Okay, First things first: The Mission is over. You Succeeded! You are all in a sort of suspended animation though, with the following exceptions: Vladen and Freddie need to decide what effect Vladen's healing has on Freddie, as that happened before the portal spell engaged. Finally, Those of you who survived this will be getting a significant reward, IC. I'll wait until We've gotten you guys moved over to the new system before granting it, though. Same with the level-ups.
This thread is now primarily going to be a discussion about the rules and a development of the Character sheet.
For mission, you could also add a "risk" aspect, with lethality levels of Medium, High and Suicide, which could also affect rewards.
For example, a simple fetch quest might be Medium risk and Long duration while stopping an asteroid from destroying an inhabited planet could be Suicide risk and Quick lenght.
Yes. This is good. Consider it done.
Sounds fun, I think we have hit the point were a wiki may be nice
a Wiki has been suggested in the past, a couple times. I'm not opposed, but with five active players, it might not be all that important
I think I would seperate magic into offensive and defensive magic, stat-wise. Like you have spells that attack, debuff, take from others, and spells that heal, defend, buff, etc, just to make it less of a universal stat.
Over the course of the game, I realized that magic was rather universal in this game. dividing it into soething like attack, defense, and utility magic, orlimiting it to specific spells (ala the wizard spells from DnD) doesn't really fit the gameplay to date. What I am planning on doing - to make the Character sheet match the reality a bit more, is to make Magic a stat or attribute, and to make the use of magic governed by the other skills. that is, if one is attack ing with magic, it is the attack skill that matters. The magic affinity determines the kind of effect, and the magnitude of effect. I think this addresses the issue that magic was always a sort of OP skill, and the various combat skills were dump stats, as well as making pure melee builds and other non-magic dps builds more effective.
Maybe there should be an option for dumb, melee only brutes for magic. I was thinking of something like weapon magic, in which a fighter could focus their energy on a weapon or their fists to increase the power. For example, causing a blunt weapon like a mace to emit shockwaves on impact or making fists strong enough to bend steel.
Elementals, spirits and other incorporeal energetical beings could be their own creature type, too.
The option for pure melee characters is, as I mentioned in response to Dev's comment above, part of what I hope to accomplish with the rework. As for teh creature types, i've added them to the work in progress new rulesheet.
Power Within is the best spell.
Could you get the new character rules out soonish? I wanna play with 'em. :3
The more you guys give me feedback on what's good and what's bad, the better I'll be able to put it together.
Okay, Here are the areas I need to work on:
Stats:currently the list of stats is: strength, dex, speed, constitution, intelligence, memory, charisma, magic
I will probably combine stength and constitution, speed and dex, intelligence and memory. I might make substats though. Like
Stat: Body. Substats: Strength, Constitution, Stamina
Stat: Movement: Substats: Dexterityx, Speed, Agility
Stat: Mind: Substats: Cleverness, Memory, ?
Stat: Spirit: Substats: Charisma, Magic, ?
Stat: Health: Substats: Physical, Mental, Spiritual
Skills:Currently, I have
natural Weapons (body parts, breath weapons, etc), unnatural Weapons(swords, bows, etc) melee, ranged, medical, Knowledge (specific category), and Special skills (flight, shapeshifting, environmental survival (like surviving in fire or underwater, or on land for water based creatures) I don't really like this list - it needs lots of work
Armory and items:I'm thinking of instituting armor class to an extent, since i am contemplating adding the health stat. I think both of these things will make things less ambiguous. I need items, and costs, as well as general pay ranges for missions, since I plan on adding that aspect in as well.
Weapons
armor
magical supplies (items necessary for casting magics)
medical supplies
Other?what have I forgotten?