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Needs a Title; Apparently haven't learned my lesson
Topic Started: October 26, 2015, 9:07 pm (1,470 Views)
Onime No Ryu
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I'll be your Undertaker this evening
With Matt's input and allowing myself to put my own preference in there, the 4th map just barely edges out the first one so I'm gonna go ahead and use that one, if that's alright. I'll get started on the region that the first part of the story will take place in.

As for all of NTNP's input:
1. Only problem with giving them even a basic, caveman level of intelligence is that they still become intelligent. The big story of this RP is that this Evil Empire is going all holocaust on the beastmen. Therefore conflict between the races is a thing and the implication that the empire is evil for being racist is pretty strong. If we have intelligent lizardfolk or goblinfolk, and then the players have to slaughter them by the hundreds...well we no longer really have a leg to stand on when we say "you can't be racist against the beastmen like this!"

2. Because it takes place on one continent at a time, even if we used one of the more water-world-y maps we'd still be hoofing it or riding a cart most of the time, I think. Boats are still a thing and might be used at some point, but I kind of doubt they'll play a major role at first.

3. It all works on the "souls/Anima" system, as long as you have enough of those points to spend, you can keep casting magic.

5. I looked at the FATE system that Jak talked about before, but I don't really like it cause to me it seems like it's TOO free-form. I'll probably stick to the DnD thing and just get rid of some of the stuff that's redundant or not really necessary due to the style of our Roleplaying--like Charisma, for instance. It's used for things like "convincing someone" but given that our medium is a written one where we can take our time coming up with arguments, "convincing someone" just means you have to actually give a reason that the character, in-narrative, decides that they agree with.

6. Good idea about listing "Events that should happen," I might do that.

7. That's pretty much what I was planning. In a discussion in the cbox earlier I think I mentioned that I was planning for Humans to have names and such drawing from Nordic/Germanic backgrounds and Elves drawing from Greek/Roman/Latin sources. Beastmen could be...I dunno, I feel like giving their names/culture African or Native American backgrounds might have unfortunate implications, but at the same time I want to limit the Asian influence because I want things to be fairly westernized just because I don't feel like any of the maps feel analogous to Japan. And the whole fudging it with the "oh this person is just randomly from the Far East" is just getting kinda eh even to me, the number 1 glorious nippon supporter.

8. It's pretty tied to magic I think.
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NTNP
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1. The thing is, most creatures fall squarely into sentient or non-sentient levels. To get in large groups and have something beyond basic tactics, it requires a level of sentience equal to or greater than that of our ancestors the cavemen. If you want a group that acts like that, then look at what it means to become feral. They are born in the feral state- they are intelligent, potentially as much as other laguz BUT have lost themselves to being feral. While they CAN use their intelligence, their first desire is to destroy. Think of it as a cursed state, rather than a natural one if it helps.
2. I would still go with some sort of HQ plot device. It helps keep everything together and minimize the "wandering off to the market" each time thing.
3. Cool.
4. NA
5. Replace CHA saves with something like LUCK. It's honestly a comparable claim, to be honest. I would say tie it to say critical chance (regularly a 20 only, and make it where the modifier of +1 means a 19-20 makes it happen, a +2 makes it where an 18-20 crits etc), along with say providing some minor benefits like skills and saves. Plus it is really cool to imagine that Paladins, Sorcerers and Bards are just damn lucky. Plus it can't hurt to make us more likely to be able to pull off an instant success, super move or something. Actually having it where a crit would instantly allow the PC to use a super move version of their attack which does twice the damage would be badass as hell and would fit in the anime feel of a lot of your works.
6. Good. I had a few ideas about something like this earlier. Imagine if at the beginning of a chapter (before we started it) we got a synopsis of what is going to occur in a "general" sort of way. "Like say the coastal town of bla is going to be attacked. We need someone to help rally the defense, someone to help lead the attack and the end goal is the lord/lordess of bla is going to be abducted for ransom. Who wants to do what here?" and run it from there.
7. I might honestly say that the beastmen and their likely "clans" would be a good analogue for Japan to be honest with you with the whole warring clans and rule of the strongest thing. Native American would fit good here too. I wouldn't go with African though, since a lot of times that is more a regional thing than familial ties.
8. Then I would make it where the "Church" is clearly aligned with the Imperium. Make the Alliance worship the same as the elven gods do. Then make it where the Beastmen have their own religious beliefs, based on say ancestors or something. Differentiation seems to work well.
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Onime No Ryu
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I'll be your Undertaker this evening
NTNP
October 29, 2015, 5:26 pm
1. The thing is, most creatures fall squarely into sentient or non-sentient levels. To get in large groups and have something beyond basic tactics, it requires a level of sentience equal to or greater than that of our ancestors the cavemen. If you want a group that acts like that, then look at what it means to become feral. They are born in the feral state- they are intelligent, potentially as much as other laguz BUT have lost themselves to being feral. While they CAN use their intelligence, their first desire is to destroy. Think of it as a cursed state, rather than a natural one if it helps.
2. I would still go with some sort of HQ plot device. It helps keep everything together and minimize the "wandering off to the market" each time thing.
3. Cool.
4. NA
5. Replace CHA saves with something like LUCK. It's honestly a comparable claim, to be honest. I would say tie it to say critical chance (regularly a 20 only, and make it where the modifier of +1 means a 19-20 makes it happen, a +2 makes it where an 18-20 crits etc), along with say providing some minor benefits like skills and saves. Plus it is really cool to imagine that Paladins, Sorcerers and Bards are just damn lucky. Plus it can't hurt to make us more likely to be able to pull off an instant success, super move or something. Actually having it where a crit would instantly allow the PC to use a super move version of their attack which does twice the damage would be badass as hell and would fit in the anime feel of a lot of your works.
6. Good. I had a few ideas about something like this earlier. Imagine if at the beginning of a chapter (before we started it) we got a synopsis of what is going to occur in a "general" sort of way. "Like say the coastal town of bla is going to be attacked. We need someone to help rally the defense, someone to help lead the attack and the end goal is the lord/lordess of bla is going to be abducted for ransom. Who wants to do what here?" and run it from there.
7. I might honestly say that the beastmen and their likely "clans" would be a good analogue for Japan to be honest with you with the whole warring clans and rule of the strongest thing. Native American would fit good here too. I wouldn't go with African though, since a lot of times that is more a regional thing than familial ties.
8. Then I would make it where the "Church" is clearly aligned with the Imperium. Make the Alliance worship the same as the elven gods do. Then make it where the Beastmen have their own religious beliefs, based on say ancestors or something. Differentiation seems to work well.
1. Being Feral is more like literally insanity or some form of rage/rabies virus though.
2. You mean giving the characters a headquarters, or some kind of hub city, that they return to periodically? Or you mean having an actual guiding force that gives them "orders from HQ?" Not sure how well the second one would work, at least at first, because I don't wanna shoehorn people into being mercenaries or rebels like we usually do.
5. Hmm, that might work, although I'd probably simplify it a little bit. Also, I don't plan to have stats cap at 18 or 21 like they tend to in long-running campaigns.
6. I'll definitely keep this in mind, thanks for bringing it up. Could even do a "next time, on ARRR PEEE ZEEEE" kind of thing.
7. That's a good point, but at the same time Japanese doesn't feel like a primitive language to me (an old one, for sure, but by that same token it's developed a whole lot over the centuries so now it's super complex.) and I had kind of a realization: Animals don't use words, they communicate by body language. So then I came up with this idea: What if the beastmen pretty much did the same at first, having a "nonverbal" and nonwritten language, up until they make first contact with the elves, and then learn from them? Thus their language is a split from the Elven dialect solely created to interact with other species who actually use languages, and it affects their culture enough that using words becomes a common thing, but as a society they still place a ton of emphasis on body language?
8. The plan was for the Humans to have something sort of like a more militant version of Catholicism, for Elves to worship magic itself as a sort of general "life force" kind of thing, and for Beastmen to have some kind of mythos heavily related to their way of life, like having the Sun god be the source of life like in nature, and having a Moon goddess who represents duality with the sun and the changing of cycles in the circle of life.

