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I See Dice Dungeon - Development Thread

Last post 01-24-2008, 7:31 AM by Ogremindes. 32 replies.
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  •  12/28/2007 6:27:59 PM 803953

    I See Dice Dungeon - Development Thread

    I See Dice Dungeon is a proposed spin-off of the I See Dice Games. Set in a fantasy world of wild magic and mad gods, the players take it in turns to create challenges for the player characters. The game will use the Tri-Stat system as the basis for it's rules. This thread is for suggestions and comments of the rules in progress.

    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/28/2007 6:28:13 PM 803954 in reply to 803953

    Re: I See Dice Dungeon - Development Thread

    The Change List is a core mechanic of the I See Dice games, and will be so here. Unlike the other I See Dice games, the characters themselves do not roll the dice (in general, at least). The list represents the effects of the chaotic magic of the setting and the whims of the aforementioned insane gods. Changes fall into a number of categories:
    • Reset. Removes changes. Dosen't effect Items or Outfits. Immediate effect.
    • Curse. Mental Changes and Constant Magic, sometimes with accompanying physical change. Always active unless otherwise stated.
    • Morph: Physical Change. Always active unless otherwise stated.
    • Power: Special Ability. Activated as per Attribute Activation rules unless otherwise stated.
    • Item: a piece of equipment you can carry and use.
    • Outfit: A set of clothes. Outfits will always be the appropriate size and shape for what you are when you acquire it. The outfit appears on your body, replacing your previous clothes, if any. Your previous outfit vanishes. Outfits only have an effect so long as you are wearing them. You can only wear one at a time.
    • Instant: permanently modifies an existing item or outfit. Immediate Effect

    Precedence of Changes

    Items and Outfits (collectively: 'equipment') take precedence in effect over Curses, Morphs and Powers. Resets and Instants take precedence over all other changes, but do not remain after they take effect. Only one stat multiplier and one stat divisor can be in effect at a time. Newer Changes take precedence over older ones. Changes take precedence over your natural abilities, and in some cases may prevent you from using your natural abilites even if there is no conflict For Example: Racial abilites if your species changes. If Pask the Were-rat was turned into a frog, his couldn't use his alternate forms and wouldn't be vunerable to silver or effected by moonlight as he is no longer a were-rat.

    Removing Changes

    Changes are removed when they are no longer having an effect, such as being entirely over-ridden by newer changes, or if removing them would have no effect.
    For example: If an adult human got the child size morph, and then the adult human size morph, the child size morph would be removed because it's over-ridden by the adult size, and then the adult human size would be removed because said human would be adult sized anyway. If two changes mutually cancel each other, both are removed. Outfits can be removed by taking an action to do as such, and can be worn similarly. Items, and removed outfits, can be dropped or passed between characters. If you aquire a change you already have, remove the older version of the change.


    Size Category Chart
    Size CategoryRough SizeHeight/Range/Speed MultiplierLifting Weight MultiplierDamage ModifierEnemy Damage ModifierEnemy Attack Modifier
    Giant17' tall3100+30 (muscle-powered only)
    -10
    +2
    Ogre11' tall210+15(muscle-powered only)-5
    +1
    Adult5'-6' tall00000
    Child3'-4' tall1/2
    1/10
    -5
    +5
    -2 (ranged only)
    Cat
    1'-2' tall
    1/5
    1/100
    -10
    +10
    -4 (ranged only)
    Rodent
    6"-1' tall
    1/20
    1/10,000
    -15
    +15
    -6 (ranged only)
    Bug
    1" tall
    1/200
    1/10,000,000
    -20
    +20
    -8 (ranged only)

    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/28/2007 8:49:41 PM 803955 in reply to 803954

    Re: I See Dice Dungeon - Development Thread

    -=+---==1D200==---+=-

    1-4. Morph: Gender Reversal. Your gender changes. No special effect.

    5-8. Morph: Donkey Ears. Your ears become like those of a donkey. No special effect.

    9-12. Morph: Technicolor Skin. Your skin (and fur, feathers etc. if applicable) becomes coloured in an array of bright, garish, clashing colours. No special effect.

    13-16. Morph: Cloven Hooves. Your feet are replaced with hooves. Despite this, you find you can move quite naturally. No special effect.

    17-20. Morph: Monkey Tail. You acquire a prehensile monkey tail. Grants Extra Arm 1(pg 19), replaces any other tail you might have.

    21- 22. Power: Force Field. You gain the power to create a protective bubble about yourself. Grants Force Field 2 (pg 19/20, area 2(form fitting, detectable). Power lost if reduced to 0 levels.

