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The Legend of Zelda: D&D ish...

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Kenji Illumni

PostPosted: Sun Jul 23, 2006 7:54 pm


OK, before you got overboard. I am not going to go full out D&D, just a little bit so it's interesting. Also bear with me for the format of this so far... I'm trying my best >.< but its hard to organize...

Game Play

This game has a Game Master like D&D, Hit points and 'random number generation' in place of dice. Here is a example of how this sytem would work for the random number generation...

The GM (game master) chooses to send 4 Skeletons at you and your party. You type in what you would do to slay them. Then, you use the "Random Number" command to generate a number. The number will vary depending on how many enimies you are planning to take on. If you are going 1 on 1, then you will generate a random number between one and two, If the number is even (2), then you succeed in what you planned to do to defeat that said monster. If, however, you roll an odd number (1), you post in your next post both how you failed and what you plan on doing now. So, if you attempt to take all 4 by yourself, you will generate a number between 1111 and 9999. If you get a number like... "2873". Then you defeated two of them (two evens) and failed in defeating two (two odds). Since it is much more dificult to fight more then one enemy at once, the starting and ending number for any assult on a more then one enemy is always 1 and 9, both odds.

So in short...
1 enemy = RNG of "1-2"
2 enemies = RNG of "11-99"
3 enemies = RNG of "111-999"
4 enemies = RNG of "1111-9999"
and so on...

Hit Points


Each player will have a set number of hit points (hearts for the sake of the RP), these shall be equal, regardless of charicter, at the start (until further notice, 25). Every failure generated means you automatically lose two hearts per enemy. The only way to get hearts back is through the use of either an item or a healer (explained later)...

You can gain extra hearts through either "finding" them (gifts from the GM for exceptional effort in the RP), Items (explained later), or temporary boosts (explained later)...

Items


Everytime you defeat a monster, you gain a Item Roll (IR). You are only allowed to roll for your "IR"s when all of the monsters have been defeated (and it is safe to pick up items). A "IR" is a roll of a 20 sided die (or dice). When the die (or dice) is rolled, and you score a 1, 3, 7, 13 or 17. You get an item, otherwise... no item.

What items do you get?
1, 3 = Red Potion (restore 2 hearts)
7 = Increse Hearts potion (increses your total number of hearts by 1, also restores all HP)
13, 17 = Lon Lon Milk (restore 5 hearts or 20% of yoru maximum HP)

Classes

There are (so far) two classes, Combatant and Healer. The description for each class is below...

Combatant:

Combatants are anyone who will fight a monster, they are the only ones allowed (currently) to attack monsters in an attempt to defeat them. They roll for an even or an odd, evens kill, odds do not and damage them. The multiple enemies scheme listed above is true. If the combatant is a Melee (close combat) person, the odd number means the monster hit him or her on the miss of the attack. If the combatant has ranged attacks (spell casters, or archers). The odd means the monster was able to get close enough and attack while the bow was being drawn or the spell was being called to use.

Healers:

Healers are players that choose to opt out of combat to pick up the noble task of healing other players. A healer rolls for evens and odds, if Even, the heal is successful for 2hp, if Odd, a monster was capable of attacking said healer and thus, the heal was unsuccessful. However, healers only take 1 damage per odd roll.
A healer may try to heal multiple players at once (many individual heals at once) or multiple healing attempts of the same player (to heal a ton of HP at once). This is done in the same manner as attacking multiple enimies, a 1-9 for each extra heal. So theoretically a healer could heal 40 hitpoints and random generate from 1111111111111111111-99999999999999999999. However... that means 20 chances to take damage aswell as 20 chances to heal other player(s) or yourself...
Also, healers are the only charicters that can "temporarily boost" hearts. This is done with a random number generation of 1-3, a 2 means a temporary boost (10 posts) of 5 hearts (at the end of that boost, 5 hearts are subtracted from any EMPTY hearts, a boosts end cannot KO a player), an odd means there is a backlog of healing energy and you loose two hearts...

Call for Casting

When applying at "Call for Casting" please fill in the following.

Player name:
Player race:
Player class:
Charicter Backstory:
Charicter's hits (what they like):
Charicter's Misses (what they dislike):

Example:
Player name: Link
Player race: Hyrulian
Player class: Combatant
Charicter Backstory: The Hero of time, unoficially on a never-ending quest to save Princess Zelda.
Charicter's hits (what they like): Princess Zelda, trading one useless item for another, playing the Oracana.
Charicter's Misses (what they dislike): Ganon, annoying Faries, ghosts


I'm sorry but Zelda, Link, Dark Link and the Feirce Deity are all reserved charicters to appeart in the game as part of the story (view next post).