IN MY NEXT POST I WANT PEOPLE TO GIVE SOME FEEDBACK/VOTE/ETC ON THE STATS AND THE RACES, SO BE READY.
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Onime No Ryu
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STATS:

We will be using all the stats listed on the following link's page EXCEPT for Charisma. Instead of Charisma, we'll have Luck, and though I haven't ironed out the specifics of exactly how it'll work, NTNP's short explanation up above is good enough for the general gist of it (though the numbers might end up scaling a little differently.) Here is the link for the stats, and it also includes some short descriptions of what they'd be used for (take note that we'll be doing different modifiers from what they have on that page, you're not limited to an overall +5 modifier like they have theirs sets up.)

https://simplednd.wordpress.com/creating-characters/ability-scores/

Ability Scores and Modifiers will work basically the same as they do in normal D&D. Your modifier is your Ability Score subtracted by 10 and then divided by 2, and rounded down to the nearest number. The raw ability score will be used for some things, maybe like equip requirements, and the Modifier will be used for a lot of things like skill checks and damage.

10-11 = +0
12-13 = +1
14-15= +2

And so on and so forth.

I'm thinking right now we'd have 50 points to spend at the beginning of the game among the 6 stats.

Any problems, questions, or concerns?

CLASSES:

  • Barbarian - A wild warrior, who uses sheer strength to overcome foes.
    HP: 12 + CON modifier
    Bonus Points: STR +2
  • Cavalier - A warrior who favors tradition and honor. Often a knight, soldier, or otherwise well-trained.
    HP: 10 + CON modifier
    Bonus Points: +1 to STR and CON (if this causes a change to the CON modifier, HP does not change until next level.)
  • Ranger - An expert in hunting and tracking who often favors the bow.
    HP: 8 + CON modifier
    Bonus Points: +1 to DEX and STR
  • Cleric - A member of a religious order devoted to healing and defending. Use of offensive magic is highly regulated.
    HP: 6 + CON modifier
    Bonus Points: +1 to INT and LUCK
  • Wizard - One who studies magic intensely. Often more academic than athletic.
    HP: 4 + CON modifier
    Bonus Points: +2 INT
  • Rogue - The opportunistic sort, often a treasure hunter. Not always restricted by morals.
    HP: 6 + CON modifier
    Bonus Points: +1 to DEX and LUCK
  • Assassin - One who trades lives for coin. Either a bounty hunter, or in the shadows.
    HP: 4 + CON modifier
    Bonus Points: +2 DEX


Any suggestions for more classes to be added, or for changes to these classes?

RACES:

Humans:
Humans, at the beginning of the game, cannot have ANY STAT that is HIGHER than +3. They have no stats that must be lower than any other modifiers. Once levelling begins, players are free to add stats as they wish. They are not limited in what Classes they can choose. Their names, for people, places, and things, often draw from Nordic/Germanic languages, and their culture is also similar. Humans came to the continent of Gaerra (name change?) from the West roughly 200 years ago, but they came bearing an already well-established culture that was different from anything the other two races had yet seen. With their superior weaponry and industry they soon carved out a place for themselves, but they were constantly in conflict with the native Therians. The Heilicht Empire was formed by violent conquest that forced the Therians out of their original territories and into the valleys of the mountains. If the empire had not been split by a rebellion, the nation of Kimaera might very well not exist. But the rebels have long since been forced out, and the Heilicht Empire has recently undergone a radical shift in mindset. They worship the Allfather, a single god claimed to be all-powerful and all-knowing who speaks to the people through divinely appointed prophets.

Elves:
Elves, at the beginning of the game, cannot have any stat except for DEX or INT that is higher than +3, and those two stats cannot pass +4 in modifiers. STR and CON, on the other hand, cannot pass +2. However, once levelling properly begins, players can continue to add stats where they wish. Elves cannot choose the Barbarian or Rogue classes. Their names for people, places, and things often draw from Greco-Roman/Latin languages. Their culture is very "free spirited" by human standards. Elves are more connected to nature on a level that humans haven't really been able to understand, and are generally live and let-live up until the point when one's decisions cause harm to others. Many things that the Heilicht culture considers improper are considered by Elves to be wholly natural and, as long as one is responsible, perfectly fine to indulge. Over 1000 years ago, the Elves actually had a very powerful empire of their own, but around 500 years ago they underwent a change in mindset--some say due to the actions of a legendary princess--and began to withdraw their power. Aurumis is still large and powerful, perhaps even moreso than the Heilicht, but is very wary about taking part in any kind of conflict. Because the country was once much larger, elven communities still exist in places that have long since ceased to be part of the elven homeland. They worship Anima itself, paying their respects to the changing of seasons and celebrating life, and believe that the Anima is a benevolent force of balance that guides the universe.

Therians:
Therians, at the beginning of the game, cannot have any stat aside from STR and CON that is higher than +3, and those two stats must not pass +4. INT and LUCK, on the other hand, cannot pass +2. Once leveling begins, players can add stats where they wish. Therians cannot choose the Cleric or Wizard classes. Often derogatorily called Beastmen or subhumans by the Heilicht, the Therians are quite possibly the first inhabitants of Gaerra. They originally had no spoken or written language, instead communicating with body language and rough sounds like animals, but eventually made contact with the elves during Aurumis' imperialistic era. Thus their language became an offshoot of the elves' own, and their culture adapted some ideas from the elves, but on the whole the Therians are a very group-oriented race and their laws and customs can differ from tribe to tribe. Even clans within tribes--that is, usually a close knit group centered around a powerful family--may think differently from the rest of their tribe. Up until the arrival of the Heilicht, the Therians had no real government and simply conducted themselves as many divided groups, and territory would often change hands. When the humans came, they forced the Therians towards the center of the continent and, for the first time since the days of the Ancient Elven Lords centuries ago, the Therians found themselves with a common enemy. This time they were learned enough to realize what was happening, and a little over 150 years ago the Therians came together, along with the remnants of elven communities, and the nation of Kimaera was formed with the democratically elected Triumvirate at its head. When the Heilicht empire had a short lived rebellion, many humans migrated to Kimaera and were accepted. Soon the three races began to prosper in this nation, but when the Heilicht recovered from the rebellion, they had a renewed purpose. Therian religion is based on ancestor-worship as well as natural forces personified as spirits. The Great Sun is the chief spirit under this system, with the Moon Wife representing duality alongside him. Therians cannot use magic in the same way as elves and humans, but they have their own natural abilities that come to them by instinct, rather than by study.

