While browsing the forums, I came upon this post:
anyone tried out this new Gods & Heroes: Rome Rising game? Its been in development for AGES. not sure what took them so long.
A neat looking feature is that along with you avatar, you control a squad of hirelings, you control formation and how they attack and such. Seemed like a fun idea.
I doubt that the MMO pulled off the idea well, but the post instantly inspired me into making a forum game. Mix it with a vaguely Final Fantasy Tactics-esque system, throw in a dash of "Generic High Fantasy War" for plot, and we have an interesting premise for a game that I can't pass up using.
The rule system will be based on Sean's rules. Combat will be a single opposed roll of attack vs defense.
For every Action a Player submits, the Game Master rolls a die to determine its outcome.
The number of sides on the die rolled is determined by the value of the skill or attribute assigned to performing said Action.
The outcomes are selected from a predetermined list, sorted by severity:
* Epic Fail(EF): The intended result was not achieved, and the character suffers additional problems as a consequence.
* Failure(F): The intended result was not achieved, but no further complications occur.
* Partial Success(PS): The result is only partially achieved, with exact degree determined circumstantially by GM.
* Success(S): The result is achieved, though the character may suffer unintended consequences.
* Epic Success(ES): The result is achieved, and any consequences turn out positively for the character.
* Overshot(OS): The result is nominally achieved, but the character suffers consequences from intentionally or unintentionally "overdoing" the action.
The table of outcomes is determined thus:
(Die Value):[Roll Value]-Outcome;
(D1):[1]-Epic Fail.
(D2):[1]-EF; [2]-Fail.
(D3):[1]-EF; [2]-F; [3]-Partial Success.
(D4):[1]-EF; [2]-F; [3]-PS; [4]-Success.
(D5):[1]-EF; [2]-F; [3]-PS; [4]-S; [5]-Overshot.
(D6):[1]-EF; [2]-F; [3]-PS; [4]-S; [5]-Epic Success; [6]-OS.
Above (D6), the outcome table is expanded by padding Success outcomes inbetween PS and ES.
Thus, for instance, a roll of (D10) will look like this:
(D10):[1]-EF; [2]-F; [3]-PS; [4]-S; [5]-S; [6]-S; [7]-S; [8]-S; [9]-ES; [10]-OS.
This system realistically increases success rates at higher skill/attribute values, without creating "infallible" characters - though that by no means implies such characters are impossible to create.
As a rule of thumb, the severity of the overshots and epic fails will depend on the value of the die being rolled - so getting a [5] out of a (D5) is a much milder overshot than a [10] out of a (D10)
Players will have a stronger hero character, with a squad of weaker minions. The same classes are available for both, but a level 1 Fighter hero will usually be able to beat a level 1 Fighter minion.
At levels 4 and 10, a class upgrade is available from cities. Class upgrades may be further specialization in a field (Rogue to Archer), or a mixing of classes (Fighter to Paladin). Players define their own class upgrades, to be interpreted by the GM. Mages cannot multi-class to disciples and vice-versa.
Players start with up to three henchmen each, along with their hero. As players become more prestigious, they may be able to hire more, if they so desire. Initially, henchmen will be paid for by ... some king or something. Eventually, the players must pay the wages themselves.
Henchmen require a dedicated turn to directly control during battle, although a single general order to one/all per turn is allowed for free.
Fighter
Fighters are reliable people, and skilled with all manner of melee weaponry. They'll frequently fight to the death if it means a more vulnerable ally may live. They are well-suited to acts of strength or manual labor.
Rogue
Rogues are good at surviving. They may fare poorly against fighters in a straight-up fight, but are quite capable when it comes to striking targets from afar or ambushing weak mages. They are the best class at picking locks, disabling traps, hiding, and talking their way out of trouble.
Disciples
Disciples are clerics-in-training. They use the secrets of the gods, passed down through the ages or granted to loyal followers, to cast spells. Their spells depend on their player-defined deity's spheres (Air, Healing, and Deception, for example). A deity may have up to three spheres, but more focused deities have stronger magic. The spheres are the only way to choose what sorts of spells disciples gain. Disciples may specialize in one sphere or continue to study all of them upon class upgrades.
Disciples must sleep or pray/meditate for a time to recover mana, but have more then mages, necessary for their more powerful spells.
They are skilled at dealing with friendly beings, and tasks related to their sphere.
Mages
Mages learn arcane magic through study and practice. Compared with disciples, they tend to have a wider variety of slightly less powerful spells available, and more of them.
Mages may recover mana slowly whenever they are not fighting. Some may learn lengthy rituals to drain mana from their surroundings, or spells to drain mana from a foe. Mana potions are commonly used by adventuring mages.
They are particularly effective at any task requiring study, at carefully planning, and possibly alchemy.
Race: (A fantasy race. ALL hencmen hired will be the same race. This will mostly affect stats, with humans having no bonuses or penalties. Provide a brief description of the race if it's not standard human.)
Name: (Hero name)
Class:
Skills: (Skill with a sword, climbing a rope, blacksmithing, foraging for herbs, whatever.) Choose three.
Abilities/Spells: (Two each for fighter/thief. Three for disciples. Four for mages.) Give me a general idea, and leave the specifics up to me.
Background: (Optional. May possibly result in a minor initial bonus.)
Name: (Henchman name)
Class:
Skills: (Skill with a sword, climbing a rope, blacksmithing, foraging for herbs, whatever.) Choose two.
Abilities/Spells: (Two each for fighter/thief. Three for disciples. Four for mages.) Give me a general idea, and leave the specifics up to me.
Name: (Henchman name)
Class:
Skills: (Skill with a sword, climbing a rope, blacksmithing, foraging for herbs, whatever.) Choose two.
Abilities/Spells: (Two each for fighter/thief. Three for disciples. Four for mages.) Give me a general idea, and leave the specifics up to me.
Name: (Henchman name)
Class:
Skills: (Skill with a sword, climbing a rope, blacksmithing, foraging for herbs, whatever.) Choose two.
Abilities/Spells: (Two each for fighter/thief. Three for disciples. Four for mages.) Give me a general idea, and leave the specifics up to me.
All players are on the same side of the war. I'll flesh out the backstory based on the backgrounds. (Perhaps the players want to be traditionally evil races?) The players' side is losing, because it's just not as fun if they start out winning, yet somehow fail to move the war at all with their actions.
It's possible for a player to only participate in combat as an 'accident', if they really want to aid the war by trading/crafting/prospecting/scouting/etc. XP will be granted for non-combat tasks.
Five players max.
1 - Taricus
2 - Riccto
3 - bdthemag
4 - FuzzyZergling
5 -IronyOwl