Game Start

This game will start when we have at least 2 combatants and one Healer... I will play GM for a time, until someone wants to GM that I think can handle it. I would love to simply incorperate this system into an existing RP (The Godesses Pearl's). But i'm not even sure how stable and fair this sytem will be!  
PostPosted: Sun Jul 23, 2006 7:58 pm


Reserved...

~:Story:~

Ok, this will take the familiar "Legend of Zelda" tone. Ganon is free... Stole the Princess... Utter and total doom impending... so on and so forth. The "Hero of time" sets out to defeat the evil Ganondorf, but... In the middle of the infamous "Ice Dungeon" he fell through the ice and was frozen! The "Hero of Time" is being kept alive through the 'powers that be'. However Ganon is still on the loose and reigning terror upon the people of Hyrule.
It is now up to you, young brave adventurers to make your way into the deadly dungeon to attempt to rescue our hero...

So... With that being said, this dungeon will be the mainstay of this RP. Basicially I am planning on making a dungeon map and having the players advance as a group (or individually) with me (and posibly a leiutenant) generating monsters for our junior heros to square off against. Once the end of the dungeon has been reached, A boss fight will be made (and it will be determined how to defeat that boss at that time) to attempt to free Link so he may again begin his quest to defeat Ganon!

If this RP is popular enough, I can create more things for the players to do in order to keep this RP alive and kicking. If not, we will conclude this RP at the freeing of Link.

I will routeenly check and GM at least once a day from anywhere between 7:00-9:00 PST. Every day...

Kenji Illumni


Kenji Illumni

PostPosted: Sun Jul 23, 2006 8:09 pm


Reserved...

~:Charicters:~
total players: 1

GanondorfWPC
Player name: Gan
Player race: Gerudo
Player class: Combatant (Melee)
Charicter Backstory: Gan is a male child who was disowned by his birth-mother. Being sent down-river from the Geurdo Valley as a infant after birth he was found at Lake Hyrule by a kindly old woman, who presented Gan to her daughter, of whom was incapable of giving birth on her own. Gan's mother eventually met and married a Castle Gaurd of whom tought Gan in the arts of being a pikeman. At 17 Gan was forced to leave home and found himself wandering the wilderness, finding a refigue at the Lake Hyrule fishing shop. Catching fish from the lake and selling them to the shop keeper he made a meager living until the age of 19 when the shop was teaming with his fish and his services where no longer nessisary...
Charicter's hits (what they like): His Pike, shy girls, fishing, meat, milk.
Charicter's Misses (what they dislike): Gerudo Girls, Skullitas, Being alone.
PostPosted: Sun Jul 23, 2006 8:10 pm


Reserved...

Kenji Illumni

Kenji Illumni generated a random number between 11 and 99 ... 33!

Kenji Illumni

PostPosted: Sun Jul 23, 2006 10:38 pm


~:Example Game:~


GM
4 Skullkids appear when the party 1 enters this room. The Skullkids do not yet notice them.


Player Combatant
(H25)*Noticing that the Skulitas have not noticed him yet, he quietly sneeks closer and hides, then he turns the corner and attempts to take two of them out at once before they realize it*
Kenji Illumni generated a random number between 1 and 2 ... 2!
PostPosted: Sun Jul 23, 2006 10:42 pm


player combatant
(H21)two swift fires from his bow miss there mark, only damaging them slightly, all 4 realize where he is and they jump him, his ajility dosn't help much in avoiding there assult. But he does not give up, this time he tries to only take one out with a jumping shot...

Kenji Illumni

Kenji Illumni generated a random number between 11 and 99 ... 38!

Kenji Illumni

PostPosted: Sun Jul 23, 2006 10:45 pm


Player Combatant:
(H21)After jumping with a spin, his arrow lands squarely between one of the Skullkids eye sockets and it dissapears in a puff of smoke! After landing, he continues to run away while prepairing for another jumpshot, this time attempting two!*
Kenji Illumni generated a random number between 1 and 2 ... 2!
PostPosted: Sun Jul 23, 2006 10:48 pm


Player Combatant:
(H19)*Jumping into the air he fires one and succeeds in hitting the Skullkid at the spine-bone, taking it out, while prepairing his second shot. He realizes all too late he miscalculated the timing of his jump and falls onto his back, shooting into the air and missing miserably. Luckily for him, only one of the Skullkids got to attack him before he got back onto his feet, limping... Knowing he won't get much farther, he realizes he must stand and fight. Draws his dager and attempts to take out the first one that gets to him before the second corners him*

[color=red][size=18][align=center]~:End Example Game:~[/align][/size][/color]
I hope now you see how easy and fun this could become! Please join in call for casting (optional) and also along with posting in the "call for casting" send me a PM (/optional)

Kenji Illumni


ArmyBrat_Girl

PostPosted: Fri Aug 04, 2006 11:18 pm


Kenji illumni
OK, before you got overboard. I am not going to go full out D&D, just a little bit so it's interesting. Also bear with me for the format of this so far... I'm trying my best >.< but its hard to organize...