Any problems, questions, or concerns?
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Arcvalons
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Lord of the Octoroks, all hail!
Some classes ideas:

Soldier:
Average melee fighter with solid skills all around.
STR +1
CON +1
Fighter/Barbarian:
Melee fighter that sacrifices defenses for attack capabilities.
STR +2
CON -1
Black Knight
Same as Fighter/Barbarian, but receives a bonus to damaging spells.
STR +2
CON -1
Knight
Melee fighter that sacrifices attack for defense capability.
STR -1
CON +2
White Knight
Same as the Knight, but receives a bonus to Healing Spells.
STR -1
CON +2


Edit: Also, I think Classes should define what kind of spells and skills you can create, they should match the classes. For example, maybe a Knight would have to have magic or skills casted from his sword.
Edited by Arcvalons, October 30, 2015, 4:32 pm.
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Onime No Ryu
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I'll be your Undertaker this evening
Magic:

Players can create spells that will cost Anima points to cast. It basically goes like this:

Spell has Trait A, Trait B, and Trait C. Trait A costs 5 points, B costs 5 points, C costs 10 points. To cast the spell you have to spend 20 points.

Further definition of the traits is as such:

Damage - Like the weapons, spell damage will be conducted in dnd style. You won't roll the dice, but you'll basically be buying the dice that I'll roll for you when it comes time to do the calcs. If you're healing damage instead of causing it, it's the same thing. If you are using a shield/barrier type spell, then the dice determine how many points of damage are taken off a successful attack. If your barrier can't stop all the damage, though, it'll shatter or whatever, so if you want barriers to be free "get out of an attack" cards you'd better be prepared to spend some points on them.

Range - Again, you're buying dice, but with the range of spells it's a multiplier of 5. So if your spell has a 1d2 range, that means when you use it it'll go between 5 and 10 feet, because 1 times 5 is 5 and 2 times 5 is 10. If you want an AOE effect, however, then instead of multiplying by 5 you just go that number of feet in 5 directions--the four cardinals and then up, so all AoE spells basically make a dome around you. In this case, a 1d2 range spell would extend only between 1 and 2 feet all around you; a slightly bigger version of an aura-type ability. You'll specify this by simply including (AOE) next to the dice number. If you want a spell that you lob a distance and then explodes AOE style or whatever, that's two separate ranges you have to buy. One for the lobbing, one for the explosion.

Elements and Effects - To just add an element to a spell, it's only 2 more points on top of whatever price you had. All Elements really do is give you the ability to hit an enemy's weakness for more damage, but there might be some enemies who resist that element too. But to add a secondary effect, such as Burning, Paralyzing, or whatever, you'll need to buy another damage dice for the damage that the effect does...but be aware that this secondary damage dice will also determine your CHANCES of getting that effect. 1d2 means a 50% chance, 1d4 means 25%, so on and so forth. Therefore, stronger effects have less chance of being successful. But when they are, they'll be powerful. So it's an even trade in my opinion.

Here's the dice price:

1d2 = 2AP
1d4 = 5AP
1d6 = 10AP
1d8 = 15AP
2d6 = 25AP
2d8 = 40AP

And past that we'll have to add things as we go along.

Based on those three traits, I think it's actually a very versatile system. If you want to do something that doesn't fall under Attack, Defend, or Heal, then you can still kind of use those traits. For instance, a Magic Hand type spell that lets you move an object with your mind. Range would be how far away you can move something from or how far you can send it with the hand. Damage might instead be the WEIGHT of the object, maybe with the dice multiplied by 10 or something and put into pounds. I want people to be creative and make their own custom spells, so if you have questions about a spell, make sure you MAKE A FULLY DETAILED DESCRIPTION OF IT and ask me about it and we'll see if we can work something out.

Any problems, questions, or concerns?
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oniskieth
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The Silver Light
(I havent voted)

You limited it to mammals for the beastmen, but you listed wings in the description. Are bird beastmen yay or nay?
Katherine's Approval
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Onime No Ryu
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I'll be your Undertaker this evening
oniskieth
October 30, 2015, 9:33 pm
(I havent voted)

You limited it to mammals for the beastmen, but you listed wings in the description. Are bird beastmen yay or nay?
Yeah I nixed bird-type therians in a cbox convo earlier since I think that being able to fly would be a little unbalanced. When I was listing the "anime animal people" traits I probably just absently threw wings in there without thinking about it.

So Therians are mammal only, no fish or reptiles or birds--yet, anyway. Still haven't made my final decision about whether they EXIST or not, but I know that even if they do they won't be PLAYABLE.

Arcvalons
 
Some classes ideas:

Soldier:
Average melee fighter with solid skills all around.
STR +1
CON +1
Fighter/Barbarian:
Melee fighter that sacrifices defenses for attack capabilities.
STR +2
CON -1
Black Knight
Same as Fighter/Barbarian, but receives a bonus to damaging spells.
STR +2
CON -1
Knight
Melee fighter that sacrifices attack for defense capability.
STR -1
CON +2
White Knight
Same as the Knight, but receives a bonus to Healing Spells.
STR -1
CON +2


Edit: Also, I think Classes should define what kind of spells and skills you can create, they should match the classes. For example, maybe a Knight would have to have magic or skills casted from his sword.


Soldier's literally Cavalier.
Fighter's Barbarian but with a stat loss which makes it worse.
Black Knight is also the same and because spell bonuses depend on INT he wouldn't even be good at what you want him to be.
Knight is a Cavalier with a stat loss.
White Knight, again, wouldn't even be good at spells AND he would suck at fighting because of a stat loss.

In a sense, your classes and your choice of stat distribution DOES decide what kind of spells you'd be able to use, because that's how their effectiveness is determined to begin with. Let me break it down:

MELEE is decided by STR, DEX, and CON. When attacks are made, 1d20 will be rolled. The result + STR modifier will compare to the target's Armor Class, which will be determined by your Equipment and a DEX modifier. If the 1d20 result is equal or above the AC, the attack is a hit. The Damage is then determined by Equipment + STR modifier again, which is then subtracted from the HP. If there are shields or barrier spells in place those are also taken into account AFTER the initial roll for hit/miss. If your weapon uses DEX instead of strength, like a lot of ranged weapons do, you can easily replace the STR modifier with DEX.

So if you want to be a Rogue or Assassin, you HAVE to focus on your DEX because that modifier will add to your Armor Class and make you hard to hit. You already have low HP because of the class requirement; even with a high CON modifier you're likely to be weak in that area. So if someone decides "I WANNA BE A ROGUE" and then also decides they wanna cast spells and stuff, then guess what? Their DEX will suffer and they'll be a shitty rogue and it'll be their own fault.