    23- 24. Morph: Extra Arms. You gain a pair of arms. While useful, the extra arms make you somewhat clumsy. If you were missing any of your arms then this change returns them, otherwise this give you Extra Arms 2 (pg 19), Extra Attack 1(pg 19) and -2 to Attack Combat Value. Mutually cancelled by No Arms change.

    25-26. Morph: Frog Form. In a classic show of uncontrolled magic, you turn into a frog. This makes you rodent-sized (see size category table) and physically inept (Body stat set to 2). Also grants Water Speed 1 (pg 40), Adaptation - Underwater (pg 12) and Jumping 1 (pg 24). Cannot talk.

    27-28. Power: Invisible. You become invisible. Unfortunately, this doesn't extend to your gear. Grants Invisibility vs sight with the Naked Form Only restriction (pg24). Always active.

    29-30. Morph:  Intelligent Sword. You turn into a magic sword. You still keep your wits, but are otherwise inanimate, and can only communicate with someone holding you. You turn into a Longsword (pg 75). You can't talk, but still have all your senses, and cannot move. You can allow your wielder to use any or all of your combat abilities, including combat skills, combat techniques, special attacks and massive damage. If  broken, you are effectively dead unless repaired. You gain  Telepathy 1 (pg39) that only works with characters that are holding you.

    31-32. Curse: Dog-headed. Your head is replaced with that of a dog, as is a measure of your intellect. You cannot talk and will obey any order given to you. Mind and Soul stats halved.

    33-34. Curse: Diminishing Retribution. In a strange sort of karma, you quite literally become a lesser being for every life you take. Shrink one size category (see size category table) each time you defeat an enemy.

    35-36. Reset: Lesser Trueform. You become closer to your original form. Loose a Morph change of your choice.

    37-38. Item: Staff of Wind. Bo(pg75). The Staff of Wind is a magical weapon that allows the wielder to attack with supernatural speed at the cost of physical condition. Unique. Grants the use of the following special attack (pg 32) when wielded:
        -=Flurry=-
        Melee Attack (polearm), Physical
        Damage: 20
        Auto-Fire (pg 33)
        Melee (pg 36)
        Hand Held (pg 35)
        Burns Health (loose 5hp when used)

    39-40. Item: Tanglebomb. This grenade releases fast-growing vine tendrils when it detonates. One use only. Allow you to use the following special attack (pg 32):
        -=Entangle=-
        Thrown Weapon (grenade), Physical
        Tangle (50hp) (pg 35)
        No Damage (pg 36)
        Short Range (pg 36)
        Self Destruct (pg 36)
        Hand Held (pg 35)

    41-42. Curse: Irresistible Dance. A magical tune only you can hear compels you to dance. You are forced to dance as long as the curse lasts. This gives you a penalty of -3 to all stat, skill and combat checks, and halves your movement speed.

    43-44. Curse: Vanishing Clothes. Seemingly at random, the clothes of you and your friends vanish. A random PC's outfit vanishes every hour in which a post is made, starting now. If said PC has no outfit then no effect for that hour.

    45-46. Reset: True Self. You return to your true self. Full reset to default.

    47-48. Morph: Liquid Form. You are reduced to a puddle of mobile goo. You an assume shapes as described for high level Elasticity(pg 18), but cannot hold a shapes for longer than a minute. before assuming a new shape. You gain Insubstantial 1 (pg 24) and Immunity to bladed weapons(pg 23)You cannot hold or wear solid items unless currently assuming an appropriate shape. You can talk in a bubbling voice. While formless you can only exert the force of a gentle wave.

    49-50. Power: Animal Control. You gain the power to command animals. Grants Animal Control 1 (1pt/lvl version, pg 13. Can control 1 animal within 10 metres).

    51-52. Curse: Inchworm. An ethereal leach clings to your body, draining your stature. Shrink one size category (see size category table) every hour. Doesn't disappear when smallest size category reached, as it can start shrinking you again if you regain some height. The shrinking occurs when the hour changes.

    53-54. Morph: Ethereal Form. You become ethereal, like a ghost. Unfortunately, this doesn't extend to your gear. Grants Insubstantial 8, naked form only (pg 24). You cannot pass through the ground unless the GM allows it.

    55-56. Outfit: Kannythae Armour. A suit of armour made from leather and brass, bearing the symbol of the god of freedom. Blessed light mail(pg 81) grants 1 rank of Armour while worn.

