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Author Topic: Trial Run of a Homebrew D&D- Interest Check  (Read 4756 times)

Tsuchigumo550

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #30 on: August 29, 2013, 03:50:26 pm »

So far, classes are being worked, and HP works as a "roll two die take highest" then fixed additions. Classes are what gives you your HP.

Each HP division (Mage, Warrior, and Tank) has numerous subclasses, and there are then classes that go into Other.

Mages are the most "done" so far, and are classified by how they cast their magic- I'm also using a Mana pool, which grows based on how many spells you have "readied" (number is based on INT.)

Mage HP is 2d4 take highest at level 1, then 2 per every level.

Invokers are the mages everyone is the most used to- through speech and interpretive dance movement they invoke the power of their spells, though some are capable of casting silently or while still. They can't easily use armor or weapons without interfering with casting.

Artificers create or bind creatures, and can summon them to fight alongside them or bind the powers to themselves- an artificer with a bear spirit can have the bear fight, or grow thick fur, claws, and strength while fighting. They are capable of using weapons, and can learn a single martial weapon.

Encirclers create magic circles- they have the benefit of activating any circle they can see, but require time to prepare a new spell. Most carry around cards with circles on them, but some have circles bound to their palms. They can use a weapon, but they won't be able to use cards effectively when they have one out.

Channelers use wands or staves, a weapon unique to them, that is made uniquely for the channeler. They can often use focused magic and preform feats that other mages would need much more training for, but without their wand or staff, they are almost completely unable to cast any magic until they get it back or have another one made. ((This one may or may not make it into the trial, needs the most testing))

Mages can take different classes of magics, mostly in an elemental sense, but each circle will have some overlap. The "healbot" will be capable of causing status effects, for instance.
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Warriors are naturally able to use simple and martial weaponry, their HP is 2d6 take highest then 3 per level.

Sea Dog- Named due to the fighting technique that almost exclusively developed on the high seas, the art of using blade and gun together is unique and effective. A Sea Dog's greatest asset is Dexterity rather than strength, and gain techniques that let them become experts at dual-wielding, reloading firearms, and moving through a tightly packed battleground.

Knight- Named from warriors before the time of guns, who carry sword and shield with pride. They vary in "honor", in personality and fighting style- a Knight can learn how to use his shield as a weapon, to counter attacks naturally, and to guard others.

Ballista- Warriors of gun and shield. Used by many current armies for their ability to defend themselves while taking out enemies before they can react. A Ballista can learn how to use his shield while reloading, brace himself against his shield when firing for greater accuracy, and how to drive a foe back with their shield.

Brawler- A title given to those who forsake weapons in favor of beating the crap out of something. Some brawlers choose to use no weapon for religious reasons, and are referred to as Monks. Brawlers can learn to invoke godly powers through their fists, how to disarm and restrict enemy movements, and how to break an enemy without killing them.

Fighter- Uses any weapon they can learn, can use a sword, a shield, and a gun, just not all at once. They learn a spattering of skills for each item, but rarely do they have any synergy between items.

---

Tank classes get 2d8 take highest and gain 4 per level. They can use the heaviest armor, the heaviest weapons, and carry the most weight by default.

Hoplites- Sometimes bodyguards, Hoplites are known for their ability to use massive shield and armor. They learn to fight in truly massive amounts of armor, can use their shield in offense, can guard others, and can deliver quite a blow as well. They can learn to move as though they had no armor despite the thick encasing they're likely to have.

Linebreaker- Learns to use massive weapons up-close. They learn to use two-handed blades and weapons to their maximum potential, to use such weapons to block and parry, and how to charge into battle with an earth-shattering step and a sky-shaking battlecry.

Sniper- Learns to use firearms to their maximum efficiency, often very accurately as well. They learn techniques that allow them to stay out of trouble, reload and fire in a single turn, and to improve the range of any firearm.

Pack Mule- Known for having "armor" comprised of many, many packs. Learns to mitigate heavy loads, but cannot use marital weapons and lacks in a number of combat skills. Still able to fight as well as anyone else, but lacks in special techniques.