MAGIC is decided by INT, and occasionally WIS and LUCK. When spells are cast, rolls against AC will be made again with INT replacing STR, and this time the damage is determined by the spell's damage trait and the INT modifier unless there's some kind of special effect that brings WIS or LUCK into play. In addition to this, for every INT modifier point you have, it'll take 10% off your Anima Cost for spells. If you have +2 to INT and the spell originally costs 100 Anima, then it now costs 80 Anima instead.

So not only do people with more INT do more damage with their spells, it's cheaper for them too. So if you want to do magic, it's in your best interest to put some points into intelligence--BUT IF YOU DO THAT, it takes points away from the other stats, so it is VERY anima expensive to be good at everything. And because Anima also determines what kind of equips you can have, your level ups, AND YOUR MAGIC AMMO, you HAVE to use it wisely.

So if you have a Wizard but he decides he wants to raise STR high too so he can be good with swords AND magic, guess what? His points get divided among STR and INT, and because he has more stats to pump he has less Anima to spend on equip and on his spells, and he basically has a problem where he wants to buy a whole bunch of things but can't always get enough money BECAUSE he's working multiple part time jobs instead of focusing on one good skill and working one good steady full time job. And he will SUCK.

If you want to be a good Rogue, you focus on Rogue things. If you wanna be a good Barbarian, you focus on Barbarian things. If you wanna be a good Wizard, you focus on Wizard things. If you try to do EVERYTHING, you might end up pretty powerful at the late game when you finally break even with all those anima points to spend...but UNTIL then, you'll be stuck as this weakling who's not really good at anything who is more likely to end up dead and thus never get to his ultimate mary sue final form anyway.

Therefore it's pointless to make skills that ONLY a certain class can use, because the game set up does it for us.
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Kazemitsu
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Assassin
Hey, guess what is a flying mammal? A bat! :D

Also your outline for BO on how the stats and such works seems fine with me. I've played a lot of D&D, tabletop and video games. So the system works for me and makes sense.
Edited by Kazemitsu, October 31, 2015, 8:48 am.
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Onime No Ryu
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I'll be your Undertaker this evening
Kazemitsu
October 31, 2015, 8:42 am
Hey, guess what is a flying mammal? A bat! :D
No batmens

now give me something constructive
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NTNP
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Races: So a few points on this one, first- remove the class restrictions. They serve no real purpose and merely limit creativity. If you had said that say, elves were incapable of magic and as such couldn’t be magic users that would have an internal logic of sorts. But some of the restrictions, like elves can’t be rogues and beastkin can’t be wizards shows little to no reason. Secondly, I would make it where each of the non-human races excel with 3 stats and suffer with 3 stats: Elves are good at INT, DEX and LUCK but are weak in the rest. Beastmen are great with STR, CON and WIS but weak at the others. It makes a stronger balance and if you are wanting to help restrict classes, this is more than enough to shove players in certain directions.

Spellcasting and Magic: I like the build system, but as others have said in the chatbox there is a considerable concern that most players will end up just swinging their weapons around all day which isn’t how some envision their experience. So I offer an alternative: the cantrip. Cantrips are basically low level spells and abilities that characters can use without costing a spell slot, MP etc usually in place of their regular attacks. They are generally weaker than any spell and have more limitations but can provide additional options to a spell caster or hybrid. Now I would suggest that you use the same system and make it where these Cantrips cost less than 15 cost. Some examples would be:

Produce Flame: 1d4 (5), melee range (5), element fire (2)
Witch Bolt: 1d2 (2), distanced (10), element necrotic (2)
Shocking Grasp: 1d2 (2), melee range (5), 1d4 paralysis (5), element lightning (2)

By making it where players can create these and use them in place of their regular attacks, it will greatly improve the options that players have for their combat turn. For example, say I decide to roll up Jake the Paladin. Most turns, I would have the option of “hit the enemy with my sword”, “cast one of my few spells” or “defend” with the current system. With the cantrip system added, it gives me the option to either slash, defend or say cast produce flame OR use a more precious resource to cast a spell like smite, fireball etc. Especially for those interested in creating magic users, this should really alleviate their issues with being unable to perform as well in combat.

Skills and Proficiencies: Being DnD, I would expect this will come up at some point and since I have spent a little time brainstorming about it- I thought I would throw in a few cents before it was brought up. If you are going with a minimum of dice rolling, I would avoid the regular skill points from DnD and go with something more simplified. At the beginning of character creation, each player will choose a certain number of skills based on class and they will be considered “trained.” Whenever that character tries to do that task, you will improve their chances of success however you deem fit. Say Feng the Barbarian chooses Athletics, Intimidation, Perception and Handle Animals. Whenever those skills are needed in character, Feng would gain +2 or something on them along with having twice the chances of a critical success and no chance of a critical failure. So say Feng attempted to roar at a mouse, even if you rolled him a 1- the mouse would not roll over laughing, but instead would just be unimpressed. However say if he tried to get a pack of wolves to submit to him (usually say a 25 challenge rating) and you rolled a 19 or 20, it would automatically succeed regardless of likelihood because he choose that to be the one thing he was really good at. I feel like this system will both assist players unfamiliar with DnD to help understand the importance of multiple stats while still encouraging more experienced vets to be able to use their DnD knowledge to enjoy things.

Classes Suggestions: So I have made some sweeping changes with my suggestions thus far, especially when it all comes together within my suggestions to classes. I also made an assumption about Cantrips and skills being accepted- but if not they can be removed relatively easily without any major changes. So without any further ado, here is my suggestions for the classes:

template


Name: Barbarian
Primary Stat: STR
Type: Martial
HP: 8HD + CON Mod xLevel
Skills: 4
Cantrips: 0
Proficiencies: Medium Armor, Light Armor, Shields
Training: All Weapons
Bonus Stats: +2 STR


Name: Magic Knight
Primary Stat(s): Strength and Intelligence
HP: 6HD
Skills: 3
Cantrips: 2
Proficiencies: Heavy Armor, Medium Armor, Light Armor, Shields
Training: Exotic Weapons, Martial Weapons, Simple Weapons
Bonus Stats: +1 STR and +1 INT

Name: Wizard
Primary Stat(s): Intelligence
HP: 4HD
Skills: 2
Cantrips: 3
Proficiencies: Light Armor
Training: Simple Weapons
Bonus Stats: +2 INT

Name: Fighter
Primary Stat(s): CON
HP: 10HD
Skills: 5
Cantrips: 1
Proficiencies: Heavy Armor, Medium Armor, Light Armor, Shields
Training: All Weapons
Bonus Stats: +2 CON

Name: Paladin
Primary Stat(s): CON and LUCK
HP: 8HD
Skills: 4
Cantrips: 1
Proficiencies: Heavy Armor, Medium Armor, Light Armor, Shields
Training: Exotic Weapons, Martial Weapons, Simple Weapons
Bonus Stats: +1 CON and +1 LUCK

Name: Cleric
Primary Stat(s): WISDOM
HP: 6HD
Skills: 3
Cantrips: 2
Proficiencies: Medium Armor, Light Armor, Shields
Training: Martial Weapons, Simple Weapons
Bonus Stats: +2 WIS

Name: Rogue
Primary Stat(s): DEX
HP: 8HD
Skills: 6
Cantrips: 1
Proficiencies: Medium Armor, Light Armor, Shields
Training: Exotic Weapons, Martial Weapons, Simple Weapons
Bonus Stats: +2 DEX

