain amount of times with each character before you level up. The more levels you gain, the harder it is for you to acceive the next level. This is because the character might be slower to learn new abilities and improve themselves.
Extra posts can be awarded at any time by the mods or the owner of the thread.
Posts to level up 1 - 0 2 - 15 3 - 33 4 - 55 5 - 82 6 - 115 7 - 155 8 - 203 9 - 260 10 - 327
I'll right more numbers later.
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Posted: Tue May 30, 2006 7:15 am
Okay, Bob the level 2 fighter with stats of str 15, agi 15, dex 13 and int 11 tries to hit Carla, the level 2 white mage with stats of int 18, agi 18, dex 16 and str 14 Bob takes the difference between his str and Carla's agi and adds it to a d20 roll. Carla rolls as well. Whoever gets the higher total wins. In this instance, Bob has -3 to hit Carla. Carla needs a 18+ to dodge the attack, where Bob needs to roll really high. Now, Carla tries to hit Bob with her staff. She gets -1 to hit. Darian, the level 2 black mage casts a weak fireball at Bob. Darian's stats are int 17, dex 17, agi 15, str 13. He gets +6 opposed to Bob's int to hit him. Eugine the archer with stats of dex 14, agi 14, str 12 and int 10 tries to shoot Bob (everyone hates Bob). He get's -1 to hit using his dex against Bob's Agi. If the opposing roll is less than the attacking roll, with all modifiers added, then the attack hits, dealing the difference between the rolls after modifiers, example below. Example For instance, Carla rolls a 6 to dodge and Bob rolls 18 to hit. He gets a total of 15. The difference between the scores is 9, so Bob deals 9 damage to Carla. If the opposing roll equals the attacking roll, with all modifiers added, then the attack grazes the target, making them flinch. This effectivly can make spellcasters loose the spell they are casting. Example Bob tries to strike Carla with his sword, rolling a 13. Carla's opposing roll is 10, making their totals the same. Since Carla was trying to cast a healing spell, she looses it because she flinched. Is an opposing roll is greater than the attacking roll, with all modifiers added, then the attack misses the target. Example Bob tries to hit Carla, rolling 5. Carla rolls 6. The difference between the rolls is 4 in Carla's favour, meaning the attack misses.
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Posted: Tue May 30, 2006 7:26 am
HP and SP are the Hit points and the Special points for each character. Each character has a set total of HP and SP depending on class.
Fighters get +8 HP and +4 SP every level up. Both mages get +4 HP and +8 SP every level up. Thieves and Archers get +6 HP and +6 SP each level up.
Starting HP and SP are set at 8 for all characters, then each level starting at lvl 2, they gain the afor mentioned increases.
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Posted: Tue May 30, 2006 7:55 am
Okay, the actual melee battles are working atm, as per battle test 2. I see a positive future for battles.
Please, feel free to test it for melee battles as much as possible. I need to get other people's input rather than my own.
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Posted: Tue May 30, 2006 8:19 am
Skills:
Each level your character can gain a new skill, improving on abilities already gained or gaining new abilities.
At level 1, each character gains the first of each tree, regardless. At Second level, the character gains one more skill from any of the three trees they have access to.
Now, to make things more interesting, a character can't gain skills in a tree that is 2 or more 'points' behind the tree with the most points in it. For instance, a lvl3 fighter takes a third skill in the attacking tree. From then on, he cannot take more skills from the defence or management trees.
However, if he chooses a different skill, like defence for his third level, at level four he can still choose all trees.
If he chooses attack, then defence, then, at level 4 he chooses attack again, he cannot then start putting more points into the management tree, but he can put more points into the defence and attacking trees next level.
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Posted: Tue May 30, 2006 8:27 am
Spell casting duration
Each spell has a base casting time in posts. A character has to be chanting, guesturing or making an a** of themselves for a certain amount of posts before the spell is complete.
Dexterity, however, affects the time it takes to cast spells. For every 25 points in Dex a character has, the casting time is reduced by one (1) post.
Dex - Casting time 0-24 = 0 25-49 = -1 50-74 = -2 75-99 = -3 100-124 = -4 etc, etc, etc
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Posted: Tue May 30, 2006 8:47 am
Okay, locking this thread. I'll trash it later.
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