    57-58. Curse: Twisted Tounge. Every word you speak is twisted beyond recognition. You can only speak gibberish This can convey information through tone, but nothing else.

    59-60. Power: Plant Control. You gain the power to control plants. Grants Plant Control 5(pg 28)

    61-62. Morph: Horns. You sprout a large, dangerous pair of antlers. Grants Natural Weapon - Horns.

    63-64. Morph:  Cat Size. You become 2 feet tall. Cat Size (see size category table).

    65-66. Instant: Disappearing Clothes. Your clothes vanish. Your outfit is lost.

    67-68. Item: Axe A normal axe. Axe (pg 74)

    69-70. Item: Blood Sword. This sword has the power to sap the life energy from living victims and feed it to it's wielder. Broadsword (pg75). Unique. Grants the use of the following special attack (pg 32) when wielded:
        -=Lifestealer=-
        Melee Attack (sword), Darkness
        Damage: 40
        Vampiric (pg 35)
        Melee (pg 36)
        Hand Held (pg 35)
        Toxic (pg 36)

    71-72. Morph: Raven Form. You become a raven. Makes you rodent-sized (see size category table) and physically inept (Body stat set to 2). Grants Flight 2 (4pts/level version, pg 19). Can't talk.

    73-74. Morph: No Arms. Your arms vanish. No effect if you have no arms. Mutually cancelled by Extra Arms change.  Apart from the obvious effects of having no arms, also lowers Attack Combat Value and Defence Combat Value by 3.

    75-76. Curse: Easily Distracted. Wild magic penetrates your mind and messes with your mate-finding instincts. You gain Easily Distracted: people of the opposite gender (pg 52)

    77-78. Morph: Ogre Size. You become 12 feet tall. Ogre Size. (see size category table)

    79-80. Power: Stone Body. You gain the power to turn into living, moving stone. Grants two ranks of Mass Increase(pg 25). You cannot heal naturally while using this power.

    81-82. Power: Diminishing Healing. You can repair the bodies of others by sacrificing some of your own stature. Grants Healing 8 (pg 21). Whenever used you shrink one size category for every 40 hp healed, to a minimum of one size category for each use. Cannot be used if already bug-sized. Your stature is not restored when the power is lost.

    83-84. Reset: Greater Remove Curse. You are freed of all curses. Loose all Curse changes.

    85-86. Power: Elastic Form. Your body becomes almost like rubber. Grants Elasticity 4 (pg 18, not considered 'High Levels')  and Immunity against blunt weapons (pg 36)

    87-88. Power: Flight. You gain the ability to fly, but only about twice as fast as a man can walk. Grants Flight 1 (pg19, 4pt/lvl version)

    89-90. Outfit: Light Mail. A Suit of armour of minimal encumbrance. Light Mail(pg 81)

    91-92. Morph: Tentacles. One of your arms is replaced with a tentacle. Gives you the Natural Weapon: Tentacles (pg 27). Having a tentacle for an arm may cause some difficulties.

    93-94. Outfit: Leather Jacket. An outfit of protective clothes. Leather Jacket (pg 81)

    95-96. Outfit: Tunic, Breeches and Sandals. A peasant's outfit. No special effect.

    97-98. Item: Buckler. A small shield for parrying. Buckler (pg 81).

    99-100. Outfit: Full Metal Armour A full suit of plate armour. Very encumbering. Full Metal Armour(av 16, pg 81).

    111-112. Outfit: Revealing Dress. A clinging, revealing dress. No special effect.

    113-114. Morph: Shrink. You become significantly smaller. Become 1 size category smaller (see size category table).

    115-116. Morph: Grow. You become significantly bigger. Become 1 size category larger (see size category table).

    117-118. Morph: Claws. Your hands become dangerous weapons, but far less dextrous. Gives you the Natural Weapon: Claws (pg 27), but also the defect Less Capable - Manual Dexterity (pg. 53) . No effect if you have no hands

    119-110. Reset: Depower. You loose the special powers you've gained in your journey. Loose all Power changes.

    111-112. Morph: Vicious Jaws. Your face changes to give you a large, powerful maw, a powerful, if unpleasant, weapon that is more suited to growls than speech. Grants you Natural Weapons - Fangs. This will have an effect on your ability to speak, but doesn't prevent it.

    113-114. Curse: Silence. You can make no sound, not even indirectly. Great for sneaking, not so great if you need to shout a warning. Gives Invisibility vs hearing. (pg 24)

    115-116. Instant: Damage Armour. Your outfit begins to crumble. Reduces the Armour ranks granted by your outfit by one. If your outfit doesn't grant Armour then it's armour value removed . If it has no armour value then it is destroyed. No effect if you have no outfit.