Name: Ranger
Primary Stat(s): DEX and Wisdom
HP: 6HD
Skills: 5
Cantrips: 2
Proficiencies: Medium Armor, Light Armor, Shields
Training: Martial Weapons, Simple Weapons
Bonus Stats: +1 DEX and +1 WIS

Name: Bard
Primary Stat(s): LUCK
HP: 4HD
Skills: 4
Cantrips: 3
Proficiencies: Light Armor, Shields
Training: Martial Weapons, Simple Weapons
Bonus Stats: +2 LUCK

Name: Druid
Primary Stat(s): +2 Wisdom
HP: 6HD
Skills: 3
Cantrips: 2
Proficiencies: Light Armor
Training: Simple Weapons
Bonus Stats: +2 Wisdom
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Onime No Ryu
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Quote:
 
Races: So a few points on this one, first- remove the class restrictions. They serve no real purpose and merely limit creativity. If you had said that say, elves were incapable of magic and as such couldn’t be magic users that would have an internal logic of sorts. But some of the restrictions, like elves can’t be rogues and beastkin can’t be wizards shows little to no reason. Secondly, I would make it where each of the non-human races excel with 3 stats and suffer with 3 stats: Elves are good at INT, DEX and LUCK but are weak in the rest. Beastmen are great with STR, CON and WIS but weak at the others. It makes a stronger balance and if you are wanting to help restrict classes, this is more than enough to shove players in certain directions.


Elves can't be Barbarians because they're too civilized. Their culture is over 1000 years old. The closest thing to "wild" elves would be Rangers. Elves can't be Rogues because they're too cultured and intelligent--they might be opportunistic or want to go on adventures and hunt treasures, but the typical "thief" archetype is too "street rat" for them, so to speak.

Therians can't be Clerics or Wizards because they can't use typical magic. They can't harness Anima and cast it like Elves and Humans. They're limited to natural abilities based on their animal forms, which I'll iron out in more detail later. It would be literally pointless to give them the Wizard class, and pretty much pointless to give them Cleric because even though they have a religion it's not as organized as the other races.

Giving 3 stat specialties and 3 negatives to the other races makes them less viable compared to humans. Right now with just 2 specialties and weaknesses, you still have 4 out of 6 stats that will either be average or above. Humans are average all the way through. Elves have a slight weakness and so do Therians. But if Elves and Therians were half-shit, as opposed to Humans who are non-shit, and there weren't any races who were good-shit, guess who absolutely everyone is going to choose?

Quote:
 
Spellcasting and Magic: I like the build system, but as others have said in the chatbox there is a considerable concern that most players will end up just swinging their weapons around all day which isn’t how some envision their experience. So I offer an alternative: the cantrip. Cantrips are basically low level spells and abilities that characters can use without costing a spell slot, MP etc usually in place of their regular attacks. They are generally weaker than any spell and have more limitations but can provide additional options to a spell caster or hybrid. Now I would suggest that you use the same system and make it where these Cantrips cost less than 15 cost. Some examples would be:

Produce Flame: 1d4 (5), melee range (5), element fire (2)
Witch Bolt: 1d2 (2), distanced (10), element necrotic (2)
Shocking Grasp: 1d2 (2), melee range (5), 1d4 paralysis (5), element lightning (2)

By making it where players can create these and use them in place of their regular attacks, it will greatly improve the options that players have for their combat turn. For example, say I decide to roll up Jake the Paladin. Most turns, I would have the option of “hit the enemy with my sword”, “cast one of my few spells” or “defend” with the current system. With the cantrip system added, it gives me the option to either slash, defend or say cast produce flame OR use a more precious resource to cast a spell like smite, fireball etc. Especially for those interested in creating magic users, this should really alleviate their issues with being unable to perform as well in combat.


Costing less than 15 is still costing points, and if that's the thing people are unhappy with they'll just have to be unhappy, because that's what keeps magic from becoming nuclear bombs like it so often does--it can't be abused forever because at some time you run out of fuel.

Magic characters can, if they pay attention to their INT, not only increase the power of spells but REDUCE THE COST as well. So if someone wants to be good at magic, they need to actually DEVOTE EFFORT IN THE RELATED AREA. Imagine that, studying something or practicing it in order to be good at it? Have you ever heard of such a thing? If you don't wanna swing a sword all the time, then stop spending points on swords and strength and spend some on intelligence.

Overall I don't really see how this suggestion even makes any difference in the first place. The cantrips still cost points. They're still spells. So your options of "Swing a sword," "Cast a spell," and "Defend" haven't actually changed at all.

We're just so used to, as a community, being able to absolutely fucking nuke everything with magic that if you make magic just a little bit more balanced so that people who like swords can have fun too, people lose their minds. Honestly folks, it ain't that bad.

Quote:
 
Skills and Proficiencies: Being DnD, I would expect this will come up at some point and since I have spent a little time brainstorming about it- I thought I would throw in a few cents before it was brought up. If you are going with a minimum of dice rolling, I would avoid the regular skill points from DnD and go with something more simplified. At the beginning of character creation, each player will choose a certain number of skills based on class and they will be considered “trained.” Whenever that character tries to do that task, you will improve their chances of success however you deem fit. Say Feng the Barbarian chooses Athletics, Intimidation, Perception and Handle Animals. Whenever those skills are needed in character, Feng would gain +2 or something on them along with having twice the chances of a critical success and no chance of a critical failure. So say Feng attempted to roar at a mouse, even if you rolled him a 1- the mouse would not roll over laughing, but instead would just be unimpressed. However say if he tried to get a pack of wolves to submit to him (usually say a 25 challenge rating) and you rolled a 19 or 20, it would automatically succeed regardless of likelihood because he choose that to be the one thing he was really good at. I feel like this system will both assist players unfamiliar with DnD to help understand the importance of multiple stats while still encouraging more experienced vets to be able to use their DnD knowledge to enjoy things.


No. Adds a whole 'nother level of complexity to something that could simply be accomplished with ability checks. You wanna climb a cliff, you don't need the Climbing Skill. You just need a STR check to see if you can pull yourself up.

Quote:
 
Classes Suggestions: So I have made some sweeping changes with my suggestions thus far, especially when it all comes together within my suggestions to classes. I also made an assumption about Cantrips and skills being accepted- but if not they can be removed relatively easily without any major changes. So without any further ado, here is my suggestions for the classes


I don't know what these are supposed to be showing me.
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Onime No Ryu
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Here's the character sheet with my character as an example at the bottom. I'll go through each part to make sure there's no confusion.

The Basic Character Sheet is stuff we're all used to seeing. Players will have 1000 Anima to start with. Once I iron out the prices and post the SHOP and LEVELING costs in a bit, you CAN spend these points and just leave the remainder under the tag. So from the beginning of the game, if you want, you can buy some extra stuff or grab a few levels.

