Hello, fellow people of the internet. Today we shall begin a journey, a journey like a couple before it, but fairly few. Today we begin constructing a new RPG. I have laid down the bare bones of this new RPG, and I name it Mediocre Role playing Game. Anything in this rpg is subject to change. Basiclly, you write a post offering advice, opinions, addations, or edits to the Rpg. I shall any suggestions or edits or addations to the rpg every couple posts and release a new "version". That's it. And without I introduce, without items, towns, or anything that really needs to be added before it can be even considered a Mediocre RPG, version 0.1.
Mediocre Role playing Game
Setup/Materails
Writing things
Dice, d6s d8s d10s and a d20
IMIGANITION
Everybody chooses one of the 6 classes, and one of the 7 races. Then every body rolls a d10 for each of
the 10 stats. You must subtract 1, 2, or 3 points from a number of stats, and add the same to another.
Up to half of the stats can be reduced, and so increase up to one half. Add racial and class bunoses
after all this jibberjabor. If one desires one can draw, name, and do all that FLUFF, if one desires.
STATS
Endurance Phisical poweress to continue.
Blunt,Pointy,Slashy The three combat skills. Each weapon falls into on of these stats.
mana/health The ability to take wounds. Each time a weapon makes a succesful attack, the attacker rolls
a dice to see how much damage the defender takes. Mana is the ability to use spells. Every spell has a
base mana cost, plus or minus a random modifier.
Foolery The magic skill of casting illusions and tricking people.\
Killery The magic skill of killing people with FIRE and such.
Wooshery Moving and shaking magic skill
Healery Healing magic skill.
Knowledge Knowing things about stuff.
Dodging Dodging things so they don't pwn you.
Fiddler The ability to use your hands and other extremities for stuff.
Talent Inate ability.
Skill Learned ability.
Diplomacy The abilty to wily others.
Stat checks: Each stat is out of 20. When a situation that might have a significant chance of failure
(no, YOU FAILED YOUR FIDDLING CHECK WHILE WALKING HAHA LOL) you roll a d20. If it equals or is lower
then the stat then you succeded. Doing an action(any action besides actions that take no time, like
talking) takes a turn. Everybody has simultianous turns. If two(or more) people to do the same thing,
then a simple stat check decides who wins.
CLASSES
Barbarain RAWR! Great warriors of the punching you in the face! +5 to Dodge, +2 to Talent, +1 to Skill,
-5 to Knowledge, -2 to Foolery, -1 to Healery.
Warrior The diciplined army man. +5 to Combat skill (your chose), +2 to Skill, +1 to Endurance, -5 to
Foolery, -2 to Fiddler, -1 to Diplomacy.
Socerer +5 to a Magic skill(RANDOM), +2 to mana, +1 to Talent, -5 to Magic skill(RANDOM), -2 Endurance,
-1 to combat skill(choose)
Wizard +5 to Knowledge, +2 to Magic skill(choose), +1 to Diplomacy, -5 to a combat skill(RANDOM), -2 to
Magic skill(choose), -1 to Endurance.
Alchemist +5 to Knowledge, +2 to Fiddler, +1 to Healery, -5 to Talent, -2 to Killery, -1 to Combat
skill(choose)
Rogue +5 to Talent/skill(RANDOM), +2 to Diplomacy/Fiddler/Dodger(choose), +1 D/F/D(same as before, but
one that you chose you can't choose again), -5 to Talent/Skill(which ever one you didn't get the first
time around), -2 to Healery, -1 to Knowledge.
Map Generation - Dungeons
After everyone makes their charcter everyone decides into the dungeon. Each level of the dungeon a
player is whisked of by an evil clone of themselves, robbed of all powers, and used as a damsel/mansel
in destress. The other players must rescue said damsel/mansel by exploring the dungeon, beating up
baddies, and eventually freeing the damsel/mansel in distress in the final room, fighting a buffed evil
clone. Throughout this the captured player plays the roll of the dungeon master, in a random dungeon.