    117-118. Morph: Adult Size. You become 6 feet tall. Adult Human Size (see size category table).

    119-120. Outfit: Partial Metal Armour. Am encumbering suit of half-plate armour. Partial Metal Armour(pg 81)

    121-122. Reset: Lesser Trueself. You begin to return to your true self. Discard any one change you have.

    123-124. Item: Silver Shield. This heavy shield can protect you from the supernatural attacks of enemies. To an extent. Heavy Shield (pg 81). Unique. Grants Block Power 1(pg 14, 6pt/lvl version) when wielded.

    125-126. Morph: Default Size. You return to your natural height. Default size.

    127-128. Item: Pair of Daggers. A plain pair of daggers. 2 Daggers(pg 75).

    129-130. Item: Stone Hammer. This magic hammer can create cracks in the earth to swallow enemies. Counts as Club(pg 75). Unique. Grants the use of the following Special Attack (pg 32) when used:
        -=Cracks Call=-
        Melee Attack (club), Earth
        Damage: 60
        Quake (4 metre depth) (pg 34)
        Hand-held (pg 35)
        Backblast 2 (pg35)

    131-132. Morph: Gecko Toes. Your fingers and toes stick to nearly any surface. Grants Special Movement - Wall-Crawling, though you will have to go without footwear and gloves for it to work. You also have a 50% chance of failing to throw any object (it just sticks to your hand, particularly troublesome for grenades).

    133-134. Reset: Remove Curse. A single curse that is afflicting you is removed. Loose a Curse change of your choice.

    135-136. Morph: Exaggerated Chest. You become female if not already, and acquire a massively exaggerated bust. You take -2 to all body checks, and -1 to your Attack and Defence Check Values.

    137-138. Item: Whip of Agony. A magic whip that causes such agony as to incapacitate an opponent when struck. Just be careful not to strike yourself by accident. Whip (pg 75). Unique. Grants the use of the following Special Attack:
        -=Incapacitating Pain=-
        Melee Attack (whip), Darkness
        Damage: 40
        Flexible (pg 33)
        Incapacitating (level 4 attack) (pg 34)
        Hand-held (pg 35)
        Melee (pg 36)
        Backlash (hit yourself if you fail attack check by 3 or more)

    139-140. Item: Scroll of Remove Curse. A scroll covered with arcane lettering, with the power to break a curse. One use. Can be used to remove a curse from any character within 5m.

    141-142. Morph: Child Size. You become 4 feet tall. Child Size (see size category table).

    143-144. Instant: Enchant Armour. Your clothes now offer magical protection. Your current outfit Grants 1 level of Armour (pg 13) above what it did before. No effect if you have no outfit.

    145-146. Item: Crossbow of Screaming. Bolts fired from this crossbow produce an irritating wail. Crossbow (pg75) Unique. Comes with 20 quarrels. Allows the use of the following Special Attack (pg 32)
        -=Bolt of Screaming=-
        Archery Attack (crossbow), Physical/Sonic
        Damage: 40
        Irritant (pg 34, level 3 attack)
        Slow(pg 36)
        Limited Shots (pg 35, uses a quarrel)

    147-148. Special: Roll Twice on this table (ignore further results that would have you roll again)

    149-150. Power: Troll Blood. Like the troll, you rapidly heal from your injuries, but have much to fear from fire. Grants Regeneration 2 (pg 20, restriction: doesn't heal fire damage.) and Achilles' Heel - Fire (pg 50). Always Active.

    151-152. Curse: Weightless. You float in the air, but you cannot fly. You can move by 'pushing off' walls and such. Having a rope attached and held by a friend my be prudent.

    153-154. Morph: Fairy Form. You take the form of a pixie. You become rodent sized (see size category table) and gain Flight 2 (4pt/lvl version, pg 19). You become female if not already. Comes with some close-fitting clothes as an outfit.

    155-156. Power: Telekinesis. You gain the power to move items with your mind. Grants Telekinesis 3 (100kg, pg 38)

    157-158.Power: Lightning. You gain the power to launch lightning bolts, but this power may leave you at any time. Grants the following Special Attack (pg 32):
        -=Thunderbolt=-
        Special Ranged Attack, Electrical
        Damage: 40
        Stun (pg 25)
        Unreliable (pg 36, power lost when burnt out)

    159-160. Curse: Swap Voice. You swap voices with one of your companions. You swap voices with another random PC. This includes any effects affecting speaking ability. Change applied to both characters involved.

