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Author Topic: The Community Mod  (Read 5408 times)

MechanicalArm

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Re: The Community Mod
« Reply #15 on: January 08, 2008, 12:47:00 pm »

You see, thats what nice in d20. EVERYTHING is there.

The wolf, the hammer, the mechanicalarmed dude (thats...creative  :D)...everything!

The only problem would be, how to interpret it in DF.
But despite that, there are no limitations really.

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Dark

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Re: The Community Mod
« Reply #16 on: January 08, 2008, 12:48:00 pm »

Il join up- look below for the loveable KITTEN STILL.

[ January 08, 2008: Message edited by: Dark ]

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Fenrir

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Re: The Community Mod
« Reply #17 on: January 08, 2008, 12:49:00 pm »

Ok, so let's try this. Make a monsterous wolf in D20 and we'll translate it into DF terms.
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Dark

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Re: The Community Mod
« Reply #18 on: January 08, 2008, 01:00:00 pm »

code:
 [CREATURE:DARK]
   [NAME:kitten still:kitten stills:kitten still]
   [TILE:'K'][COLOR:7:0:0]
   [GENPOWER:5]
   [MEGABEAST][FANCIFUL]
   [PETVALUE:1000]
   [CARNIVORE][PET]
   [LARGE_ROAMING]
   [COMMON_DOMESTIC][BENIGN]
   [PREFSTRING:fluffy fur]
   [PREFSTRING:beer production]
   [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
   [BODYGLOSS:PAW]
   [SIZE:8]
   [DAMBLOCK:1]
   [ATTACK:MAIN:BYTYPE:GRASP:cutely paw:cutely paws:1:2:BLUDGEON]
   [ATTACK:MAIN:BYTYPE:GRASP:scratch:scratches:1:6:GORE][ATTACKFLAG_CANLATCH]
   [DRAGONFIREBREATH]
   [FAT:1]
   [DIURNAL]
   [STANDARD_FLESH]
   [HOMEOTHERM:10070]
   [LAYERING:100]
   [SWIMS_INNATE][SWIM_SPEED:2500]

[ January 08, 2008: Message edited by: Dark ]

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MechanicalArm

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Re: The Community Mod
« Reply #19 on: January 08, 2008, 01:01:00 pm »

Let's see.

DIRE ANIMAL
Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.

DIRE WOLF
   Large Animal
Hit Dice:   6d8+18 (45 hp)
Initiative:   +2
Speed:   50 ft. (10 squares)
Armor Class:   14
Base Attack/Grapple:   +4/+15
Attack:   Bite +11 melee (1d8+10)
Full Attack:   Bite +11 melee (1d8+10)
Special Attacks:   Trip
Special Qualities:   Low-light vision, scent
Abilities:   Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats:   Alertness, Run, TrackB, Weapon Focus (bite)
Environment:   Temperate forests
Organization:   Solitary or pack (5–8)
Advancement:   7–18 HD (Large)

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.


This is a copy/paste from the above mentioned opensource files, though Ive edited it a bit (took out unnecessary parts).
So this would be the base. These are the stats for a monster, so not a player character, but we could easily make it a player character by using the general rules for it.

Lets say you are a level 1 dire wolf. You could buy stuff for lets say 20 points.

You could take 2 feats, which would be:
-AGILE [GENERAL] 10 point
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.
-IMPROVED INITIATIVE [GENERAL] 5 point
Benefit: You get a +4 bonus on initiative checks.

And you could probably take 2 spells too:
-Mage Armor 2,5 point
Conjuration (Creation) [Force]
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus: A piece of cured leather.

-Magic Missile 2,5 point
Evocation [Force]
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

DISCLAIMER: I know this is the massacre of the d20 system here, but thats not the point.

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Fenrir

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Re: The Community Mod
« Reply #20 on: January 08, 2008, 01:04:00 pm »

If this is going to work, we'll have to strip that down a lot. We're dealing with 3 basic stats and a handful of special tags.
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MechanicalArm

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Re: The Community Mod
« Reply #21 on: January 08, 2008, 01:11:00 pm »

Could you list me what do DF needs?

I will try to convert it.

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Fenrir

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Re: The Community Mod
« Reply #22 on: January 08, 2008, 01:17:00 pm »

• Attack damage, an easy one. - 1d8+10 gives a value in the range of 11 to 18 so [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:11:18:GORE][ATTACKFLAG_CANLATCH] yes?
• Speed, a bit tougher. - See here for details. Tag: [SPEED:speed]
• Damage Blocking - This could probably equal armor class, I'll look that up. tag [DAMBLOCK:damage blockage]

Try to find a DnD equivalent to these skills:
[FIREBREATH] [FIREIMMUNE] [WEBBING]
We'll add more later.

