Posted May 11, 2011
high rated
Hall of Fame and Lifetime Participation Points can be found here.
Announcement: EVERYONE IN ROUND 5 IS GOING TO GET A FREE 5.99 GOG for helping us "beta test"
_________________________________________________________________________
Announcement: I created a BLOG for the game here. . All stuff is subject to change for the moment, but there's a lot of previews there.
_________________________________________________________________________
I introduced the concept of weapons to balance out range issues. You only pick one weapon for your character class to begin with. For now, bonus modifiers exist for closer range but maybe you can specialize in the future to bring up your missile attack value.
The range concept with weapons also let me reflect that the Rogue can be incredibly dangerous in close combat, as his dagger becomes highly effective - at 0 range he is almost as deadly as the Warrior.
NO ONE STARTS WITH 5HP POTIONS.
Each class gained some kind of evasion: The Warrior has a 20% chance of blocking melee strikes, the Rogue has a 20% chance of evading missile damage and the Mage has a 40% chance of avoiding magical damage (considering that there's only one magic damage spell right now.)
There are now a total of 5 basic skills to choose from for each class. If you like, you can pick the same spell twice, and get double the uses.
A lot of special abilities were worthless before, so I've made it so that you can attack and use a special ability in the same turn (unless it's an attack ability, as specifically noted - in which case it counts as both).
So on each turn, you can:
1. Move 1 space
2. Attack once
3. Use a special ability once
4. Consume a potion
5. Give or receive an item to a character in your square at the time of exchange
You can do these things in any order.
One team will still go first. The board will be LARGER to as to neuter the advantage given to the team that is going first. Sorry to all the people who want consecutive movement, it's just not happening yet... too much of a headache when combined with all the other responsibilities I'm taking on here.
PLEASE TAKE THIS TIME TO REVIEW PROPOSED CHANGES AND MAKE BALANCE RECOMMENDATIONS NOW, BEFORE WE START, NOT AFTER!
________________________________________________________________________
For the future, I have already drawn up three subclasses for Warriors, three subclasses for Rogues and three subclasses for Mages along with a total of OVER 20 skills and spells.
Mages will have the most versatile list of specials, Warriors the least, but Warriors will gain more attack value and HP than anyone else making them the most effective in combat. Rogues will be somewhere inbetween. I don't want to introduce these yet, as I'm still trying to get the current system down. In the future, you will "level up."
_________________________________________________________________________
Here are the changes:
Class: Warrior
Stats
Base Attack Value: 1d6 + 4
Base HP: 33
Passive Ability:
Block: 20% chance to block melee damage.
Weapons:
1. Mace (Melee)
Damage modifier: +3
Range: 1
2. Longsword (Melee)
Damage modifier: 0
Range: 2
3. Longbow (Missile)
Damage modifier: -3
Range: 3
Class: Rogue
Stats
Base Attack Value: 1d6 + 2
Base HP: 30
Passive Ability:
Dodge: 20% chance to dodge missiles.
Weapons:
1. Dagger (Melee)
Damage modifier: +1 at 1 range, +4 at 0 range
Range: 1
2. Shortsword (Melee)
Damage modifier: +2
Range: 1
3. Shortbow (Missile)
Damage modifier: 0
Range: 2
Class: Mage
Stats
Base Attack Value: 1d6 + 1
HP: 28
Passive Ability:
Thwart: 40% chance to avoid damage from enemy Mage spells.
Weapons:
1. Quarterstaff (Melee)
Damage modifier: +2
Range: 1
2. Darts (Missile)
Damage modifier: -1
Range: 2
3. Sling (Missile)
Damage modifier: -2
Range: 3
________________________________________________________________________
Warrior: Basic Skills
Any Warrior may select from these skills.
1. Rage: Attack for an additional 1d6 damage. You lose 2HP. This is an attack ability, meaning you may not use the ability and perform an attack in the same turn. Uses: 1 per point invested.
2. Seize: If you land a successful attack against an enemy this turn, he may not attack or use special abilities during his next turn. (Lands meaning damages. If damage is prevented, Seize is prevented as well.) Uses: 1 per point invested.
3. Tank: Pick an ally. The next time that ally is dealt physical damage, prevent it. Instead, you lose 2HP. If that ally is not dealt damage next turn, this ability persist until he is dealt damage. It does not wear off. Uses: 1 per point invested.
4. Focus: Attack for an additional 3 damage. Damage dealt this way may not be blocked or dodged. Uses: 1 per point invested.
5. Rush: You may move an additional 2 spaces this turn (for a total of 3), but you may not attack. Uses: 2 per point invested.
_________________________________________________________________________
Mage: Basic Spells
1. Magic Missile: The Wizards focuses a blast of mental energy against a single target.
Deals 1d6+1 damage to a single target at a range of 4. You may not attack. Uses: 3 per point invested.
