Saturday, March 12, 2011

Freshman Year - Adventuring 101

via IMs

Alright, you're all students enrolled at Lorinel U. Courses are a thousand gold each for tuition and materials. Those of you with less than five thousand gold in starting money are able to get Financial Aid in the form of loans, which will need to be repaid after you are no longer a student. Here's the course catalog. Choose your classes.

Since you're all new students, you end up in the same required courses with each other. During Adventuring 101, the professor is droning on and on about the merits of having the proper tools, when you get an illusory note passed to you, asking if you're interested in some shiral hunting this weekend.

xD
nuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu


heh
wait is this a start of game or just how your opening it?


Good question.

After a moment, the illusory script swirls and reassembles: No? Good choice. Welcome to Lorinel. -PDL

WIIIIIIIIIIIIIIIIIN

PDL?

That's what it said. I guess I could have you roll an Intelligence or Perception check... except you don't have character stats rolled yet.

lol no i dont

All of a sudden the professor's droning stops, and he looks up at the class and lets out a much more lively, animated 'Well, let's see who's left then.' Looking around, you notice there seem to be a number of students gone, though you don't remember anyone getting up to leave.

lol. The people who thought it was a good idea.
poof.


"Excuse me professor. Not to be rude.... but what just happened?"


"What's that?"

"I saw some note... asking me a question about shirals."

"Oh did you? Passing notes in class isn't the best way to get an education... most of the time. Those of you still here are here because you passed the Dean's pop quiz, intended to cut the wheat from the chaff as it were."

"OOOHHHhhhhhh....." thinks about it for a moment.... probably b/c we are in an adventure class... some probably thought it was part of that.

The rest of the class continues as normal, except now in a far more interesting, often hands-on fashion.

Tuesday, March 8, 2011

Class Building Blocks: Lego or Duplo?

Seeing 41 different options on my current character class list is a lot less impressive than it should be. First off, a character without any special starting abilities, like being an awakened psion or of a particular bloodline, only has access to 35 of those options. Further, a lot of the things listed on the "Class" list are more like Class fragments. Magic has been broken up into its various Schools, and each School is taken individually. Some of the iconic abilities of various classes have been stripped away from the class, and divided up into smaller packages.

For instance, the Paladin abilities such as Detect Evil and Lay on Hands are now distributed amongst Crusader, Temple Knight, and Faith Healer. These "fragments" have a lower experience cost if taken alone, obviously, but the idea is that you can build your own adventurer. One of the fragments is simply an extra starting combat proficiency, which could be anything from another weapon proficiency to metamagic. Some of the fragments are levelable, improvable crafting "classes" such as Bowyer, Armorer, and Alchemist.

And, one is simply a "Citizen" class: no abilities, no special stuff, you get the benefits inherent to your ability scores. That was mostly just to give me something I can use for NPCs, but it could be fun to start a group off as Citizens and have them progress to other classes and abilities through training.

The image I have in my head of how all this should work seems good: a mix between a class-based and a skill-based game with enough variance and limiters that not every character is going to be able to do everything, but will have more varied abilities than a typical character in a class-based system.

I still need to finish separating the magic into schools, to make it easier to roll them, and I still need to determine a setting, at least a small area to start in. Then comes the fun part.

Sunday, March 6, 2011

Game Projects

Skill System...........................Done
Spell System..........................Done
Crafting System.....................Done
Class System..........................Done
Spell List...............................Done
Weapon List..........................Done
Armor List.............................Done
Other Equipment Lists...........Umm... no.
Combat System......................Done
Campaign Setting..................In Review
Campaign Ideas....................Way too many

Run Playtest.exe (y/N)? y

Starting Playtest.exe.........Error! Setting.ini not found! Abort, Retry, Fail?

*sigh*

Fail.

Friday, March 4, 2011

Typing to hear myself think

After discussing skill systems late last night with my conscripted playtester, it seems that a simple stat-based system which does not use skill points would be preferable over a stat-based system that uses minimal skill points or a percentage based, customizable improvement system. While this certainly makes things easier for me, it was a bit of a surprise since he had some time ago argued for the ability to improve skills through training. I should probably ask him again sometime when he isn't falling asleep at the computer.

I'm also considering an a la carte system for character creation, which would essentially allow players to create their own class. Magic is already divided into different schools, so that's easy enough. I can strip the special class-based abilities away from the classes, and either offer them as-is to be added on, or figure out a value for each ability to allow further customization. This could be an additional method on top of keeping the regular classes, maybe with the regular classes having a lesser experience cost to level than they would if broken into their individual abilities.

On the surface, this looks like it would make things more difficult or make creation take longer, but it would also allow me to take a new player, ask them what they want to be able to do, and put together a conglomeration of abilities that would approximate their desires.

I do have ideas for making individual schools of magic based on different stats for learning and casting. This would be a way for dedicated spellcasters to have more casting ability despite the static mana system, since different types of spells may draw from different resources.

I'm also considering the option of allowing some method of choosing spells, instead of having them random by default, since the sheer number of spells I have compiled makes it statistically daunting for a cleric to get any healing spells. This could change if schools of magic were taken a la carte, though. Something to keep in mind.