[ January 08, 2008: Message edited by: Fenrir ]

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Dark

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Re: The Community Mod
« Reply #23 on: January 08, 2008, 01:33:00 pm »

Everything you need to make your megabeast! http://www.dwarffortresswiki.net/index.php/Creature_Tokens

These are needed (I think):

CREATURE (tag)
NAME (singular, plural, adjective)
TILE (letter)
COLOR ( http://dwarffortresswiki.net/index.php/Color  )
BODY (see body_default in raw objects)
SIZE (7 = human)
ATTACK (see bottom of tokens link)
HOMEOTHERM (10000-10100?)

PS I dont think damage works like the above.
1:6 is a dragon biting your head off.
1:4 is a harpy scratching your face into ribbons.
1:2 is a drunk giving you two black eyes.

I think damblock works like this:
8=metal (bronze colosus)
6=semi-metal
4=tough leather
2=leather
0=skin

[ January 08, 2008: Message edited by: Dark ]

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MechanicalArm

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Re: The Community Mod
« Reply #24 on: January 08, 2008, 01:49:00 pm »

I too think attack, and defense is easy to understand that way.

Speed shouldnt be a problem. In dnd the default overland speed is 10feet/turn which would equal to the default 900 in DF. After that 10+X should equal the next category in the DF system. We only have to figure out the X here.

Firebreath:
-Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds.
-Dragon Breath Weapons
Dragon Size   Line* (Length)   Cone** (Length)
Tiny   30 ft.   15 ft.
Small   40 ft.   20 ft.
Medium   60 ft.   30 ft.
Large   80 ft.   40 ft.
Huge   100 ft.   50 ft.
Gargantuan   120 ft.   60 ft.

I cant find the exact damage calculations.


-Fire immune:
I couldnt find the exaact text, but it what the name implies, the creature cannot be harmed by that element.

-Webbing:
theres a spell which fits this thing:
Web
Conjuration (Creation)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 min./level (D)
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Material Component: A bit of spider web.

[ January 08, 2008: Message edited by: MechanicalArm ]

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Greiger

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Re: The Community Mod
« Reply #25 on: January 08, 2008, 01:50:00 pm »

I believe the wolf would also have a speed of 800 or 900 due to having 20 more movement than a human and the initiative bonus.
EDIT:I thought 1000 was the default DF speed with elves having 900 to be slightly faster than humans. If it's 900 than probably 700 or 800 then.

But you can't really modify the HP, and I don't know enough about 3rd edition armor class to give an accurate damblock number using it.  I played 2nd edition.

[ January 08, 2008: Message edited by: Greiger ]

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Re: The Community Mod
« Reply #26 on: January 08, 2008, 01:57:00 pm »

Converting DnD to dwarf fortress? No. Just no. Just have a general vote about if they seem balanced.

Planning out the king of parades now.

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MechanicalArm

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Re: The Community Mod
« Reply #27 on: January 08, 2008, 01:58:00 pm »

3rd edition takes it backwards.

The more AC (armour class) you have, the better you are. Also the past thac0 (to hit armour class 0) is now simply "to-hit" which is again, unlike thac0, the bigger is the better.

The whole process revolves around a 20 sided dice.

The attacker throws the dice. Adds the "to-hit" modifier to it. Id the result is greater than the enemies AC, it is a hit.

EDIT: ninjad.
No, not convert. Deffinetly not. But using the general D20 rules to have some sort of base (which could be altered to our likings) so we wont have to argue about it pages long. Its for our help.

EDIT2: Yep, its thaco0. My bad...long time since 2nd edition.

[ January 08, 2008: Message edited by: MechanicalArm ]

[ January 08, 2008: Message edited by: MechanicalArm ]

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Greiger

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Re: The Community Mod
« Reply #28 on: January 08, 2008, 02:00:00 pm »

quote:
Originally posted by Reign on your Parade:
<STRONG>Converting DnD to dwarf fortress? No. Just no. Just have a general vote about if they seem balanced.

Planning out the king of parades now.</STRONG>


Course we could just do that.  All I really know about D20 is that It's alot like DnD.

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Re: The Community Mod
« Reply #29 on: January 08, 2008, 02:00:00 pm »

Thac0, not tac0
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