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Jamin rolled 20 100-sided dice:
83, 78, 84, 8, 68, 9, 67, 23, 92, 32, 10, 51, 93, 10, 43, 68, 28, 16, 40, 12
Total: 915 (20-2000)
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Posted: Sat Sep 17, 2005 9:40 am
with alot of new stuff to do like dice roleing and random numbers we can now add a damage/battle system without the draw backs of the old system. I recomend useing D&D 3.5 or a modified ver there in. although its a complex system I would only use it for calcualting damage from weapons and spells. for the most part we could run of a HP/MP/AP system IE health points, magic poits, ablity points. also a level system might help as well. again it will take time to figure out what we want to do but for the most part they have made our jobs posting a little easer. more to come please suggest Ideas here for the new system. but untill then ....whaahahahha I attack you all! with love damage heart heart heart mrgreen
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Posted: Sat Sep 17, 2005 12:11 pm
::Geo falls to the ground, crying in agony from the massive amount of damage dealt to him:: "Too... much love..."
On a serious note, this would work well. Geo is an old-time RP'er, and he could create some of the 'classes' we could use in a similar style to D&D if that is what we want. I think that we should have, at the very least, some basic stats though for our characters to work with.
My suggestions include- Power- How much physical force a character may exert. Add this stat to damage rolls. Toughness- How much pain a character may take and shrug off. Subtract this number from damage dealt to you. Force- Magical potency of a character. Add this stat to magical damage. Resistance- How much affect magic spells have on a target. Subtract this number from magical damage.
I could make up a class system for shards if you wanted me to do that also, just so we can have control of level ups, make a separate 'Level-Up' thread where people can make their posts with their die rolls for stat increases, etc.
(Subject to Change)Ex: Class-Elementalist Hit Points: 1d8 per level Magic Points: 1d12 per level Stats: 20 points to divide up to start with, 1d10 additional points per level. Powers: 4 to begin with, 1 newly developed power every 5 levels.
Just throwing in my two cents.
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Posted: Sun Sep 18, 2005 11:49 am
Well we could do that... If yes then I would personally like to create my own class aswell do my own stats.. But he wont be super powerful so we'll see what happens, but I like this idea.
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Posted: Sun Sep 18, 2005 2:34 pm
If you do, don't forget to take Race into account, That plays a huge part in it too...
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Posted: Mon Sep 19, 2005 4:07 pm
No offense meant, but race would play no part in your stats, because you'd have full customization of your stats, within the limits of stat points you'd gain per level.
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Posted: Mon Sep 19, 2005 5:06 pm
Races are more meant for limitation purposes... i mean, how screwed up would it be to see an elf running around with like 20 str and 2 wis???
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Posted: Mon Sep 19, 2005 5:45 pm
Well, that would be a result of the 'ignorance' of the person roleplaying the character. If they wanted an elf character who has a str of 20, let them. Seriously though, we should get some more suggestions then just the class and stat systems from me.
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Posted: Mon Sep 19, 2005 11:26 pm
the point system is nice because it would take longer to come up with specialized races for shards. though personaly I wouldn't mind playing a lycanthropy char ie wearwolf. but thats just me. this way people who's char has had special training can reflect that in thier stats or there lack of training ^^. also here is an idea.... what if each shard within its element type has a special bounes to stats or powers and each of the elemental bounes can play off eachother. or they have mastery (or can gain mastery through use) in that element IE the ability to control that element at will and give themselves immunity from that element. pirate
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Posted: Tue Sep 20, 2005 10:15 am
god im lost in this new system...its been far too long since i last played d&d...ahh *falls to floor* i dont get it xp
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Posted: Tue Sep 20, 2005 12:12 pm
dont worry we will make sure we put it in simple turms easyer to understand than D&D 2nd edtion. mwahahahahah.....
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Posted: Wed Sep 21, 2005 9:09 am
thanks..though im unsure about the evil laughter *cowers slightly*
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Posted: Wed Sep 21, 2005 10:19 am
D&D 2nd edtion was a mathmatical gordiannaught that was realy hard for new players to pick up. it had things like thaco and stuff. gonk look up advanced dungesn and dragons for more info. 3nodding
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Posted: Thu Sep 22, 2005 5:48 pm
I loved D&D 2nd Version, but then again, I am a major math wiz, so the concepts weren't hard to pick up. But I do like the 3rd Edition better, it makes things simpler. And I like the idea of elemental resistances, though I think everyone should get some kind of elemental resistances, like demons should because of their magical nature (Like most demons getting darkness resistances because they concentrate on darkness as an element but me getting earth resistance instead because I am an Earth Demon.)
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Posted: Tue Sep 27, 2005 8:52 am
New system sounds good but perhaps only for small battles whith no conection to story. If you want it to be applyed everywhere it will need to be flexible to ensure a battle goes the right way to advance the story line. Otherwise it could be made optional.
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Lanthanos rolled 1 100-sided dice:
80
Total: 80 (1-100)
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Posted: Tue Sep 27, 2005 11:52 am
Kranna raises a good thing to consider, a stat system would take something out of the storyline. I could, with my horrible curse with technology, have some really bad rolls, and end up losing to a Shard Protector who I was supposed to beat in order to advance the storyline. There should be specific battle outlines that require the stat system, for example, the current thing with Void, if we had the system in place already, that is a battle that would not use the stat system. EDIT: Okay, so maybe my luck isn't that bad, an 80 out of 100 isn't a horrible roll.
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