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New rpg system

Posted: Thu Jul 29, 2010 5:25 pm
by thade
Hey everyone!

I've been reading over some of the roll to dodge stuff here, and decided to try my own system.

Edit: Disregard this post. The system has been changed.

Basically, in most situation, one of the 5 stats (Agility, Strength, Charm, Intellegence,and Luck) will be used to judge how a character does. Each character has several modifiers for each stat, based on race, class, equipment, and other things.

Example: An level 1 elf ranger wants to dodge a fireball, and shoot three arrows at the guy that cast it:
I roll 1d6 AGI (this is based on level.), and get a 4. I add 4(elf), and 2(ranger)
Success! he dodges the fireball.
Then I roll for accuracy: 1d6AGI, get a 2, add 4 (elf), add 2 (ranger)
Success! each arrow hits.
then i roll for damage: 1d4, get a 2, add 1 (luck), add 1 (longbow)

feel free to toss ideas at me, i can post more details soon.)

Posted: Fri Jul 30, 2010 6:13 am
by Coximind
For God's sake, make charts. What races, classes, etc., give what bonuses? For that matter, what races, classes, etc. are there?

I would be willing to help make this chart if need be, so long as I get credit :)

Posted: Fri Jul 30, 2010 7:00 am
by thade
i have charts, and i revamped the system. and by that I mean I've been working on this 24/7. (I didn't sleep :? )

however, all charts are in excel so i don't have any easy way to post them.

But i can post this:
Races:

Elf: +3 AGI, +1 INT, +3 DEX
Graceful warriors that align with a certain element. Skilled with a sword and a bow. Can cast limited magic.
Hume: +2 STR, +1 CHA
Humans.
Dwarf: +3 STR, -1 AGI, -2 DEX
Short, strong warriors of the south. Live underground. Dislike magic. Hate greenskins.
Drahl: +2 AGI, +3 STR, -3 CHA
Half-demons. Powerful Magic users. Devestating attacks with a sword.
Sentinel: +2 AGI, +2 STR, -3 DEX
Half-angels. Healing magic. often use swords or maces. limited flight.
Salzar: +3 AGI, -2 CHA, +2 DEX, +1 STR
Lizardfolk. generally hated. use scimitars. dislike magic.
Kameli: +3 AGI, +1 INT, +1 STR, -2 CHA
Related to elves. Darker, often assassins, use some dark magic, and daggers.
Half-orc: +2 STR, -1 CHA, +1 INT, -1 DEX
Favor clubs or axes. strong, dislike magic.
Halfling: +2 AGI, +1 CHA, -1 INT, +2 DEX
(Hobbits) Short folk, agile and sneaky. often mischeavious.
Orc: +2 STR, -2 CHA, -2 DEX
Green, gray, or light purple skinned warriors. strong and powerful. love chaos.
Minotaur (different name?): +3 STR, -2 CHA, -1 INT, -2 DEX
Half human, half bull, they are powerful warriors and thirst for battle.

Classes:
Ranger: +2 DEX, +2 AGI
Use bows and daggers.
Warrior: +2 STR, +1 AGI
Use swords, axes, maces, spears, etc.
Mage: +3 INT, +1 AGI
Use wands, books, and staffs. Can also use daggers.
Rogue: +2 AGI, +1 STR, +1 DEX
Use daggers and swords. Can use throwing/blowdart weapons.
Paladin: +3 STR, +1 INT
Warriors that can summon forth the power of a god to aid in battle.
Cleric: +2 INT, +1 AGI, +1 CHA
Healers that use magic and herbs to heal the wounded. Can use daggers as well as light offensive spells.
Monk: +3 AGI, -2 CHA
Strong warriors that fight with their bodies. they can't equip armor or weapons.

That is most of the info I made before switching to excel. I can give you more info on the system if you want.

Posted: Fri Jul 30, 2010 7:42 am
by Coximind
Hmmm....

I would like to see more classes and perhaps fewer races. With races, people can sometimes have trouble keeping track. About 5 min and 8 max is ideal, I've found.

Classes, however, are something you can't quite have enough of, which is downright confusing to me. One would think they'd be no better off than races.... I would suggest about 3 or 4 for every race. Not that they have to be specifically oriented towards those races, it just provides a nice variety.

Also, I think some of the misc. bonuses might be a bit off.
For instance, I would give Orcs as much as 3 or even 4 STR to make up for the crappy CHA and DEX.

In general, you would want the stats to "add up" to about 3 or 4 total. So even so Orcs are a bit weak, where Elves for instance are a bit strong.

So, here's what I would do to your Races, with a few of my own thrown in (Classes later):

Elf: +2 AGI, +3 DEX
Graceful warriors that align with a certain element. Skilled with a sword and a bow. Can cast limited magic.

Hume: +1 STR, +1 CHA, +1 LUK, +1 INT
Humans. Think they own everything.

Dwarf: +3 STR, +1 DEX, -1 AGI, -1 CHA
Short, strong warriors of the south. Live underground. Dislike magic. Hate greenskins.

Salzar: +3 AGI, -2 CHA, +2 DEX, +1 STR
Lizardfolk. generally hated. use scimitars. dislike magic.