----
Other:

Bard- 2d4 HP take highest, then 4 per level.
Bards learn to use instruments as weapons as well as use songs to bolden their comrades and strike fear into enemies. They can use simple weapons. They can learn songs with a variety of effects, and with the right song, can change the weather, preform small magical feats, and summon alcohol. Alcohol summoning is considered a very high-level and important technique among bards.

Thief- 2d4 HP take highest, then 2 per level.
Sneaky and quiet, thieves are good for more than just looting. They can learn techniques to detect and disarm traps more accurately, how to steal and stay hidden, and how to preform acrobatic feats to counter attacks.

Priest- 2d8 HP take highest 2 per level.
Calls upon and is blessed by the power of a patron god, can be either Holy or Unholy. Can make sacrifices to gain new items, often at a loss, (a bar of gold could by a much needed Panacea). Can actually learn to use marital weapons or fist skills depending on deity.

Dancer- 2d4 HP take highest 3 per level
Dancers are interesting in the amount of skills they can learn- while they lack armor and shield, they can learn techniques for blades, guns, dances to empower friends and hamper foes, how to slip through tight crevasses, acrobatic feats in dodging and attacking, and even BREATH ATTACKS. Yes. Dancers have breath attacks. Not dragonfire, but elementals breath. So, a dancer could breathe fire or ice clouds. The reasoning is that dancers learn a technique to tap into other dimensions, and can bring them out through dance, similar to an Invoker.

There may be more "others" coming, but this is what I have so far.

Spending points works like so:

Every level, you gain 2 stat points, and then a skill point. Your stats do increase over levels, with the points, and you can add to HP (not AC, though).

Skills will be on trees, sort of, but there's no real prerequisites- sometimes you do need a skill to get another, but mostly it's about level and stats.

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BFEL

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #31 on: August 29, 2013, 05:15:35 pm »

Channeler eh? I just got an image of Jet Li as "The Monkey King" in the movie "The Forbidden Kingdom"
Basically he was the best martial artist in the movie as long as he had his staff, but became much weaker without it.
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wolfchild

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #32 on: August 29, 2013, 05:47:16 pm »

Looks good, very different to d&d, but thats what you were going for right?
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Tsuchigumo550

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #33 on: August 29, 2013, 09:29:06 pm »

I'm going to start working on the mage skill trees- they work as any other, in that:

Let's take a look at the Fire element tree. You don't ever have to stick to a tree, if your class has access to it, it can mix and match however it pleases.

Skills include:
Spitfire (Lv0 and up, requires INT 6 or higher)
The lowest level of basic fire offense skill, fires a volley of small fireballs better at lighting tinder than burning enemies.
Screamer (Lv 0 and up, requires INT 6 or higher)
Fires a single fire bolt with high range, but only good against single targets, and is prone to veering off-target.

... Most are simple, the first level has the most options, then more powerful versions can be learned at later levels. Most offensive skills can be improved with a number of skill points:

Spitfire (1/3): Unlocks Spitfire.
Spitfire (2/3): Spitfire is less likely to miscast/ miscasts are less dangerous. (success window widens, miscasts backfire less)
Spitfire (3/3): Spitfire does extra Burn damage.

...

Passives include...
Fiery: Any Fire spells that deal burn damage do slightly more damage. (+1 to damage.)
Fire Control: You can attempt to bend fire to your will, allowing you to clear a path through a fire, however, the fire will still ignite any fuels and this is not something you can stop. (A fire burning from a barrel of oil can't be doused, or told to move away from the oil.)

These are generally only able to take one point, and don't improve, unless they affect stats.

...

Sometimes, skills do well to pair up. All mages can access a General tree, which contains skills useful for all mages.
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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Remuthra

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #34 on: August 29, 2013, 10:08:41 pm »

That dancer class looks interesting.

Cheesecake

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #35 on: August 30, 2013, 12:49:51 am »

So, for the priest's gods: are they made differently for different games? Or are there set gods that can be used across different games?
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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #36 on: August 30, 2013, 06:03:06 am »

That dancer class looks interesting.

