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Topic Started: Jun 17 2010, 09:20 PM (74 Views)
Avalon
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D6 based.

Classes are as follows:

fighter (M)(m)
ranger (D)(m/r)
warlord (B)(r/m)
Beast Lord (M)(r/t)
barbarian (D)(m)
Rogue (D)(m/r)

paladin (M)(m/t)
cleric (B)(t/m)
warlock (D)(t)
necromancer (M)(t)
shaman (B)(t)

wizard (M)(t)
sorcerer (D)(t)
swordmage (D)(m/t)
bard (B)(t/r)
Druid (M)(t)
Imbuner(B)(m/t)

gunslinger (D)(r)
technomancer (B)(r/m)
pilot (M)(r/m)
artificer (B)(r/t)
alchemist (M)(r)


psion (M)(t)
monk (D)(m/t)
soulblade (B)(t/m)
soulthief (D)(t)
telepath (B)(t)

(Tell me if any seem redundant or if any stereotypical archtypes are mising)



Normalized attack:
weapon attack bonus-(level+4)
expected attack bonuses: 15 (1/2 level) + 8 (ability score) + 2(profficiency) +6 (enhancement) +3 (built in increase)
normal attack bonus-(level+2)
expected attack bonuses: 15 (1/2 level) + 8 (ability score) +6 (enhancement) +3 (built in increase)
Armor grants DR, normalized defense is normal defense minus level.

Problem:
15 8 3 6 32
15 8 3 6 32
15 1 3 6 25

If defense is in a "dump stat" situation, it is a -5 normalized score. Possibly adding a talent that will allow people to hone a particular defense.
AC is Reflex. Makes things easier.

Armor Table: (incomplete)
cloth
leather 1 -1
hide 2 -2
vest 3
chain 4, -3 +2
scale 5, -4 +3
plate 6, -5 +4
shield 1
body suit 8, -6 +4

Armor TypeDamage Reduction/TierDexterity Modifier PenaltyArmor Bonus to Reflex
Light Armors
Cloth---
Leather1d6-1-
Hide2d6-2-
Heavy Armors
Chain4d6-3+2
Scale5d6-4+3
Plate6d6-5+4

Special Armors
Combat Vest3d6--
Body Suit8d6-6+4
Shields
Light Shield1d6-+1
Heavy Shield2d6-1+1


notable boosts:
5, 15, 25 - attack boost
10, 20, 30 - defense boost

LevelBonus
1Choose race and primary class, choose three talents and starting equipment.
2
3gain one additional talent
4ability score bonus
5attack bonus
6gain one additional talent
7
8ability score bonus
9gain one additional talent
10defense bonus
11bonus to all ability scores, gain one additional talent (from primary class), pick secondary class and gain one talent from it
12
13gain one talent
14ability score bonus
15attack boost, gain one talent from secondary class
16gain one additional talent
17
18ability score bonus
19gain one additional talent
20defense boost, gain one talent from secondary class
21bonus to all ability scores, choose final class, gain one talent from all classes
22
23gain an additional talent
24ability score bonus
25attack bonus, secondary class: gain an additional talent
26gain an additional talent
27
28ability score bonus
29gain an additional talent
30defense boost, gain an additional talent from your secondary class


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Edited by Avalon, Jun 30 2010, 02:29 AM.
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Avalon
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So, what I'm thinking of is how to class thew classes. where I'm coming from on this is to pick a coordinate on the big pyramid in the above post and figuring out its values. Each point on the triangle represents a value, for example, the top one represents level 6 melee, and level 0 magic/range. the blue one represents magic standing and the green one represents range. Now, the thing about ths system is that the total level of a class can only be 6. (The hybrid class is 2 in each category, signified by the gray triangle in the middle)

Another example is the violet color half way between melee and magic. This corresponds to level 3 melee, level 3 magic, and level 0 range. This would mean the associated class is one that is "average" in both magic use and in melee, meaning something like a cleric, paladin, swordmage, or soulblade would fit in that area. Right now, my ideas for the "point" classes are fairly uncertain, although I am very much favoring using the gunslinger as the level 6 ranged person.

In a new thread here or in the discussion board, put your suggestions for the classes rankings. If you need clarification on what I am lookikng for in the classes, just pop a question there, too.

Here is the kind of layout that I think each class should have as a kind of "table" thing. The aim would be to get maybe 3 to a page.

