I present to you my first long term four game! All of the other RPGs I have made up to this point you can consider those just a test! To see what types of fourm games I like and which ones I abandoned. Now with that research in mind I can create an RPG that will be fun for both me and my players. Now I want this too be a long term RPG. Thats means I will not abandon this RPG but I need players that are really interested and won't get bored of this RPG I know you don't know what its about yet but we are almost there in fact I will explain now!
This RPG is a sequel to one of my favorite RPGs! It will have many! And I mean many Classes it will be free roam and medieval. it will have a stat based battle system but absolutely no luck (At least for the most part). Anyway that raps up the description (If you want more just tell me what you want like storyline or char sheet) now we get into what I need you for!
Having so many classes has a down side I need an in-depth skill tree for all of them! I just need you to suggest skills for them and I will put it into a skill tree. To give you an idea of power and cost the weakest skill could cost 1 mana or energy and have a power of 3 while the strongest could cost 50 mana or energy and deal 50 damage. Format is like this:
[power, mana or energy cost , special effects (below)]
Damage over time effects:
Burn:
Corresponding element: Fire
High damage over time Includes armor
5 tiers
Drown:
Corresponding element: water
low-high damage over time gets stronger as it goes. Ignores armor.
5 tiers
Poison:
Corresponding element: Poison
Mid damage over time ignores armor
5 tiers
Cut: (Suggestions needed)
Corresponding element: Metal
5 tiers
Shock: (Belongs to 2 categories)
Corresponding element: Lightning
Very low damage over time also slows.
5 tiers
Slowing effects:
Shock: (Belongs to 2 categories)
Corresponding element: Lightning
Very low damage over time also slows.
5 tiers
I suggest you make most(aka classes and weapons) into a spreadsheet with google drive. Assuming you have a google account. The reason is because i basically skipped those parts...
-Weather
I think i should be able to help with this. What do you need?
-Status effects (Disarm)
I would say disarm should remove an equipped item that is disarmed. You could take it either during, or after battle. If said item is usable to the enemy, i would say they should be able to.
-Languages
I would say there should just be "Human", "Elf", "Orc" Languages etc. It feels unnessecary to me so you can drop this if you wish imo.
The character sheet's too long. I suggest removing "Class Category" and adding "Status Effects" to the one with current HP, Mana, Energy, stats etc. That'd help.
Alright an updated character sheet a bit shorter. At least it isn't my pirate RPG long.
Name:
Age:
Bio:
Appearance and Personality:
Staus effects:
Class: (see below)
Race: (see below)
Inventory:
1 Silver 25 copper
2 Silver 50 copper to @danwar and @loop_stratos they were very helpful in the construction thread.
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Health: 50/50
Energy: 50/50
Mana: 50/50
Chance to dodge: (Based on Stats)
Damage reduction: (Based on Stats)
Melee damage addition: (Based on Stats)
Ranged damage addition: (Based on Stats)
Magic damage addition: (Based on Stats)
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Stats: (Pool of 35 + class bonus (see below)
Vitality: (Every vitality add 5 to health)
Stamina: (Every stamina add 5 to energy)
Wisdom: (Every wisdom add 5 to mana)
Agility: (every agility add 2% to chance to dodge)
Constitution (every 2 constitution add 1 to damage reduction)
Strength: (every strength add 1 to Melee damage edition the damage you deal for melee attacks is your skills power plus your Melee damage edition)
Dexterity: (every dexterity add 1 to Ranged damage edition the damage you deal for ranged attacks is your skills power plus your Ranged damage edition)
Intelligence: (every Intelligence add 1 to Magic damage edition the damage you deal for magic attacks is your skills power plus your Magic damage edition)
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Skills: (Pool of 5)
(Based on class)
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Abilities: (Based on skills)
I don't have much plans with weather but I want to have some the increase the power of some types of damage and some to decrease them. They will also have other effects of course do you want to come up with some?
I already have plans for disarm you must choose to spend your turn picking your weapon back up, fight with your fist and use the punch skill (In the merchant skill tree) or summon a bone weapon if your necromancer.
