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Posted: Wed Apr 20, 2011 10:28 pm
by enders_shadow
Idea: multiclass
so I was thinking about dnd, and how you can multiclass a character. so I came up w/ an Idea tha translates this kind of thing into Pocket Dungeon
Using fudge points, (could be equal to AP cost?) the character could 'learn' a new skill or action from another class (i.e. a warrior learns backstab, it would cost him/her 4 fudge pts, b/c Backstab costs 4AP to use)
just a suggestion, tweaks/criticism are appreciated, but I kinda like the Idea. It would have to be limited to martial things though, b/c a Warrior or a thief could not learn etherlink or dark rituals, they involve magic.
suggestions open
Posted: Wed Apr 20, 2011 10:33 pm
by Olothontor
Hmm. I like the concept, but the execution of such a thing would be tough, mainly for one of the reasons you pointed out; restriction of martial/magic abilities.
I suppose the simplest answer is to leave it DM fiat or make it more of a randomized thing, but then it's easy to get jipped of your 2-4 Fudge points (i.e. pick a class and roll randomly to see which ability you get from it). I suppose the way to counteract that is to make it a set 2 Fudge points, since most of the time you'll statistically get a 1 AP ability, but have the chance to get 2, 3, or 4.
I don't know for sure how to handle it, though. I'll have to give it some thought.
Posted: Thu Apr 21, 2011 9:42 am
by enders_shadow
how about you spend a couple fudge points 'unlocking' the class, then you can pick which special you want to learn, w/ the appropriate amt. of fudge points?
Posted: Fri Apr 22, 2011 8:36 pm
by Olothontor
enders_shadow wrote:how about you spend a couple fudge points 'unlocking' the class, then you can pick which special you want to learn, w/ the appropriate amt. of fudge points?
Interesting. It could work, but it'd need some testing. Keeping in mind that if we make the prices too steep, it becomes useless, because you can only get so many fudge points per Dungeon run.
Posted: Fri Apr 22, 2011 8:43 pm
by Robot Monkey
But alas, what if you were to play on something the size of, say, a sheet of graph paper?
That's how my friends and I play the game anymore, because we were fuckin' sick of printing out PD sheets and sick of such limited space to roam.
Posted: Fri Apr 22, 2011 9:50 pm
by enders_shadow
or you could do it like dnd, and just carry over your character... that would make for more difficult dungeons and more fun battles as well... plus DRAGON fights!
Posted: Sun Apr 24, 2011 12:30 am
by ForlornCreature
I wonder if the creator of this game is going to release space trader sometime...
Posted: Sun Apr 24, 2011 11:30 am
by Olothontor
LAVA UPDATE, because Rayhawk is awesome. Help from a senior artist is quite... helpful.
Posted: Sun Apr 24, 2011 11:46 am
by enders_shadow
this stuff is awesome!
Posted: Sun Apr 24, 2011 12:33 pm
by Olothontor
enders_shadow wrote: this stuff is awesome!
Like I said on Facebook, it still bugs me, but I'm going to leave it alone. Being too nitpicky has its disadvantages, and I have other things for this game that need spriting.
The Boss, for example, can only face forward at the moment. >_>
Posted: Sun Apr 24, 2011 12:52 pm
by enders_shadow
attack form behind! attack from behind!
Posted: Sun Apr 24, 2011 1:03 pm
by Olothontor
I'm trying to decide when I want to open up Visage for two more players to join in... I dunno when I'd be ready for that, because it's twice the work.
I also kinda wish somebody else would run a game so I could play. Ah, well. Beggars can't be choosers.
P.S. I've started talking to a programmer friend of mine. I'm trying to convince him to set up the framework for a sort of "live table" setting, making this a sort of online boardgame. Dungeon in the middle, where the action takes place, a live chat to the right, and player/monster stats with pull-down menu inventories to the left. Don't get too excited, since both of us are notorious for not finishing projects, but if we make any significant progress I'll be sure to let you guys know.
Posted: Sun Apr 24, 2011 1:12 pm
by Killer Karetsu
Wow!
Posted: Sun Apr 24, 2011 1:49 pm
by enders_shadow
so it becomes kinda like battle for wesnoth, but with a diff. ruleset. sweet!
Posted: Sun Apr 24, 2011 2:00 pm
by Olothontor
enders_shadow wrote:so it becomes kinda like battle for wesnoth, but with a diff. ruleset. sweet!
Mmmh, sorta. I guess that's a pretty good comparison in terms of aesthetics.