2. Arc Lightning: Crowd control: skunks have their way, and so do Wizards. The Mage calls forth a tiny lightning bolt that ripples across the battlefield, hitting each opponent, regardless of range.
Deals 2 damage to each enemy on the battlefield instantly. You may not attack. Uses: 3 per point invested.
3. Duplicate Potion: The Mage has begun to learn about replication, and can copy items like health potions, but they may not be as strong as the original.
Target character with a health potion gains a new one, worth 5 HP. (It doesn't matter what the strength of the original one was, the new one is worth 5HP.) Uses: 3 per point invested.
4. Repel: The Mage can only focus on so many things at a time. Using spatial magic, he may knock an opponent away, to be dealt with later.
Target an enemy. Move that enemy 3 spaces North or South, whichever puts them further away from you. Uses: 3 per point invested.
5. Minor Restoration: The Mage re-learns a spell that he has forgotten.
Choose a spell in your spellbook with 0 uses remaining. Add 3 additional uses to that spell. You skip your attack turn. Uses: 3 per point invested.
____________________________________________________________________
Rogue: Basic Skills:
1. Dual Wield: The thief uses his agility to strike multiple targets.
Attack two opponents within range at the same time, damage to each is reduced by 2. Uses: 2 per point invested.
2. Hide in Shadow: The thief blends in with the surroundings, giving him defensive bonuses.
+25% to dodge, +25% to block next turn. Uses: 2 per point invested.
3. Close ground:
Skip your move step. Instead, move up to 2 spaces and attack for 1 additional damage. Uses: 3 per point invested.
4. Pilfer Potions: The young thief has mastered the art of stealing items so small that their owner may not even notice they are missing.
40% chance of stealing a random potion from a random enemy within a range of 2.
Uses: 2 per point invested.
5. Coat with Poison: The thief coats his weapon in poison.
+25% extra damage this turn, rounded up.
Uses: 2 per point invested.
________________________________________________________________________
Here's a new Character Sheet. Please fill it out again with whatever modifications you would like to make.
Character Sheet
Player Name:
Character Name:
Brief Bio:
Class:
HP:
Base attack value:
Weapon (Pick one):
Modified attack value:
Range with weapon:
Skills/Spells (Pick two. You may pick the same skill/spell twice, in which case you get double the uses):
Skill/Spell 1: (Uses:)
Skill/Spell 2: (Uses:)
Items:
1. None. You start only that which you previously possessed.
2.
3.
Announcement: EVERYONE IN ROUND 5 IS GOING TO GET A FREE 5.99 GOG for helping us "beta test"
_________________________________________________________________________
Announcement: I created a BLOG for the game here. . All stuff is subject to change for the moment, but there's a lot of previews there.
_________________________________________________________________________
I introduced the concept of weapons to balance out range issues. You only pick one weapon for your character class to begin with. For now, bonus modifiers exist for closer range but maybe you can specialize in the future to bring up your missile attack value.
The range concept with weapons also let me reflect that the Rogue can be incredibly dangerous in close combat, as his dagger becomes highly effective - at 0 range he is almost as deadly as the Warrior.
NO ONE STARTS WITH 5HP POTIONS.
Each class gained some kind of evasion: The Warrior has a 20% chance of blocking melee strikes, the Rogue has a 20% chance of evading missile damage and the Mage has a 40% chance of avoiding magical damage (considering that there's only one magic damage spell right now.)
There are now a total of 5 basic skills to choose from for each class. If you like, you can pick the same spell twice, and get double the uses.
A lot of special abilities were worthless before, so I've made it so that you can attack and use a special ability in the same turn (unless it's an attack ability, as specifically noted - in which case it counts as both).
So on each turn, you can:
1. Move 1 space
2. Attack once
3. Use a special ability once
4. Consume a potion
5. Give or receive an item to a character in your square at the time of exchange
You can do these things in any order.
One team will still go first. The board will be LARGER to as to neuter the advantage given to the team that is going first. Sorry to all the people who want consecutive movement, it's just not happening yet... too much of a headache when combined with all the other responsibilities I'm taking on here.
PLEASE TAKE THIS TIME TO REVIEW PROPOSED CHANGES AND MAKE BALANCE RECOMMENDATIONS NOW, BEFORE WE START, NOT AFTER!
________________________________________________________________________
For the future, I have already drawn up three subclasses for Warriors, three subclasses for Rogues and three subclasses for Mages along with a total of OVER 20 skills and spells.
Mages will have the most versatile list of specials, Warriors the least, but Warriors will gain more attack value and HP than anyone else making them the most effective in combat. Rogues will be somewhere inbetween. I don't want to introduce these yet, as I'm still trying to get the current system down. In the future, you will "level up."
_________________________________________________________________________
Here are the changes:
Class: Warrior
Stats
Base Attack Value: 1d6 + 4
Base HP: 33
Passive Ability:
Block: 20% chance to block melee damage.