Game Play

This game has a Game Master like D&D, Hit points and 'random number generation' in place of dice. Here is a example of how this sytem would work for the random number generation...

The GM (game master) chooses to send 4 Skeletons at you and your party. You type in what you would do to slay them. Then, you use the "Random Number" command to generate a number. The number will vary depending on how many enimies you are planning to take on. If you are going 1 on 1, then you will generate a random number between one and two, If the number is even (2), then you succeed in what you planned to do to defeat that said monster. If, however, you roll an odd number (1), you post in your next post both how you failed and what you plan on doing now. So, if you attempt to take all 4 by yourself, you will generate a number between 1111 and 9999. If you get a number like... "2873". Then you defeated two of them (two evens) and failed in defeating two (two odds). Since it is much more dificult to fight more then one enemy at once, the starting and ending number for any assult on a more then one enemy is always 1 and 9, both odds.

So in short...
1 enemy = RNG of "1-2"
2 enemies = RNG of "11-99"
3 enemies = RNG of "111-999"
4 enemies = RNG of "1111-9999"
and so on...

Hit Points


Each player will have a set number of hit points (hearts for the sake of the RP), these shall be equal, regardless of charicter, at the start (until further notice, 25). Every failure generated means you automatically lose two hearts per enemy. The only way to get hearts back is through the use of either an item or a healer (explained later)...

You can gain extra hearts through either "finding" them (gifts from the GM for exceptional effort in the RP), Items (explained later), or temporary boosts (explained later)...

Items


Everytime you defeat a monster, you gain a Item Roll (IR). You are only allowed to roll for your "IR"s when all of the monsters have been defeated (and it is safe to pick up items). A "IR" is a roll of a 20 sided die (or dice). When the die (or dice) is rolled, and you score a 1, 3, 7, 13 or 17. You get an item, otherwise... no item.

What items do you get?
1, 3 = Red Potion (restore 2 hearts)
7 = Increse Hearts potion (increses your total number of hearts by 1, also restores all HP)
13, 17 = Lon Lon Milk (restore 5 hearts or 20% of yoru maximum HP)

Classes

There are (so far) two classes, Combatant and Healer. The description for each class is below...

Combatant:

Combatants are anyone who will fight a monster, they are the only ones allowed (currently) to attack monsters in an attempt to defeat them. They roll for an even or an odd, evens kill, odds do not and damage them. The multiple enemies scheme listed above is true. If the combatant is a Melee (close combat) person, the odd number means the monster hit him or her on the miss of the attack. If the combatant has ranged attacks (spell casters, or archers). The odd means the monster was able to get close enough and attack while the bow was being drawn or the spell was being called to use.

Healers:

Healers are players that choose to opt out of combat to pick up the noble task of healing other players. A healer rolls for evens and odds, if Even, the heal is successful for 2hp, if Odd, a monster was capable of attacking said healer and thus, the heal was unsuccessful. However, healers only take 1 damage per odd roll.
A healer may try to heal multiple players at once (many individual heals at once) or multiple healing attempts of the same player (to heal a ton of HP at once). This is done in the same manner as attacking multiple enimies, a 1-9 for each extra heal. So theoretically a healer could heal 40 hitpoints and random generate from 1111111111111111111-99999999999999999999. However... that means 20 chances to take damage aswell as 20 chances to heal other player(s) or yourself...
Also, healers are the only charicters that can "temporarily boost" hearts. This is done with a random number generation of 1-3, a 2 means a temporary boost (10 posts) of 5 hearts (at the end of that boost, 5 hearts are subtracted from any EMPTY hearts, a boosts end cannot KO a player), an odd means there is a backlog of healing energy and you loose two hearts...

Call for Casting

When applying at "Call for Casting" please fill in the following.

Player name:
Player race:
Player class:
Charicter Backstory:
Charicter's hits (what they like):
Charicter's Misses (what they dislike):

Example:
Player name: Link
Player race: Hyrulian
Player class: Combatant
Charicter Backstory: The Hero of time, unoficially on a never-ending quest to save Princess Zelda.
Charicter's hits (what they like): Princess Zelda, trading one useless item for another, playing the Oracana.
Charicter's Misses (what they dislike): Ganon, annoying Faries, ghosts


I'm sorry but Zelda, Link, Dark Link and the Feirce Deity are all reserved charicters to appeart in the game as part of the story (view next post).

Game Start

This game will start when we have at least 2 combatants and one Healer... I will play GM for a time, until someone wants to GM that I think can handle it. I would love to simply incorperate this system into an existing RP (The Godesses Pearl's). But i'm not even sure how stable and fair this sytem will be!

AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
PostPosted: Sat Feb 10, 2007 11:35 am


yeah but its not original there is already a zelda rpg dnd ish type thing

Oni Link of Hyrule

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