Kameli: +3 AGI, +1 INT, -2 STR, +2 CHA
Related to elves. Darker, often assassins, use some dark magic, and daggers.

Goblin: +2 STR, -1 CHA, +1 INT
Favor clubs or axes. Smaller, but not short. Strong, dislike magic.

Halfling: +1 AGI, +1 CHA, +2 DEX
(Hobbits) Short folk, agile and sneaky. often mischeavious.

Orc: +3 STR, -2 CHA, -1 DEX
Green, gray, or light purple skinned warriors. strong and powerful. love chaos.

And now a few of mine:

Wraith: +2 DEX, +3 CHA, -4 LUK
One foot in the spirit realm, the other in life. Skilled in magic.

Gnome: +3 INT, +2 DEX, -1 STR
Very short, and cunning.

Katta: +3 DEX, +2 AGI, -1 CHA
Quiet, sneaky folk. Tendency towards kleptomania.

Posted: Fri Jul 30, 2010 7:51 am
by thade
on the orcs:
CHA doesn't matter much, and orcs can't use bows so DEX isn't helpful.

But i do get what you're saying. I was already thinking about getting rid of minotaurs and maybe orcs too.

I am frantically trying to come up with classes, if you could help with those, it'd be great.

I have leveling and customization roughly worked out, still working on magic though.

I'll take a look at the changes, and re post anything new soon.



Edit: Changed stats on orcs and elves, a few tweaks on the others. Also I may have to steal the katta from you. are they supposed to be cult-like?

Posted: Fri Jul 30, 2010 8:08 am
by BFenix
You know what you people should do? Get together and make one system... There are already tons of new kinds of rpg/combat systems in here. If you tried to make a joint project, things could come out better, being the product of various ideas and opinions.

But please, don't let it ruin your fun. I wont stop you :)

Posted: Fri Jul 30, 2010 8:16 am
by thade
Yeah, that's the main reason i put it up here before it was finished. I need feedback, or else the game ends up to complicated or weird or something.

Posted: Fri Jul 30, 2010 1:04 pm
by thade
I have more info on the system for you!

Leveling up:
when a character gets enough xp, they level up.
leveling up gives players new skill points which they can use to improve their stats (explained later), and sometimes new abilities.
players spend skill points on individual stats, becoming stronger in that area. each skill point is +1 to that stat. if a stat has enough +1 bonuses, it grows a step.
To grow a step, a skill needs to have as many +1 bonuses in that stat as the last step.

d2(not used)>d4>d6>d8>d10>d12>d20
so, to grow a step from d6 to d8, you need d6+4

EX: sir george just leveled up, and has 3 skill points. he wants to spend these on INT (1d4)
he spends 2 points, which means INT grows to 1d6. He can then spend the remaining point to make INT 1d6+1

Also, i have new ideas, full level and skill curves, spells, and all sorts of stuff.

Posted: Fri Jul 30, 2010 3:59 pm
by Coximind
thade wrote:Also I may have to steal the katta from you. are they supposed to be cult-like?
Go right on ahead. That's what I put 'em here for :) And yes, they are very similar to cults in many respects.

Posted: Fri Jul 30, 2010 4:48 pm
by thade
Cool! thanks. If this ever results in an rpg, you have a spot if you want it.

More updates:
Still putting the finishing touch on the magic system, but i have 36+ spells, as well as a full ability curve for all 6 branches of mage.

Working on an ability system, it's like spells, but for non-mages. (sturdy, double strike, etc.)

New awesome class: Geomancer! They level up like regular mages, but what spells they can cast depends on the terrain they're on.

I have (at least for now) removed the salzar, orc, half-orc, and minotaur races from the game.

I added more equipment (mostly armor).

Bonus:
Prototype classe notes:

Ninja: powerful rouge?

Summoner: cool, but more spells :(

Knight: Powerful warrior. More defence-oriented?

Dark knight: attack oriented knight/ black mage.

Freelancer: Flexible, but not as powerful.

edit: added some potions, then tested a bit.(hooray for forcing your dad to play!)

Posted: Sat Jul 31, 2010 6:44 am
by Coximind
Don't be afraid to take inspiration from other games, both video and tabletop. I'm not sure exactly what you're aiming at, but you'd be surprised at what you can find sometimes.

Posted: Sat Jul 31, 2010 12:40 pm
by thade
yeah, i've been looking at final fantasy for classes, and d&d for monsters.

Posted: Sat Jul 31, 2010 2:11 pm
by Killer Karetsu
This looks very interesting...but would you please get back the salzar! If I'm going to join the game then I would want to be a salzar...but I do not force you.

Also, in finnish Kameli means camel lol

Posted: Sat Jul 31, 2010 3:18 pm
by thade
I was debating whether or not to remove them. I think I will bring them back. I was thinking of them as "bad guys",but I think they'd be cooler as good guys, or just neutral. Plus, I need someone to use scimitars.

Updates:
I have 16 monsters, and a dungeon finished. They need a bit of tweaking, but other than that, it's almost ready for playing.

Posted: Sat Jul 31, 2010 3:33 pm
by thade
Here's what i was thinking for the katta:
+3 AGI, +2 DEX, +1 INT
Classes allowed: Ranger, Warrior, Mage, Rogue, Geomancer