BASIC CHARACTER SHEET


Now, from here on, I chose to use the Tables in zetaboards to make the layout a little nicer, in my opinion, to look at. If you don't agree or don't want the confusion of using the code, make sure it's in a format we can agree with. However, using the boards' tables is actually very easy. When in the Full Reply Screen, click the Table button and it will bring up a submenu. By clicking the + for Columns and Rows, you can easily set it up and type in the provided boxes. Then just hit Generate Table and it will do all the coding for you, thus taking out the most tedious part of bbc table building.

TABLES


Now, hopefully the following example will make all this easier to understand. If there are any questions or concerns PLEASE speak up.

MY CHARACTER KAI
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NTNP
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So a couple of points about the character sheet- reasonably until we have access to a version of the shopping topic which costs Anima to purchase, we can't really go on. Once we see how much basic armor, weapons and stat points are to purchase out of that starting 1,000 then there can be some feedback. However, I will give some insights into what I can tell thus far:

1. Shields: Either as a subweapon or accessory? It would be best if we knew this early on. Additionally, there is usually a few types of shields (small ones like bucklers and wooden +1 AC, large ones like steel and tower +2 AC) so you might want to differentiate them much like armor.
2. Armor: When you decide to make armor, you should really decide what the base ACs are going to be. Mostly they run from base 10 up to 17s, so I would really think about what you want to do since it will probably impact people's abilities to use DEX effectively here. If good enough armor can replace a horrible DEX modifier, then it supports those who dump that stat.
3. Accessories: I would probably include a few minor ones, such as cloaks (+AC), rings of elemental resistances (+Damage Reduction) etc worth a reasonable amount of Anima straight out the gate. Probably whatever you make shields, make them about the same cost.
4. Finesseable Weapons: Are you going to allow some weapons to be used via DEX rather than STR? If so, you might want to let us know which ones.
5. Negative Modifiers: As of right now, it doesn't seem like negative modifiers really impact much right now. With LUCK, it seems to have almost no effect. WIS has very little combat effects, especially without saves being present via classes. It is something worth considering, since right now the growing trend seems to be dump ALL non combat stats down to 1-3s and keep everything else up high which doesn't seem like the way you want it to go.
6. Final Stat Table I would include a line explaining what each tab stands for, like "stat" -> "bases" -> "modifier" -> "final" to help people keep track on what they do.
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Onime No Ryu
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For now, I think I'm going to put the level up cost at 200 Anima per 1 Stat Point. Remember, EVERY TIME you raise a stat point, it's going to count as a level up. So if you raise something by +3, that puts you from Level 1 to Level 4.

Here's the shop, if any problems pop up let me know, same with questions and concerns.


SHOP
WEAPON/ARMOR/ACCESSORYDICE AND OTHER EFFECTSCOST
Cloth ArmorSimple Clothes, not always designed for combat. +1 AC100
Leather ArmorArmor featuring mostly leather in its construction. +3 AC200
Chain Mail ArmorRiveted chains with bits of metal or leather here and there. +5 AC400
Plate Mail ArmorArmor of steel, for knights and dashing heroes. +7 AC800
Wooden ShieldA simple shield of wood. Sub Weapon. +1 AC100
Metal ShieldA decorated shield of steel. Sub Weapon. +3 AC.200
Unarmed1d2 DamageN/A
Iron DaggerA small blade, but fatal in deft hands. Main or Sub Weapon. 1d4 Damage. Normal weapon, draws from DEX. Close Range, Single Target.50
Iron Sword/Mace/AxeA standard weapon. Main Weapon or Sub Weapon. 1d6 Damage. Normal weapon, draws from STR. Close Range, Single Target.100
Iron Longsword/Warhammer/Battle AxeA versatile weapon. Main Weapon. 1d8 Damage. If used in both hands (disables Sub Weapon), 1d10 Damage. Normal Weapon, draws from STR. Close Range, Single Target.150
Iron Greatsword/Great Axe/MaulA huge weapon for mighty warriors. Main Weapon, cannot use Sub Weapon while this is equipped. 2d8 Damage. Normal weapon, draws from STR. 1d2 Range, Single Target.250
Staff/Spear/Scythe/Other Polearm (discuss)A lengthy weapon that still allows the use of a Sub Weapon. Main Weapon. 2d4 Damage. Normal weapon, draws from STR. 1d2 Range, Multi-target.

NOTE: "Staff" can also be a Magic Weapon, and draw from INT, as well as add 1d4 points to any Trait of a Spell.
150
SlingA leather thong that can be used to strike or to throw stones picked up off the ground. Main or Sub Weapon. 1d4 Damage. Ranged weapon, draws from DEX. 1d4 Range, Single Target.75
Short BowA compact bow easily stored. Requires both hands. Main Weapon. 1d6 Damage. Ranged weapon, draws from DEX. 1d6 Range, Single Target.300
Long BowA long bow with a powerful draw. Requires both hands. Main Weapon. 1d8 Damage. Ranged weapon, draws from DEX. 1d10 Range, Single Target.750
WandA magical focus that allows one better manipulation of Anima. Main or Sub Weapon. 1d2 Damage. Magic Weapon, Draws from INT. Adds 1d6 points to any Trait of a Spell.200
Magic SceptorA magical focus that allows one to cast Spells more easily and more efficiently. Main Weapon. 1d4 Damage. Magic Weapon, draws from INT. Adds 1d8 points to any Trait of a Spell.300
Magic RingA magical focus that charges the body with energy. Accessory. Adds 1d2 points to any Trait of a Spell. Up to 4 of this item can be worn at once.200
Lesser Shield AmuletA magical trinket that protects the wearer. Accessory. Deducts 1d4 points of damage from an offensive Spell cast upon the target.150
Edited by Onime No Ryu, November 1, 2015, 8:54 am.
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Onime No Ryu
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NTNP
October 31, 2015, 1:41 pm
So a couple of points about the character sheet- reasonably until we have access to a version of the shopping topic which costs Anima to purchase, we can't really go on. Once we see how much basic armor, weapons and stat points are to purchase out of that starting 1,000 then there can be some feedback. However, I will give some insights into what I can tell thus far:

1. Shields: Either as a subweapon or accessory? It would be best if we knew this early on. Additionally, there is usually a few types of shields (small ones like bucklers and wooden +1 AC, large ones like steel and tower +2 AC) so you might want to differentiate them much like armor.
2. Armor: When you decide to make armor, you should really decide what the base ACs are going to be. Mostly they run from base 10 up to 17s, so I would really think about what you want to do since it will probably impact people's abilities to use DEX effectively here. If good enough armor can replace a horrible DEX modifier, then it supports those who dump that stat.
3. Accessories: I would probably include a few minor ones, such as cloaks (+AC), rings of elemental resistances (+Damage Reduction) etc worth a reasonable amount of Anima straight out the gate. Probably whatever you make shields, make them about the same cost.
4. Finesseable Weapons: Are you going to allow some weapons to be used via DEX rather than STR? If so, you might want to let us know which ones.
5. Negative Modifiers: As of right now, it doesn't seem like negative modifiers really impact much right now. With LUCK, it seems to have almost no effect. WIS has very little combat effects, especially without saves being present via classes. It is something worth considering, since right now the growing trend seems to be dump ALL non combat stats down to 1-3s and keep everything else up high which doesn't seem like the way you want it to go.
6. Final Stat Table I would include a line explaining what each tab stands for, like "stat" -> "bases" -> "modifier" -> "final" to help people keep track on what they do.
shields are sub-weapons that do no damage, but they raise your AC.