    161-162. Morph: Doll Form. You turn into a small cloth doll. You become rodent-sized, and cannot move or speak. You still have all your senses. Your outfit and items change with you, becoming appropriate to this form, and as such, unusable until this change is removed.

    163-164. Item: Explosive Bomb. A powerful explosive grenade, those that survive the blast will be set alight. One use only. Allows you to use the following special attack (pg 32):
        -=Firebomb=-
        Thrown Weapon (grenade), Fire
        Damage: 60
        Area Effect: 5m radius (pg 32)
        Burning (pg 33)
        Short Range (pg 36)
        Self Destruct (pg 36)
        Hand Held (pg 35)

    165-166. Item: Bandolier of Throwing Knives. A knife belt who's contents will return soon after being removed. Allows the user to throw all ten in a fan. Unique. Contains 10 knives (pg 75). These knives teleport back to the bandolier one minute after being removed. Allows the use of the following Special Attack (pg 32):
        -=Fan of Knives=-
        Thrown Weapon (knife), Physical
        Damage: 20
        Spreading (three ranks)(pg 34)
        Short Range(pg 36)
        Limited Shots (pg 35, uses 10 knives)

    167-168. Outfit: Default Outfit You are once again attired in your own clothes. Your default outfit.

    169-170. Curse: Fey Bane. You are burnt by iron. Minor Iron/Steel Bane (pg 51). All metal items are assumed to be steel unless otherwise specified.

    171-172. Item:  Bow of Seeking. Arrows fired from this bow seek out their targets. Longbow (pg 75). Unique. Comes with 20 arrows. Possesses the 'Homing'  Ability (pg 33)

    173-174. Morph: Gaseous Form. You turn into a mobile cloud of flesh-coloured gas. Cannot hold or carry solid objects, can only exert the force of a gentle wind. Grants Flight 1(pg 19, 4pt/lvl version), Insubstantial 2 (pg22), and Immunity against normal weapons (pg 23). May suffer effects from air turbulence at GM's discretion.

    175-176. Power: Telepathy You gain the power to communicate via thought. Grants Telepathy 1 (3pt/lvl version, pg 39).

    177-178. Reset: Trueform. You return to your own shape. Loose all Morph changes.

    179. Morph: Giant Size. You become 18 feet tall. Giant Size (see size category table)

    180. Curse: Child's Strength. Your strength is reduced to that of a child. Set Body stat to 2 unless it would be lower.

    181. Power: Hero's Will. Your spiritual strength is boosted to a heroic level. Set Soul stat to 16 unless it's already higher. Always Active

    182. Curse: Child's Mind. Your intellect is reduced to that of a child. Set Mind stat to 2 unless it would be lower.

    183. Power: Hero's Strength. Your physical strength is boosted to a heroic level. Set Body stat to 16 unless it's already higher. Always Active

    184. Reset: Selective Trueself. You may purge yourself of any or all changes. Eliminate any changes you want, up to a full reset.

    185. Morph: Copy. You become a copy of one of your friends. You turn into a copy of a random PC in his or her current state. You loose all your changes and abilities, except this one, and gain the other PC's abilities, basic form and changes. When this change is removed, you reset to default.

    186. Reset: Mass Trueself. You and your companions return to their true selves. Everyone Fully Resets

    187. Curse: Mindless. Your mind is separated from the rest of you. You can only act as and when directed, and you will always act as and when directed. Mind stat set to 0.

    188. Curse: Split. You become two smaller versions of yourself. Splits you into two individuals by halving all your stats and shrinking you the next lowest size category (see size category table), then creating an identical Duplicate of you (pg 17).  The Duplicate dying doesn't recover your stats or stature. The duplicate will be controlled by the player of the PC the duplicate was created from unless the GM decides otherwise. The Duplicate functions as a separate character.

    189. Reset: Lesser Trueself, Targeted. You may remove a single change from yourself or one of your companions. Remove a change of your choice from any PC.

    190. Morph: Swarm of Bees. You dissolve into a swarm of stinging insects. Gives you Swarm 3 (pg38).

    191. Power: Sage's Mind. Your mental strength is boosted to a heroic level. Set Mind stat to 16 unless it's already higher. Always Active

    192. Curse: Your mind is swapped with that of one of your friends. Swap minds with another random PC. All abilities and changes, except Curse changes, the Mind stat and the Soul Stat, are swapped, as well as physical appearance and location. This curse is applied to both PCs involved and if either PC looses it they swap back to the same effect.