Weapons:
1. Mace (Melee)
Damage modifier: +3
Range: 1
2. Longsword (Melee)
Damage modifier: 0
Range: 2
3. Longbow (Missile)
Damage modifier: -3
Range: 3
Class: Rogue
Stats
Base Attack Value: 1d6 + 2
Base HP: 30
Passive Ability:
Dodge: 20% chance to dodge missiles.
Weapons:
1. Dagger (Melee)
Damage modifier: +1 at 1 range, +4 at 0 range
Range: 1
2. Shortsword (Melee)
Damage modifier: +2
Range: 1
3. Shortbow (Missile)
Damage modifier: 0
Range: 2
Class: Mage
Stats
Base Attack Value: 1d6 + 1
HP: 28
Passive Ability:
Thwart: 40% chance to avoid damage from enemy Mage spells.
Weapons:
1. Quarterstaff (Melee)
Damage modifier: +2
Range: 1
2. Darts (Missile)
Damage modifier: -1
Range: 2
3. Sling (Missile)
Damage modifier: -2
Range: 3
________________________________________________________________________
Warrior: Basic Skills
Any Warrior may select from these skills.
1. Rage: Attack for an additional 1d6 damage. You lose 2HP. This is an attack ability, meaning you may not use the ability and perform an attack in the same turn. Uses: 1 per point invested.
2. Seize: If you land a successful attack against an enemy this turn, he may not attack or use special abilities during his next turn. (Lands meaning damages. If damage is prevented, Seize is prevented as well.) Uses: 1 per point invested.
3. Tank: Pick an ally. The next time that ally is dealt physical damage, prevent it. Instead, you lose 2HP. If that ally is not dealt damage next turn, this ability persist until he is dealt damage. It does not wear off. Uses: 1 per point invested.
4. Focus: Attack for an additional 3 damage. Damage dealt this way may not be blocked or dodged. Uses: 1 per point invested.
5. Rush: You may move an additional 2 spaces this turn (for a total of 3), but you may not attack. Uses: 2 per point invested.
_________________________________________________________________________
Mage: Basic Spells
1. Magic Missile: The Wizards focuses a blast of mental energy against a single target.
Deals 1d6+1 damage to a single target at a range of 4. You may not attack. Uses: 3 per point invested.
2. Arc Lightning: Crowd control: skunks have their way, and so do Wizards. The Mage calls forth a tiny lightning bolt that ripples across the battlefield, hitting each opponent, regardless of range.
Deals 2 damage to each enemy on the battlefield instantly. You may not attack. Uses: 3 per point invested.
3. Duplicate Potion: The Mage has begun to learn about replication, and can copy items like health potions, but they may not be as strong as the original.
Target character with a health potion gains a new one, worth 5 HP. (It doesn't matter what the strength of the original one was, the new one is worth 5HP.) Uses: 3 per point invested.
4. Repel: The Mage can only focus on so many things at a time. Using spatial magic, he may knock an opponent away, to be dealt with later.
Target an enemy. Move that enemy 3 spaces North or South, whichever puts them further away from you. Uses: 3 per point invested.
5. Minor Restoration: The Mage re-learns a spell that he has forgotten.
Choose a spell in your spellbook with 0 uses remaining. Add 3 additional uses to that spell. You skip your attack turn. Uses: 3 per point invested.
____________________________________________________________________
Rogue: Basic Skills:
1. Dual Wield: The thief uses his agility to strike multiple targets.
Attack two opponents within range at the same time, damage to each is reduced by 2. Uses: 2 per point invested.
2. Hide in Shadow: The thief blends in with the surroundings, giving him defensive bonuses.
+25% to dodge, +25% to block next turn. Uses: 2 per point invested.
3. Close ground:
Skip your move step. Instead, move up to 2 spaces and attack for 1 additional damage. Uses: 3 per point invested.
4. Pilfer Potions: The young thief has mastered the art of stealing items so small that their owner may not even notice they are missing.
40% chance of stealing a random potion from a random enemy within a range of 2.
Uses: 2 per point invested.
5. Coat with Poison: The thief coats his weapon in poison.
+25% extra damage this turn, rounded up.
Uses: 2 per point invested.
________________________________________________________________________
Here's a new Character Sheet. Please fill it out again with whatever modifications you would like to make.
Character Sheet
Player Name:
Character Name:
Brief Bio:
Class:
HP:
Base attack value:
Weapon (Pick one):
Modified attack value:
Range with weapon:
Skills/Spells (Pick two. You may pick the same skill/spell twice, in which case you get double the uses):
Skill/Spell 1: (Uses:)
Skill/Spell 2: (Uses:)
Items:
1. None. You start only that which you previously possessed.
2.
3.
Post edited June 06, 2011 by stoicsentry