Post by Abishai on Oct 6, 2004 10:55:15 GMT -5
I spent a few hours last night and a few minutes this morning working on a set of guidelines for constructing charecters to do battle against each other, fairly. So far I have four races and four classes to choose from. Races include: elf, dwarf, human, and half-orc. Classes include: mage, cleric, fighter, and monk.
I put some thought into it and decided it would be cool to not only be able to pit charecters against each other, but be rewarded for doing so. So, the more battles you fight, the stronger your charecter can become. Along a kind of rigid guideline of course. I borrowed from so many different games it's not even funny. But I think I like the end idea. What do you guys think?
Here's what I have so far:
The stats are
Strength which influences chances to hit with brawl and most melee attacks. It also influences damage.
Dexterity inlfuences chances to hit with martial arts and ranged weapons, it also influences dodging attacks.
Constitution influences the number of hitpoints a charecter has, as well as the level of poison resistance.
Wisdom influences a spells chance to hit, as well as giving resistance to elemental spells
Intelligence influences a spells damage
Willpower influences defense against mind spells
A begining charecter will have 20 points to be divided up between the six traits. No trait may be higher than six at this time.
A player can then select the charecters race.
Human is default with no changes to stats.
Elf adds one to dexterity, one to wisdom, and subtracts two from constitution
Dwarf addos one to constitution, one to willpower, and subtracts two from dexterity
Half-orc adds two to strength, subtracts one from intelligence and one from dexterity
Class can then be chosen. Choose from mage, cleric, fighter,and monk.
Mages begin play with 4 HP in addition to the number of points in Constitution score. They have two levels of elemental magic that they may place, as well as two skill levels (discussed later)
Clerics begin play with 6 HP in addition to the number of points in Constitution score. They have one level of magic either in Holy or bane, they have three levels of skill.
Fighters begin play with 10 HP in addition to the number of points in Constitution score. They have five points to place in skills.
Monks begin play with 6 HP in addition to the number of points in Constitution. They have one point to place in either Mind or Body as well as three skill points.
Mage magic consists of the four elements: Air, fire, earth, and water. While begining levels are WEAK the higher levels are impressive.
Air
1. raise fog (self explanatory)
2. arms of air (can manipulate objects kind of like telekineses)
3. lightning bolt.
4. harden air (immobolize/constrict opponent)
5. lightning storm (self explanatory I think)
Fire
1. smoke screen (self explanatory)
2. fiery blade (enchant a blade with fire temporarily)
3. fire ball (self explanatory)
4. jet of fire (shoot a stream of fire that you can direct)
5. Immolation (create a devastating wake of fire centered on your opponent
Earth
1. dust storm (self explanatory)
2. tremor (cause the earth to tremble slightly knocking opponent down-they have to spend an attack getting back up)
3. hands of earth (hands rise from the ground grabbing opponent's ankles immobolizing them
4. riven earth (the earth splits throwing dirt, rocks, and your opponent into the air)
5. earthquake (self explanatory)
Water
1. concealing rain (self explanatory)
2. quick freeze (a freezing attack that quickly freezes, and then quickly thaws)
3. ice ball (self explanatory)
4. glacial spike (ice spike rises from the ground)
5. Blizzard (self explanatory)
Cleric have Holy or Bane:
Holy
1. heal five HP
2. heal 10 HP
3. heal 25 HP
4. heal all
5. blessed aura (damage all within 30')
Bane
1. summon undead
2. create undead
3. control undead
4. rot (cause a quick atcting rotting disease to be inflicted on your opponent-lowering one physical stat
5. maim (lower all opponents physical stats)
Monks have Mind and Body to choose from
Mind
1. mental barrier (provides extra armor)
2. reflect attacks (works against not only melee and ranged attacks but also against magical attacks)
3. hit drains willpower
4. order (give an order to your opponent that must be obeyed-resisted by willpower-cannot use commads such as kill your self or die)
5. mental slave (resisted by willpower-any command may be issued)
Body
1. increase constitution by spellcraft (explained later) level
2. increase dexterity by spellcraft level
3. increase strength by spellcraft level
4. increase all physical attributes by spellcraft level
5. increase all physical attributes by spellscraft +2
Skills, I only put fighting skills down. . . .
brawl (hand to hand combat less disciplined then martial arts)
dodge (self explanatory)
martial arts (disciplined hand to hand fighting style with incredible power-costs twice as many skill points as brawl)
melee (attacking with hand-held weapons)
ranged weapons (throwing weapons/bows/crossbows)
spellcraft (this skill as well as Wisdom score reflect how high of a level you can achieve in any magic spell users must have at least one level to use any spells-to use level two spells requires two levels of this skill. . . .)