Health: 50/50
Energy: 50/50
Mana: 50/50 Status Effects:
Chance to dodge: (Based on Stats)
Damage reduction: (Based on Stats)
Melee damage addition: (Based on Stats)
Ranged damage addition: (Based on Stats)
Magic damage addition: (Based on Stats)
Not that one... unless i typed wrong.
I don't have much plans with weather but I want to have some the increase the power of some types of damage and some to decrease them. They will also have other effects of course do you want to come up with some?
Tell me what weathers are you in need of suggestions with. eg. rain, snow, etc
I already have plans for disarm you must choose to spend your turn picking your weapon back up, fight with your fist and use the punch skill (In the merchant skill tree) or summon a bone weapon if your necromancer.
Punch should be availible to anything without a weapon to equip. You can make punches damage be determined by strength.
Ok I just put status effects towards the top. Fixed it where i'm writing the RPG.
Clear (which would be no effects), clouds, Rain, Thunderstorm, Windy, Sunny, Shadow (I weird occurrence that happens in the magic dimension where all astral figures are removed making everything pitch black except for a few feet around you. None can figure out why this occurs but practicians of dark arts and orcs seem to be uneffected by this.)
I have a google account but i'm not quite sure what you mean.
Clouds(Cloudy?)
Will cause rain in 3 turns. I mean, this shouldn't be a thing.
Rain
Increases Water damage, decreases fire damage. 5% to change into Thunderstorm each turn. May make Thunder-based attacks deal AoE damage. Ends in 2-5 turns.
Thunderstorm
Increases Water and Thunder damage, decreases fire damage. 3% chance to deal moderate damage to anyone. 5% to change into normal rain each turn. May make Thunder-based attacks deal AoE damage. Ends in 2-4 turns.
Windy
Increases Agility and movement speed and decreases agility and movement speed, depending on the directions.
(e.g If you're trying to move onto the wind, you're going slower, if you're moving away from the wind, you'd be faster)
(e.g.2 If the wind is facing north, you will be faster and have more agility if you're heading north. If you're heading south, you'll be slower and with less agility)
Sunny
Increases Light, Fire and Nature damage. Decreases Dark and Water damage. 2% to blind(read: stun) someone for a turn.
Shadow
Increases Dark damage. Decreases Light damage. Heavily decreased accuracy.
I have an idea what if in the game thread theres just a short description of each class and if people want the whole thing they a go to the info thread.
Did you take the link from the url bar on top or do you do this:
-On the spreadsheet, press the blue "Share" on top right
-Press "Anyone with the link can view"
-Take the link from there
?
I have an idea what if in the game thread theres just a short description of each class and if people want the whole thing they a go to the info thread.
I'd go with spreadsheet.
Reasoning being:
-Tidier. I still haven't read the classes because it's a gigantic wall of text.
-Only two threads instead of three. It will be this thread and game thread. With info thread it will be three. There's also the chance this will fail. No offense...
Well I can't fit all the info about the classes and stuff in the spread sheet with weapons, skill trees and stats. I definitely can't do skill trees with a spreadsheet so I am going to have a lot of text too.
I'd still make an info thread for quests, status effects, a map, skill trees, etc.
I'm actually having some ideas about how I could do all the information about classes in the spread sheet but what about other info like what I said above should I put it in the game thread or in an info thread?
Well I can't fit all the info about the classes and stuff in the spread sheet with weapons, skill trees and stats. I definitely can't do skill trees with a spreadsheet so I am going to have a lot of text too.
For weapons, you should remove "class weapons" and add "weapons" instead, with a "usable by ... classes". Make as many sheets(the ones on the bottom) as you need.
I can't see why you can't make skill trees. May or may not need a new spreadsheet.
Stats should be on the game thread. Stat explainations right?
I'm actually having some ideas about how I could do all the information about classes in the spread sheet but what about other info like what I said above should I put it in the game thread or in an info thread?
I am confused in your spreadsheet's "Class weapons" sheet. What does it do?
I cloud make skill trees but not any neater than typing them out also it would delay the RPG another month or two.
May not be any neater, but tidier. It's less of a pain to read.
You can make three sheets(Not to be confused with spreadsheets), one for each classes' skill trees, one for what each skill tree learns with each level, one for the actual skills' descriptions.
Waiting is better for me i suppose. But that's just my opinion.