Welcome to my extremely experimental game I am currently calling:
Dice-Scape
(Title pending. Likely to change based on some ideas and player feedback)
I am now ready (hopefully) for the game to be playable in its most basic form. As this community has been good to me, I figured why not let you guys
suffer enjoy the fruits of my labor.
The game is set in a high fantasy world, much like that one game, um, lets see. I think dwarf fortress or something, I dunno. Anywho, The game itself is designed to be a tabletop game as playable by one person as it is by many. I am hoping it is at least enjoyable as I have put lots of work into it.
The system is of my own unique build. I allow the dice to control everything but the player(s) themselves. This ranges from the topography of the surrounding area generated, the creatures found, the towns population, shops, said shop's inventory, what can be mined in what area, what (if any) edible plants there are in an area, the loot found, if said loot is cursed, how many dwarves does it take to screw in a light bulb, and on and on and on. That doesn't even scratch the surface.
The list of items, events and what not is often quite large. To give an idea; there is around 100 different materials weapons can be made of. Of these there are 21 qualities these weapons can differ. Then there are 96 unique types of weapons. All these weapons can have "studs" in them, a few of them two. These are used to learn magic. There is over 100 distinct materials studs can be made from. Of these studs they to have qualities: 20 of them. If my calculation is correct, that is
over 20,160,000 various weapons in game. Oh and there is also armor.
Explaining the game's system in detail is going to be exhausting. I feel the best way to do so is in examples:
Heres are the stats a player will need to have and a basic explanation of what they do and how they work:
Player stats and a basic explanation (things you would see on a tabletop character sheet):
First is name. This differentiates a player from others as well as what a name does in most other games.
Gender. Its really a standard in games and serves little if any purpose in this one.
Class. Upon character creation the player chooses there character class. Each one has its own perks.
Curse(s). A player may incur a curse when they choose to rummage through loot.
Cure(s). Said curse(s) will have its own way of being cured.
Combat. This is the skill used when fighting baddies. All the way from imps to Inferno Dragons. As being a skill it has a level, experience, and the amount needed to the next level.
Mining. When in mountainous areas, theres a good chance that the player can mine some goodies. As being a skill it has a level, experience, and the amount needed to the next level.
Blacksmith. The goodies from mining can be used to make some gear with this skill. As being a skill it has a level, experience, and the amount needed to the next level.
Crafting. A few of the goodies from mining require this skill as well. The majority however are gathered. As being a skill it has a level, experience, and the amount needed to the next level.
Studding. Want to learn magic? Make a stud and put it on your equipment. As being a skill it has a level, experience, and the amount needed to the next level.
Gathering. Need some plants to heal up or some wood to make something out of. This is the skill for it. As being a skill it has a level, experience, and the amount needed to the next level.
Hp. Hit points and when they reach 0 its game over.
Mp. Magic points and they are used to cast spells.
Strength. A factor of how much your melee attack will do.
Defense. A factor in how much an enemy will do when it uses a melee attack.
Speed. This both determines who goes first in a battle and how easy it is to run away.
Magic attack. A factor of how much a spell does to an enemy.
Magic defense. A factor of how much an enemies spell inflicts.
Equipment. What the player has on. So far I only have weapon and armor, but there will be more in the future.
Inventory. What is in the player's pockets.
Spells. What spells are being learned and what has been mastered. I will go in more detail about spells.
Weapon Mastery. The more you use a type of weapon, the more effective you become with it and the more damage it does, until you master it.
Basics of weapons and how melee damage is calculated:
Lets start with the stats of a weapon with an example
We will use a "Legendary Adamite saber" (I rolled it myself, completely randomly
.
Weapons have the following stats
Attack. Which is factor of how much damage it will do.
Value. How much it is worth. Trading can be a big factor in the game if the player so chooses.
Dice. What dice to roll when attacking.
Modifiers. Many weapons affect speed.
Studs. How many studs and what they are attached to the weapon. Once there on there, they are there for good. About 95% of weapons can hold only one.
This weapon has the following:
Attack: 1050
Value: 44160
Dice: 1d6
Modifiers: Speed +1
Studs: 2 open slots (That legendary quality gave it an extra)
For the sake of this example lets say the player's strength is 10 and thier weapon mastery of saber's is 50%. By the way, weapon mastery can not exceed 100%.