armor goes up to +7 AC I believe but it also gets pretty damn expensive.

i'll have to look and see how prices compare but I think I set everything pretty fairly. it's based on that simple dnd site's equipment list with most costs multiplied by 10.

yes

uh, saves are present. there'll be things you have to have saving rolls against, like poison and stuff. i'll be a little lenient with negative modifiers right when we start off, but to keep people from having too much time to pump themselves up before it starts mattering, negatives WILL be something to keep an eye on when stuff starts happening.

what do you mean exactly?
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Sin
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Slow and steady...
I feel like a Dagger should be a DEX weapon. :o
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Onime No Ryu
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Sin
October 31, 2015, 1:53 pm
I feel like a Dagger should be a DEX weapon. :o
The kinds of characters who would inevitably dual wield them, though, will be high DEX characters and I'm not sure I want to risk having someone with a high modifier getting hold of them and basically having 2d4 damage output (equivalent at the most to 1d8, the same as a longsword) and then adding that high modifier on top of it to get really high numbers with a cheaper weapon. They'd spend 100 anima on two of them, then pump 800 (+4) worth into dex, and still have 100 left over for other stuff. That higher dex would also make them much harder to hit, so you'd have this high damage, high evasion, low cost character killing everything.
Edited by Onime No Ryu, October 31, 2015, 1:58 pm.
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Onime No Ryu
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Therians CANNOT cast any normal custom magic spells. However, they do have access to natural magic regarding their beast forms. Here is a rough draft of how this will work, but I do need some feedback since I want to balance it with the other costs we currently have.

Full Shift - The Therian transforms completely into their animal side. Just a regular form of that animal. In this form, they can multiply 2 of the following 3 stats by 1.5 and round up: STR, DEX, or CON. Whatever 2 you choose will stay the same FOREVER after you make that decision. A Therian can spend 1 turn per level in Full Shift form per day, but past that limit they must spend 100 Anima per turn they remain in Full Shift. Equipment Bonuses do not apply in this form. The Therians' weapon becomes a special type of Unarmed such as Fangs or Claws that deals 1d4 Damage.

Half-Shift - The Therian transforms a part of themselves into their animal side. In this form, they can double 1 of the three stats. Whatever stat they choose will stay the same forever. A Therian can spend 2 turns per level in Half-Shift per day, but past this limit they must spend 100 Anima per turn they remain in Half Shift. Equipment is as normal.

Battle-Shift - The Therian takes a form of the animal modified to be suited for battle, a wereform. In this form, all 3 of the stats are doubled. A Therian can spend (1/2) turns per level in Battle-Shift per day, but past this limit they must spend 150 Anima per turn they remain in Battle Shift. Equipment Bonuses are halved in this form.

Does this seem fair to both Therians and other races?
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Sin
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Slow and steady...
Onime No Ryu
October 31, 2015, 1:57 pm
Sin
October 31, 2015, 1:53 pm
I feel like a Dagger should be a DEX weapon. :o
The kinds of characters who would inevitably dual wield them, though, will be high DEX characters and I'm not sure I want to risk having someone with a high modifier getting hold of them and basically having 2d4 damage output (equivalent at the most to 1d8, the same as a longsword) and then adding that high modifier on top of it to get really high numbers with a cheaper weapon. They'd spend 100 anima on two of them, then pump 800 (+4) worth into dex, and still have 100 left over for other stuff. That higher dex would also make them much harder to hit, so you'd have this high damage, high evasion, low cost character killing everything.
Is there ANY melee dexterity weapon? Or a dexterity version of daggers or smaller swords that costs more? Could Samurai be a Class?
Edited by Sin, October 31, 2015, 2:34 pm.
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Onime No Ryu
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Maybe a custom or magical weapon that could be looted as treasure or otherwise obtained later on. Samurai, or even a non-Japanese version like a blademaster or something, might potentially be a thing but I feel like Ranger and Assassin already kinda cover characters who could focus on both STR and DEX, don't they?
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Name: Jacob Faust
Race: Human
Class: Cavalier
Gender: Male
Age: 21

Theme:
Fire Cavern: Ifrit’s Theme FF8
https://www.youtube.com/watch?v=zVxHYy7Bubs

Appearance:
Neither a particularly tall, nor exceedingly fit looking man- Jacob looks like many of the others within the Imperial Army. He keeps his black hair cut short for when he wears a helm, and his body is covered in small scars and burns from his training. Equipped with standard issue chainmail armor, an imperial shield and iron halberd most wouldn’t even notice a difference between him and any other standard issue officer. However, the bright red medallion on his chest- a gift granted to him by his commanding officer- sets him slightly apart.

Background:
Jacob Faust, or as he is more commonly referred to as Jake- is an officer in the Heilicht Empire. With this as his first official commission after graduating from the academy, he is a somewhat reckless, idealistic young man seeking to see the world and bring it order at the point of an imperial blade. While often quick to anger and judgment, he tries his best…

Anima: 1000 – 150 weapon – 200 shield – 400 armor – 150 amulet = 100

Equipment

Main Weapon(s)
Iron Halberd (Spear)
A standard halberd that can be used for slashing or piercing, designed to fight from a distance.
2d4 Damage. Normal weapon, draws from STR. 1d2 Range, Multi-target.
Other
Sub WeaponMetal Shield
A decorated shield of steel.
+3 AC
ArmorChainmail
Riveted chains with bits of metal or leather here and there.
+5 AC
Accessory(ies) Lesser Shield Amulet
A magical trinket that protects the wearer.
Deducts 1d4 points of damage from an offensive Spell cast upon the target.
InventoryITEM
Description
ITEM
Description
DICE/ARMOR CLASS/ETC
Other
DICE/ARMOR CLASS/ETC
Other


Cavalier Lv.1
HP10 + 1+011
ARMOR CLASSInitial Number (10) + 2+820 AC
STR13+1+114
CON13+1+114
DEX14+214
INT4-3 4
WIS4-34
LUCK2-42


Magic

Searing Smite
Infused with righteous fury, Jake’s spear becomes engulfed in a divine flame. Striking the enemy causes an eruption of searing light inflicting considerable harm to the target.
Damage: 1d6 (10) (Fire)
Damage: 1d6 (10) (Radiant)
Damage: 1d2 (2) (Physical)
Range: 1d2 (10)
Elements: Fire (2) and Radiant (2)
36 + 11 = 47
Edited by NTNP, October 31, 2015, 4:01 pm.
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NTNP
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Some unwanted suggestions: Allow DEX to be used, but make it a little weaker to keep it balanced. This comes from good old DnD proper: Provide finesseable weapons! If you worry about balance, then just weaken them a little by number Have them take a hit damage wise by 1 dice (1d6 becomes 1d4, 1d10 becomes 1d8 etc) in exchange for being able to use the more preferable DEX stat over STR to use them.