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Caellath

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #37 on: August 30, 2013, 08:13:15 am »

So far, things seem interesting. Do remember to avoid letting things get too mind-boggling and that making a "cheatsheet" for characters aside from the more extensive, detailed document is a good idea.
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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #38 on: August 30, 2013, 08:33:26 am »

I like the classes. just from a quick glance through, I've probably found about 4 which I'd like to play, and only maybe 2 I would dislike to, which strikes me as a good thing :D
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Tsuchigumo550

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #39 on: August 30, 2013, 04:17:48 pm »

Magic skills are now mostly built.

Attacks vary at later levels, but all elements have three different attacks each with one of these attributes:
Single Target, Splash Damage, AoE, Rapid Fire, Delayed, and Target Area.
The elements are Fire, Water, Earth, Air/Electricity, Light, Dark, and Aether/Arcane.

Each "tree" also gains any combination of buffs/debuffs, status-effect causing moves, or nonoffensive skills totalling 3, so that each tree has 6 active skills.

Each tree will have a passive that increases your magic in general or your character in general, and an improvement specific to the element it comes from.

Lastly, there's a generic tree that all mages can easily take from- it includes less offensive skills and more passives or noncombat skills.

---

Warrior skills are divided in a similar way- there are less trees but generally more in each one.

Warrior skills will likely be divided by weapon type and weight class, for 6-10 trees total.

---

Tanks will likely be close to the Warrior skill trees, and Other will likely get seperate ones individually or take from other trees.

Spellcasters attacks are generally based around INT and WIS, more heavily to INT, though individual spells may call on other stats. Every skill's damage formula is shown.

I'm going to flesh out up to level 3, probably up to 5, then give you some info about what you'll be fighting against.
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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

wolfchild

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #40 on: August 30, 2013, 04:31:10 pm »

Looking good
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Tsuchigumo550

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #41 on: August 30, 2013, 04:54:18 pm »

I have to figure out stuff like Perception and Thievery, however, the way I see it if anyone is reasonably able to do it, it uses the same rules universally.

Some actions will be limited- thieves steal. Other players might be able to attempt it, but that's GM discretion.

All players can, for instance, look for traps.

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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Tsuchigumo550

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #42 on: August 31, 2013, 03:48:48 pm »

First floor of the dungeon is made. Weapons are for the most part complete. Materials is also done, so weapons are complete- what's left is class mods to stats, armors, and skills.
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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Nerjin

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #43 on: September 01, 2013, 06:58:40 am »

I must admit it's very interesting to see this game evolve over time.
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Tsuchigumo550

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Re: Trial Run of a Homebrew D&D- Interest Check
« Reply #44 on: September 01, 2013, 08:49:36 am »

Skills branch, for the most part. Having a certain skill available at it's lowest form lets you get better versions of it later down the line- at lv0 (available from start), lv2, and lv5.

I've got up to Earth done on that list.

Water is interesting in that it's branches change form. I think one spell can either become a Splash Damage or AoE, depending on which path is taken.

For this trial, all branches are built the same- there's one Level 0, two Level 2s, and then one Level 5 for each Level 2 spell.

Water and Earth have a healing skill, Water cannot be used on the same target twice within 6 turns and the Earth one (which is about twice as powerful, though still not a fantastic healing option) costs a high amount of MP.

MP and regeneration for it don't have formulas yet, but it will likely be level, INT, and possibly WIS based.

Basic Spell Damage is influenced by your INT, as such:

A Lv0 skill (treated as 1 for formulas), such as Screamer, is a ranged Fire spell with a base damage of 2. Taking a character with high INT, let's say 14, the formula is:
(Base Damage)+(Spell Level x INT)/2.  Or:
2+(1x14)/2  Or:
9. So spells are pretty powerful in the right hands. I may have to re-implement miscasts, actually. We'll see how it goes, but I think the highest possible output right now is with Tectonics, a high-range AoE with a base of 6. Most possible damage would be:
6+(5x18)/2
51. FIFTY ONE? I may have to make that "/2" more formulaic... Though, I could also make AoE split damage among targets. Possibly make it Damge+ (Level x (INT/2))/2. But... I don't like that formula so much.


So what have I learned here?
Magic needs tweaks. Lots of them.
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.
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