BrikRPG?
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- *CRAZYHORSE*
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- Blitzen
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Re: BrikRPG?
Are you me?Nerava wrote:Trying to make a BrikWars / RPG mix. Any suggestions other than "don't" would be appreciated.If all you're going to do is yell at me, fine, but remember that that would artificially increase the apparent popularity of this forum.
And yes, I do like using excessively elaborate words.
Often, literally, a pillow fight but may include similar situations like volleyball, particularly when wardrobe is skimpy and the action is bouncy.
Re: BrikRPG?
I am not you, Blitzen. I am simply an ordinary intelligent person. I do not attempt to be anyone other than myself. I do not ever create multiple accounts on a single site to the point where I doubt my own identity. I do, however, have multiple identities on the internet, all of which are rather simple anagrams of each other.Blitzen wrote:Are you me?Nerava wrote:Trying to make a BrikWars / RPG mix. Any suggestions other than "don't" would be appreciated.If all you're going to do is yell at me, fine, but remember that that would artificially increase the apparent popularity of this forum.
And yes, I do like using excessively elaborate words.
Anyway, getting back on my original topic, I think I may have made the characters a tiny bit more powerful than I originally intended. Many of them will reach instant death attacks by the time that they reach 30th level. Among the features I think I may have made a bit overpowered are the following two Stealth traits:
- Level 30: Death Attack – Instantly kill an enemy on 5-6 on a d6 roll. Only works when Sneaking. Usable every 3 turns.
Level 35: Legend: Assassin – Instantly kill target on 3-6 on d6 roll. Only works when Sneaking. Usable every 5 turns.
Think I made these a bit overpowered? Please provide feedback.
"And in conclusion, I hate you all."
- *CRAZYHORSE*
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Re: BrikRPG?
Like "cheat hero?" "Thee roach?" "Race the ho?" "Ah! Oh! Erect!" Or maybe "ach, hetero!"Nerava wrote:I do, however, have multiple identities on the internet, all of which are rather simple anagrams of each other.
Not sure yet.
I not entirely sure how quickly it will take for players to reach the upper levels, but I am estimating anywhere between about 30 million CP worth of kills and thirty some scenarios.(depending on how much the players try to cheat, XP could add up quickly. "Oh, look, civilians, decoration, and buildings. Those could be worth 300 some CP, so that makes...whatever. BOOM!")*CRAZYHORSE* wrote:Depends on how long it takes to get to lvl 30/35.
Like one of my first posts commented, I really need help designing the experience system.
"And in conclusion, I hate you all."
I made a BrikWars RPG once, where you gained XP equal to the CP value of things you killed. I remember having rapidly increasing XP thresholds that made it impossible to level up after a while.
You could have a session-based system rather than a kill-based if you worry about the players blowing up everything they encounter. For example, at the end of the session you get:
1 XP for taking part
1 XP if you killed something during the session
1 XP if you wounded the dungeon boss (or whatever)
1 XP if you were the one to deal the killing blow to the boss
1 XP if you succeded with a noncombat action that needed a Skill test
So you can gain a maximum of 5 XP per session (It's probably best to keep this list secret). When you have XP equal to the next level, you can level up.
You could have a session-based system rather than a kill-based if you worry about the players blowing up everything they encounter. For example, at the end of the session you get:
1 XP for taking part
1 XP if you killed something during the session
1 XP if you wounded the dungeon boss (or whatever)
1 XP if you were the one to deal the killing blow to the boss
1 XP if you succeded with a noncombat action that needed a Skill test
So you can gain a maximum of 5 XP per session (It's probably best to keep this list secret). When you have XP equal to the next level, you can level up.
Now thats a good System! all it needs is loot rules and you'll have win in a box.Arkbrik wrote:I made a BrikWars RPG once, where you gained XP equal to the CP value of things you killed. I remember having rapidly increasing XP thresholds that made it impossible to level up after a while.
You could have a session-based system rather than a kill-based if you worry about the players blowing up everything they encounter. For example, at the end of the session you get:
1 XP for taking part
1 XP if you killed something during the session
1 XP if you wounded the dungeon boss (or whatever)
1 XP if you were the one to deal the killing blow to the boss
1 XP if you succeded with a noncombat action that needed a Skill test
So you can gain a maximum of 5 XP per session (It's probably best to keep this list secret). When you have XP equal to the next level, you can level up.