Secondly, whenever someone tries to use two weapons to attack, have it where the secondary weapon provides only half the regular dice damage. So let's say I used a rapier and a sword sword (both usually finesse weapons). The rapier is usually a 1d6 weapon (with cost equal to a longsword) and the short sword is a 1d4 (with cost like a regular sword). If I pick the rapier as my primary weapon, I would inflict 1d6 and then 1d2 with the short sword making a net attack of a 1d8. If I choose to use the short sword as a primary 1d4 + rapier as the secondary it would be a 1d3 = a net of 7 instead. Obviously two of the same weapons is better, but it would provide for the option without being game breaking.

Additionally, if you ever decide to provide feats, fighting styles etc (which I would highly advocate) then have one of them specializing in two weapon fighting to improve it. Right now two weapon fighting which decreases the loss of the second hand's attack and the like would be a good idea for these sorts of ideas.
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Onime No Ryu
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Important Figures

We're used to seeing NPCs around who do stuff--act as guides, villains, allies, whatever. A lot of times they're important to the story. But we don't want to take the spotlight from characters, and I've always wanted to get players more actively involved in the plots. So here's what we're doing: Instead of creating a character, you can create a Figure, which is like a Semi-NPC. They may not always be directly involved with what's going on. They may be stuck at their castle way over in one part of the world while the actual party is off doing something else. But they are hugely important in the world and they make stuff happen that causes plot. It does NOT move the plot along. It CAUSES the plot.

I recommend, if you want to create a Figure, that you be REGULARLY ACTIVE, INVESTED IN THE RP, AND WILLING TO TAKE INITIATIVE TO FULFILL THE FIGURE'S GOALS AND MOTIVATIONS. Otherwise this isn't really gonna work.

Now here's some stuff you might need to know:

For Heilicht Figures


Figures for Elves


Figures for Therians


Here's the list of Figures I have so far. Feel free to suggest more. If you're interested but don't want details and spoilers revealed, PM me.

Heilicht Emperor
+Recommended that they be older.
+Recommended that they have at least 1 past event that makes them dislike Therians in their background.
+Does not have to be combat focused.
+REQUIRES the ability to act as a competent leader.
GOAL: Increase the power, wealth, and quality of life for the Empire. Protect the people of the Empire. Others can be added at the player's discretion.

Heilicht General
+REQUIRED to be older, at least late 30s.
+REQUIRED to have at least 3 past events that would make them dislike Therians in their background. 1 reason should relate to Fear, another should relate to Vengeance, the third is malleable.
+REQUIRED to be combat focused.
+REQUIRED to be able to act as a competent military official.
+Recommended to be a good public speaker or capable of manipulating large numbers of people.
+Recommended to be skilled at close combat and not so much with magic.
GOAL: To secure more power and prestige for self, and to destroy the Therian race and feel justified in doing so.

Heilicht Captain
+REQUIRED to feel differently about Therians than the General. Not necessarily positive, but an alternate opinion.
+Recommended to be caring towards subordinates and genuinely concerned with conducting oneself in a positive and morally upright manner.
+Recommended to be able to act as a competent military official.
GOAL: To do what is best for self and the Empire

Kimaera Triumvirate, Therian Leader
+REQUIRED to be the leader of a large tribe of Therians
+REQUIRED to be concerned with protecting and properly leading Kimaera
+Recommended to have at least 1 event in background that causes dislike and prejudice towards the Empire.
+Recommended to be actively taking steps to reclaim Kimaeran territory/otherwise foil the Empire's goals.
GOAL: To protect the Therian people, no matter the cost.
SPECIAL NOTE: Has a child that is currently missing.

Kimaera Triumvirate, Elven Leader
+Recommended to be female
+Recommended to have at least 1 event in background that causes dislike towards the Empire.
+REQUIRED to be a competent leader both militarily and politically.
+Recommended to be actively taking steps to get Aurumis to join Kimaera and fight the Empire.
GOAL: To protect Kimaera and all its people.
SPECIAL NOTE: Rumored to be related to the Royal Family of Aurumis. Truth is unknown.

Aurumis Royal Family, all elves
+Actually 3 Figures, REQUIRED to have King, Queen, and Heir (can be Prince or Princess.)
+Separate people can apply for Figures in this category.
+At least one REQUIRED to be a competent leader.
+At least one recommended to dislike humans for some backstory reason.
+At least one recommended to feel passionately about assisting Kimaera.
+At least one recommended to passionately oppose getting involved in the war.
GOAL: To do what is most acceptable to their judgement and morals without putting their country at risk.

Heilicht High Priest
+REQUIRED to be older and male.
+REQUIRED to be near-fanatically devoted to the Church of the Allfather
+Recommended to see self as superior even compared to the Emperor, as one divinely chosen by god to lead the people.
+Recommended to see Therians as heathens that must be destroyed.
+Recommended to be a good public speaker capable of controlling public opinion.
+Recommended to be kind of on the greedy side.
GOAL: To further the power of the Church of the Allfather and carry out its will.

Priest of Allfather, residing in Kimaera
+Recommended to be older and male
+REQUIRED to follow the Allfather's teaching, but in a different manner compared to the Empire.
+Recommended to care about the Therian people and see them as being capable of redemption and salvation.
+Recommended to be at peace with the three races after living in Kimaera and conducting services for humans who follow the Allfather.
+Recommended to be a good and upstanding moral person.
+Recommended to be skilled and healing and support magic.
+Recommended to be dissatisfied with current state of the Church in the Empire.
GOAL: To travel Kimaera and do what is possible to alleviate the suffering he finds, no matter the race or nationality.
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Onime No Ryu
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I'll be your Undertaker this evening
NTNP
October 31, 2015, 3:01 pm
Some unwanted suggestions: Allow DEX to be used, but make it a little weaker to keep it balanced. This comes from good old DnD proper: Provide finesseable weapons! If you worry about balance, then just weaken them a little by number Have them take a hit damage wise by 1 dice (1d6 becomes 1d4, 1d10 becomes 1d8 etc) in exchange for being able to use the more preferable DEX stat over STR to use them.

Secondly, whenever someone tries to use two weapons to attack, have it where the secondary weapon provides only half the regular dice damage. So let's say I used a rapier and a sword sword (both usually finesse weapons). The rapier is usually a 1d6 weapon (with cost equal to a longsword) and the short sword is a 1d4 (with cost like a regular sword). If I pick the rapier as my primary weapon, I would inflict 1d6 and then 1d2 with the short sword making a net attack of a 1d8. If I choose to use the short sword as a primary 1d4 + rapier as the secondary it would be a 1d3 = a net of 7 instead. Obviously two of the same weapons is better, but it would provide for the option without being game breaking.

Additionally, if you ever decide to provide feats, fighting styles etc (which I would highly advocate) then have one of them specializing in two weapon fighting to improve it. Right now two weapon fighting which decreases the loss of the second hand's attack and the like would be a good idea for these sorts of ideas.
I like that first part about going down one dice level enough that I think I'd be willing to let that be a thing. A large part of the dice levels are already listed out in the earlier post where I talk about how much Anima spells will be worth. If a person wants to use DEX instead of STR, then they can transfer their weapon from its normal stat to the next one, going DOWN in value, and make a note of it in the equipment section of their Character Sheet.
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