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Author Topic: D-PRIME  (Read 3359 times)

warhammer651

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Re: D-PRIME
« Reply #30 on: November 03, 2010, 07:58:39 pm »

posting to watch. also: if this gets off the ground, I reserve a slot in the inevitable forum user game

What kind of theme are we going with this anyways? cyberpunk? fantasy?
« Last Edit: November 03, 2010, 08:03:21 pm by warhammer651 »
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monk12

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Re: D-PRIME
« Reply #31 on: November 03, 2010, 08:28:09 pm »

This is amazing. I would play this.

I like the distinction between Agility and Finesse. There's some typos and grammatical errors, but other than that looks good to me!

bowdown2q

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Re: D-PRIME
« Reply #32 on: November 03, 2010, 11:02:34 pm »

 :o
..huh. That's all I have to say about this at this stage.

Virex

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Re: D-PRIME
« Reply #33 on: November 04, 2010, 06:22:42 am »

posting to watch. also: if this gets off the ground, I reserve a slot in the inevitable forum user game

What kind of theme are we going with this anyways? cyberpunk? fantasy?
The system itself is made to be highly adaptable, as any core rule can be overwritten in the domain rules. I was however planning to write an example domain document set in a fantasy version of the 16th and 17th century (that's after all the time in which mathematics started to get mature) (yes that does mean you'll be able to get a "pirate captain" title)
« Last Edit: November 04, 2010, 06:25:04 am by Virex »
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warhammer651

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Re: D-PRIME
« Reply #34 on: November 04, 2010, 09:21:29 am »

Ideas:Character classes
Each class emphasizes three skills, and penalizes two (EX: Lets call this the "Fencer" class. This class gets bonuses to Finesse, perception, and agility. It gets penalties on Strength and stamina)

Each class uses different stats for hitting their target and dealing damage instead of one set skill. The same applies for defense (the fencer would use Finesse to hit their target, and Perception for dealing damage. They use agility for defense, prefering to dodge or deflect attacks instead of blocking them)

Update more later
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Virex

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Re: D-PRIME
« Reply #35 on: November 04, 2010, 10:50:59 am »

Sounds like a good idea to me. I would like for players to be able to acquire multiple classes and titles*, so some thought will have to be put into how that works with the attributes that are used for attack and defense. Perhaps the attributes would have to be determined at the action level and having multiple classes would mean you get to chose from all different options when taking an action. This means that you'll also be able to have different moves and even styles for the Fencer, some emphasizing strength in combination with finesse to force your opponent into a poor position, while others focus on agility and finesse, enabling the fighter to sidestep and parry attacks at high speed.


*For example, a Fencer could get the chance to study Sorcery because he had a love affair with a witch, or a Soldier could get the Dragon Slayer title for killing a "Greater Dragon", making him more proficient at slaying the fiery beasts and giving him access to attacks that strikes the weak points of a Dragon.
« Last Edit: November 04, 2010, 10:57:10 am by Virex »
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warhammer651

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Re: D-PRIME
« Reply #36 on: November 04, 2010, 01:07:16 pm »

actually, I'm starting to question wether we actually need classes. We could probably build an interesting system without using them. Instead, we could include an "attack style" bit in weapon profiles that says what attributes they use to hit/deal damage
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Virex

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Re: D-PRIME
« Reply #37 on: November 13, 2010, 07:16:42 pm »

New version. Added more detail to the Character section. Haven't gotten around to implementing the actual ideas voiced here about Classes, I'll leave that for when I start writing my first set of Domain rules (which really needs a name and some background). Hopefully that should make things a little clearer.
What do you guys think I should start working on next?
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bowdown2q

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Re: D-PRIME
« Reply #38 on: November 16, 2010, 02:59:23 pm »

hm. Ever play Heroes of Might and Magic? (I'm thinking of IV, specifically.) A given hero started with 1-2 skill trees, and could learn up to... 4 or 5, i think. Combinations and levels of those trees gave you different titles - for example, a Master of Death magic and Nobility was a "Lich King," Life and Death made you a 'Necromancer." The non-magic skills did that too; scout, combat, leadership, archery, defense, etc.

What about doing something like that, skill-trees? Allows for really free-form characters.
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