I put some thought into it and decided it would be cool to not only be able to pit charecters against each other, but be rewarded for doing so. So, the more battles you fight, the stronger your charecter can become. Along a kind of rigid guideline of course. I borrowed from so many different games it's not even funny. But I think I like the end idea. What do you guys think?
Here's what I have so far:
The stats are
Strength which influences chances to hit with brawl and most melee attacks. It also influences damage.
Dexterity inlfuences chances to hit with martial arts and ranged weapons, it also influences dodging attacks.
Constitution influences the number of hitpoints a charecter has, as well as the level of poison resistance.
Wisdom influences a spells chance to hit, as well as giving resistance to elemental spells
Intelligence influences a spells damage
Willpower influences defense against mind spells
A begining charecter will have 20 points to be divided up between the six traits. No trait may be higher than six at this time.
A player can then select the charecters race.
Human is default with no changes to stats.
Elf adds one to dexterity, one to wisdom, and subtracts two from constitution
Dwarf addos one to constitution, one to willpower, and subtracts two from dexterity
Half-orc adds two to strength, subtracts one from intelligence and one from dexterity
Class can then be chosen. Choose from mage, cleric, fighter,and monk.
Mages begin play with 4 HP in addition to the number of points in Constitution score. They have two levels of elemental magic that they may place, as well as two skill levels (discussed later)
Clerics begin play with 6 HP in addition to the number of points in Constitution score. They have one level of magic either in Holy or bane, they have three levels of skill.
Fighters begin play with 10 HP in addition to the number of points in Constitution score. They have five points to place in skills.
Monks begin play with 6 HP in addition to the number of points in Constitution. They have one point to place in either Mind or Body as well as three skill points.
Mage magic consists of the four elements: Air, fire, earth, and water. While begining levels are WEAK the higher levels are impressive.
Air
1. raise fog (self explanatory)
2. arms of air (can manipulate objects kind of like telekineses)
3. lightning bolt.
4. harden air (immobolize/constrict opponent)
5. lightning storm (self explanatory I think)
Fire
1. smoke screen (self explanatory)
2. fiery blade (enchant a blade with fire temporarily)
3. fire ball (self explanatory)
4. jet of fire (shoot a stream of fire that you can direct)
5. Immolation (create a devastating wake of fire centered on your opponent
Earth
1. dust storm (self explanatory)
2. tremor (cause the earth to tremble slightly knocking opponent down-they have to spend an attack getting back up)
3. hands of earth (hands rise from the ground grabbing opponent's ankles immobolizing them
4. riven earth (the earth splits throwing dirt, rocks, and your opponent into the air)
5. earthquake (self explanatory)
Water
1. concealing rain (self explanatory)
2. quick freeze (a freezing attack that quickly freezes, and then quickly thaws)
3. ice ball (self explanatory)
4. glacial spike (ice spike rises from the ground)
5. Blizzard (self explanatory)
Cleric have Holy or Bane:
Holy
1. heal five HP
2. heal 10 HP
3. heal 25 HP
4. heal all
5. blessed aura (damage all within 30')
Bane
1. summon undead
2. create undead
3. control undead
4. rot (cause a quick atcting rotting disease to be inflicted on your opponent-lowering one physical stat
5. maim (lower all opponents physical stats)
Monks have Mind and Body to choose from
Mind
1. mental barrier (provides extra armor)
2. reflect attacks (works against not only melee and ranged attacks but also against magical attacks)
3. hit drains willpower
4. order (give an order to your opponent that must be obeyed-resisted by willpower-cannot use commads such as kill your self or die)
5. mental slave (resisted by willpower-any command may be issued)
Body
1. increase constitution by spellcraft (explained later) level
2. increase dexterity by spellcraft level
3. increase strength by spellcraft level
4. increase all physical attributes by spellcraft level
5. increase all physical attributes by spellscraft +2
Skills, I only put fighting skills down. . . .
brawl (hand to hand combat less disciplined then martial arts)
dodge (self explanatory)
martial arts (disciplined hand to hand fighting style with incredible power-costs twice as many skill points as brawl)
melee (attacking with hand-held weapons)
ranged weapons (throwing weapons/bows/crossbows)
spellcraft (this skill as well as Wisdom score reflect how high of a level you can achieve in any magic spell users must have at least one level to use any spells-to use level two spells requires two levels of this skill. . . .)