Oh no! Look over there! Its an Elfling! Its coming right at us!
They have 16 hp and a defense of 4.
We get first strike. Now roll that dice. We got 5. So we did 5 damage right? Not so fast reader
See we need to add the following as a percent of the roll: Strength, Weapon mastery and weapon attack. This adds up to 1110%. So the player did 55.5 which rounded up is 56 and negative its defense of 4 is 52. Its safe to say we wrecked that vile Elfling.
Armor and how defense works:
Armor has the following stats:
Defense. How much damage it blocks.
Value. How much the armor is worth.
Modifiers. If wearing the armor affects any combat stats. Can be either negative or positive.
Studs. For learning magic. Most armor can only have one stud in it and once its in there, its in there for good.
For the sake of the example lets say we have a "New Peridot Tunic" (randomly rolled).
The stats are as follows
Defense: 45
Value: 3520
Modifiers: +3 speed
Studs: 1 open
Also for the sake of this example lets say our character's defense is 10 and our magic defense is 8. Hey look over there. It looks like a "Gravemen". Lets beat him up!
Looks like he gets first strike . . . somehow with only 2 speed. It melee attack is 6, so it doesnt hurt us right? Not quite. See the defense of the armor is to be used as a percent of the total of our natural defense. So thats 45% of 10. That would be 4.5 but we round things up so its 5. This means he inflicts 1 damage on us. Hah! Hardly a scratch!
We attack and now its the Gravemen's turn again. This time he uses a spell called "Flesh Rot". It rolls 5 with 2d4. We again use the armor as a percent to our natural magic defense. This would mean we get 4 rounded up from 3.6 for magic defense meaning it does 1.
Studs and Magic:
Studs can be made out of almost any material in game. They also vary in quality which effects there effectiveness. All studs have two differnt spells that can be learned from them. A offensive spell when attached to a weapon and a defensive spell when attached to armor.
Lesser quality studs can increase the required amount of Mp a spell needs and decrease its effectiveness as well while a good stud can decrease the amount of mp used as well as increase its effectiveness. A spell can only be used when a stud is attached to piece of equipment the player is wearing or if the spell is mastered. When a spell is mastered and there is no corresponding stud on the players gear, then the spell uses its basic stats with no increase or decrease to its ability. When a stud is the player's gear the studs status takes precedence over whether or not the spell is mastered.
Mechanics of fleeing:
Based on speed, if your enemy has a higher speed than you, the difference is added to a d20 roll. Same goes for if your speed was higher. I always roll for the player first for the flee attempt, as no matter what, a 20 is an automatic success regardless of the enemies roll.
Character stats and inventory:
Name: Hachi Renpa
Gender: M
Class: Thief
Class perks: +10% Knife Mastery. 2X as likely to receive items from slain enemies
Curse(s):
Cure(s):
Combat:
Lv: 1
Xp: 20
Next lv: 100
Mining:
Lv: 1
Xp: 0
Next lv: 100
Blacksmith:
Lv: 1
Xp: 0
Next lv: 100
Crafting:
Lv: 1
Xp: 0
Next lv: 100
Studding:
Lv: 1
Xp: 0
Next lv: 100
Gathering:
Lv: 1
Xp: 0
Next lv: 100
Hp: 5/5
MP: 5/5
Str: 1/1
Def: 1/1
Speed: 14/14
Magic def: 1/1
Weapon: Old Copper Knife
Att: 73
Value: 332
Dice: 1d4
Stud(s): 1 open
Modifiers: Speed +2
Armor: Normal Thin Leather Cloak
Def: 4
Value: 1440
Stud(s): 1 open
Modifiers: Speed +2
Inventory:
Poor Beryl Kukri: Att: 61, Dice: 1d6, Value: 720, Studs: 1 open, Modifier: Speed +1
Cracked Bytownite Chigiriki: Att: 27, Dice: 1d8, Value: 448, Studs: 1 open, Modifier:
Spells:
Weapon Mastery: Knife 14%: Rate of mastery: Medium