I would reccomend:
1 monies for each exp you earn
1 monies for each stupendous feat you sucseed
1 moneis for everytime your actions make anoter player laugh.
and some other stuffs, i can't think of any more.
- *CRAZYHORSE*
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Re: Not sure yet.
To prevent this I would make a logical response system:Nerava wrote:I not entirely sure how quickly it will take for players to reach the upper levels, but I am estimating anywhere between about 30 million CP worth of kills and thirty some scenarios.(depending on how much the players try to cheat, XP could add up quickly. "Oh, look, civilians, decoration, and buildings. Those could be worth 300 some CP, so that makes...whatever. BOOM!")*CRAZYHORSE* wrote:Depends on how long it takes to get to lvl 30/35.
Like one of my first posts commented, I really need help designing the experience system.
Yes you could kill that old lady selling apples and destroy her market stand for 8cp but then the whole village turns against you and form an angry mob, guards come after you and if you still survive you get a bounty on your head (other players could go after you to).
this makes it challenging and fun to be evil.
If you walk through a forest and start chopping down every tree you come by for 2cp, shure but then nature will turn against you and bears will attack you etc.
Help the old lady and her apples and maybe she throws in some extras, like a hot date together.
stubby wrote:You were inb4beluga.
The original BWXP system (I forget which version it was in) had you earn dice that you could then spend to raise your stats. If you rolled higher than a stat, you could raise it by one. If not, then you lose that die.
So instead of increasingly-large XP requirements, you just got increasingly-tough die roll requirements as your stats got higher. I thought it was a good system, except that who plays BrikWars with the same characters often enough to bother with leveling them?
So instead of increasingly-large XP requirements, you just got increasingly-tough die roll requirements as your stats got higher. I thought it was a good system, except that who plays BrikWars with the same characters often enough to bother with leveling them?
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Re: Not sure yet.
I like this idea, I was considering a penalty system so killing temporary allies would cause permanent enemies, razing civilian areas would earn you Evil Points, causing occasional Vigilante groups to come after you, more if you have large numbers of evil points up to the point where superheroes come the beat the heck out of you for being so evil.*CRAZYHORSE* wrote:To prevent this I would make a logical response system:Nerava wrote:I not entirely sure how quickly it will take for players to reach the upper levels, but I am estimating anywhere between about 30 million CP worth of kills and thirty some scenarios.(depending on how much the players try to cheat, XP could add up quickly. "Oh, look, civilians, decoration, and buildings. Those could be worth 300 some CP, so that makes...whatever. BOOM!")*CRAZYHORSE* wrote:Depends on how long it takes to get to lvl 30/35.
Like one of my first posts commented, I really need help designing the experience system.
Yes you could kill that old lady selling apples and destroy her market stand for 8cp but then the whole village turns against you and form an angry mob, guards come after you and if you still survive you get a bounty on your head (other players could go after you to).
this makes it challenging and fun to be evil.
If you walk through a forest and start chopping down every tree you come by for 2cp, shure but then nature will turn against you and bears will attack you etc.
Help the old lady and her apples and maybe she throws in some extras, like a hot date together.
One thing I would like to point out is that this takes place in a post-apocalyptic world, so technology varies vastly, and there are some heavy radiation zones, which require protective suits (40 CP). They cost so much because cause they break the scenarios with little actual effort from the players.
Example situations that are possible in this world, as well as some alignment modifiers:
- Situations:
The party attacks a castle with mounted plasma turrets.
The party is attacked by a knight in powered armour.
The party is in trouble because they are fighting tanks with a bow and arrows.
The tank is in trouble because said arrows have nuclear warheads.
The party attacks a space station guarded by archers.
Alignment modifiers:
If you light random huts on fire, you will gain Evil Points.
If you put of huts random people lit on fire, you will gain Good Points.
If you light random huts of fire AND put out the fire, you will net some Evil Points, and some Jerk Points.
If you save the village from bandit attacks, you will gain Heroism Points
"And in conclusion, I hate you all."