Gunslinger
Posted ImageM:0
R:6
G:0
DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION
Primary Focus:High damage delivered at range
Talent Trees available:(talent tree name), (talent tree name), (talent tree name), (talent tree name), and (talent tree name)
Synergizes well with: (name of class(M:1 R:5 G:0)*, (name of class(M:0 R:5 G:1)*, (name of class(M:1 R:4 G:1), and (Hybrid Classes(M:2 R:2 G:2)


RILLAR POSTS
Edited by Avalon, Jun 30 2010, 12:09 AM.
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Avalon
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ERM, FILLAR
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Avalon
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NEED FILLAR POSTS
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Avalon
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ONE MORE FOR GOOD MEASURE.
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Avalon
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The Two Fields:
Like many other Roleplaying Games, Heroes of Elysium has a gague to measure your character's abilities in a given field. These two fields are Spellmastery and Weaponmastery. Both of these vast swaths of skill encompass all aspects of the game, and your Abilities, Feats, and Skills revolve around these abilities, to a minor or a major extent. Each is divided into subfields, some of which are further divided into more subfields. Below is a brief overview of each of these fields, and what your character could dabble into in each of them.


Spellmastery:
The art of the great alchemists, clerics, shamans, and wizards, Spellmastery is the incredibly diverse field encompassing all magic within Heroes of Elysium. With low levels of mastery, you can throw exploding fireballs at foes, sear them with divine light, or imbune magical energies into allies' to make them stronger. As you reach the end of your career, and remain focused on the way, your character can call up great mountains with a wave of their hand or control a horde of undead servants to do your bidding. Spellmastery includes the arts of:

Divine Magic, the magic bestowed by a greater power than your own, whether it be the Gods or the greater spirits of the world is completely up to you. Depending on the path you walk, you can harness divine magic to reanimate the dead for your bidding, blast away foes with your god's wrath, or call the natural spirits fo aid you in battle.

Elemental Control, the ability to grasp, call forth, and manipulate the very elements of the world, elemental magic is probably what you think of when magic comes to mind - fireballs, bolts of lightning, and freezing winds all fall under this category.

Psionic Energies, the ability to use ones own mental power to fuel their powerful abilities are what one gains from focusing on this field. In this field, you could telekenetically control weapons or hurl your foes out of your path, or cast dark, frightening images into the brains of those who dare challenge you.


Weaponmastery:
Weaponmastery is a highly variable field to delve into, encompassing the arts of swordplay and archery to the piloting of robots of your own creation. With low levels of mastery, you can cut through enemies with a sword, rain bullets down upon a swathe of them, or toughen your skin to resist flames. When you reach true mastery of the art, you can control building sized automations, shatter through the ground with a punch, or rain arrows down upon a charging army. Weaponmastery encompasses the following realms:

Mechanical Control, the ability and knack for assembling, disassembling, modifying, and piloting of machinery. Some in the field refer to this as the Weaponmaster's spells, for the complexity of it all. With this, you can create modifications to your body to enhance it, or plug your mind into that of a robot of your creation to let it do the fighting for you.

Melee Weaponry, the perennial idea when it comes to role playing, the art of wielding a blade, axe, or other weapon, and marching into battle. Within this field, you could pick up the use of a warhammer to smash through your enemies to a plasma sword to slice through all but the strongest defenses.

Physical Combat, the practice of honing your body to be able to combat any foe Is one that many touch on in their travels for the versatility it offers in most fields. Within this field, you could chose to raise your physical resillience to blows, improve your reflexes, or strike down enemies with a flurry of blows.

Ranged Weaponry, the final area of Weaponmastery, deals with fighting with devices and weapons at a range. In this field, you could wield anything from a longbow to a shotgun, even up to something like a laser cannon if you so chose.


Magic, Technology and the Two Fields:
Sometimes, your Game Master will select a setting that restricts certain weapons or items, such as a more mideval setting in which robots and other pieces of advanced technology have not been made yet. Other restrictions might make the setting one where magic is rare, and your level of spellmastery is capped at a certain level. Certain Abilities, Feats, and Skills that only apply to things involving these technologies may be repurposed for use with other things of similar nature, such as a applying a Feat for a semi automatic weapon to a repeating crossbow.
Edited by Avalon, May 28 2011, 04:43 AM.
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