Commanding the dungeon, making the monsters move, and fighting the bad fight. Levels are generated
preplay by... someone... Each level is generated in the whole dungeon, with the final level being the
evil clones, which each person will have to face on thier own evil clone. Each person will get a special
piece of epic loot. The generating player should leave the bare bones info and stats and boring rules,
and leave the creative and fun stuff to the next dungeon master. Anywho, random level generaion! Each
level is made of a number of rooms. For each level down roll a d10. That is the number of rooms. Place
each room with atleast another one adjeacent to and attached to it. In each room roll a d6. Look at the
chart. Whatever it says on the number you rolled is in the room.
CHART OF ROOM THINGS
1.Monsters
2.Treasure
3.Hoard (monsters AND treasures)
4.Trap
5.Hall (lair,guild,etc.)
6.Test
Each of these should be a challenge equal to the level of the dungeon. Going over the list, top to
bottom, 1. Monster will be covered later, but more accuratly called creatures. Not necesarily hostile.
2. Loot, mabye guarded by monsters, but probably not. Free stuff is good. 3. Large treasure and larger
hordes of monsters, again not necesarily hostile or evil. 4. Mainly made to screw over stupid players
and uncautious ones too. 5. Big places full of similair monsters. Everything from a human encampment to
a goblin battlefield. Expect hoard like condictions, but with leaders, minibosses who are either tougher
or give bunoses to allies (perhaps both). 6. Testing the players skills. This means doing a quest for a
powerful monster This will yeild a powerful magical item. This involves a variety of diffrent
objectives. Look for quest generation section for details.
Monster Generation
This involves rolling a d8 on a chart for race, a d10 for subtype, and a d6 for number varation. More
charts!
RACES OF THE GAME
1.Human
2.Elf
3.Dwarf
4.Greenskin
5.Kobold
6.Parasite
7.Troglodyte
8.MIX Half one race, half another
SUBTYPES OF THE RACES
1.Magical
2.Mightical
3.Criminal
4.Industrios
5.Natural
6.Pathetic
7.Fearsome
8.Silly
9.Primitive
10.Noble
NUMBER VARATION
1.+10
2.+5
3.+1
4.-1
5.-5
6.-10
Explanations!
Races: 1. YOU. YOU are a human. Middle ground, no bonuses or minuses. 2. Pointy eared tree hugging
BASTARDS, who enjoy pressing thier agenda on you. +2 to diplomacy, -1 to endurance, -1 to strength.
3.Dwarves are generally sturdy, rock pummbeling people. -5 to swimming, +2 to mining, +2 to health.
4.The greenskins are Greenskinned humanoids. Although thought as heathen savage scum, who must be
converted to save thier souls, they are a rather sophisticated culture. -1 to diplomacy, -2 to skill, +1
to mana, +1 to slashy, +1 to blunt. 5. Little reddish lizard men. Suprisingly capable tricksters and
casters. +5 to mana, +1 to foolery, -2 to blunt, -2 to endurance, -2 to health. 7. Primitive humans, who
posses massive strength but weak mental skills.
Subtypes: 1. I'm magic! Each member of the group gets a +1 to all magical skills. 2. +1 to all combat
skills. 3. Arr, you are a pirate! +1 to dodging, fiddling, and diplomacy. 4. Cling clang, making steel
all day! +2 to endurance, and +1 to Health. 5. Its all natural man. +1 to magic skills, except healery,
which is +2, and Killery is -2. 6. -1 to all skills, but -1 to number varation rule(this makes more
monsters. 7. Argh, rar! +1 to all stats, but +1 to number varation. 8. Herp a derp. -2 to diplomacy, +2
to foolery. 9. +1 to endurance, -5 to Knowledge, +2 to Health, +1 to mana. 10. +2 to diplomacy, mana,
and Wooshery. -5 to Endurance. Number varation: Basiclly, the number of creatures are predetermined as,
thus by room content, Monster 5, Treasure 0, Hoard 10, Hall 15. When you roll the Number varation you
either add or subtract that many Monsters. Each room most have atleast 1 monster, except treasure.
Monster stats: Every monster is assumed to have 5 base in every stat, with the subtype and race bunoses
added to make the final products. Bosses, which appear in Halls and Hoards, have base 10 stats.
Nothing... YET.
this is an area for anybody that finds a way to horribly break the game. Simple post the "bug" and I shall record it here.