    193. Curse: Age Regression. You begin to rapidly become child-like, in body and in mind. You shrink one size category, and loose 1 point from each of your stats for each hour in which a post is made, to a minimum of 2.

    194. Morph:  Bug Size. You become 1 inch tall. Bug Size (see size category table).

    195. Curse: Child's Will.  Your willpower is reduced to that of a child. Set Soul stat to 2

    196. Curse: Uber-Inchworm. You and your friends have your stature drained by an unseen power. Every PC shrinks one size category (see size category table) every hour. Disappears when the smallest size category reached by all PCs. The shrinking occurs when the hour changes.

    197- 198. Morph: Clockwork Form. Instead of flesh and blood you are made of brass gears and pistons, and have a large key sticking out your back. Your only source of power is the mechanical energy imparted by your key being turned. Gives you Increased Mass 1 (pg 25), but after an hour, you wind down and need to have your key wound by another character. While wound down you cannot do anything, perceive your environment and are asleep mentally. You cannot heal naturally.

    199-200. Morph: Moth Form. You become a moth. Makes you bug-sized (see size category table) and physically inept (Body stat set to 2). Grants one rank of Flight (4pts/level version, pg 19). Can't talk.


    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/28/2007 9:16:37 PM 803956 in reply to 803953

    Re: I See Dice Dungeon - Development Thread

    I find the idea  good one, Ogre, but I still dun fully understand the Tri-stat system. It's confusing me x_X
  •  12/28/2007 9:59:18 PM 803957 in reply to 803956

    Re: I See Dice Dungeon - Development Thread

    Don't worry too much, the specifics of the Tri-stat rules only realy matter for two things: Running a fight while you're GM, and character creation. And for the the latter it's just a matter of making sure you don't spend more than your allocation of character points. If you're not confident in running a fight you can focus on puzzles and other non-combat encounters. Also, as I said in the other thread, there's a summary of core rules on page 84, and a summary of combat on page 62. The Tri-stat rules can be a bit confusing, but that's alot to do with how free-form they are.

    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/29/2007 1:12:18 AM 803958 in reply to 803957

    Re: I See Dice Dungeon - Development Thread

    I think possibly the most important thing to chop, change and simplify is the character creation. As we're going through basically a fantasy world, we should make a list of only what we'll be using.

    We'll have basically human, with some variation, characters, starting with 50-75 points they can spend at first. We'll use (dice)25d3(/dice) to determine our starting spendable stats points, that should give us between 45 (round up to 50) and 75 stats. Sound good?
  •  12/29/2007 1:41:14 AM 803959 in reply to 803958

    Re: I See Dice Dungeon - Development Thread

    Uh, 25d3 floors at 25. Maybe 1d25+50? Ah, 4d6+50 may be even better. Or we could just say everyone has 65 points. Anyway, the setting is 'High Fantasy', for skills that puts the skill costs on pg44.  Oh, and this is roughly what Pask'd be like at 65cp. Well, apart from skills, at least:


    -==Pask Neathhallow==-
    Natural Were-rat Thief

    -=Stats=-
    Body - 6 (12cp)
    Mind - 5 (10cp)
    Soul - 4 (8cp)

    -=Attributes=-
    Alternate Form - Hybrid Form
    Fully Powered, 1 level (9cp)
        +Attributes+
        Enhanced Body 1(2cp)
        Natural Weapons - claws (1cp)
        Heightened Senses - Dark-sight (1cp)
        Regeneration 1 (6cp)
            restriction: Doesn't work vs. silver damage. (-1cp)
        Combat Technique - Lightning Reflexes 1 (1cp)
        Special Movement - Wall-bouncing (1cp)


        +Defects+
        Bane - Minor Silver Bane (1bp)
            Stacks with main form's Bane

    Alternate Form - Rat Form
    Partially Powered - 1 level (3cp)
        +Stats+
        Body - 2 (4cp)
        Mind - 2 (4cp)
        Soul - 2 (4cp)

        +Attributes+
        Natural Weapons - Claws (1cp)
        Heightened Senses - Dark-sight (1cp)
        Regeneration 1 (6cp)
            restriction: Doesn't work vs. silver damage. (-1cp)
        Special Movement - Balance (1cp)
        Special Movement - Cat-like (1cp)

        +Defects+
        Diminutive - rodent-sized (4bp)
        Physical Impairment - no hands (3bp)
        Physical Impairment - can't talk (3bp)
        Bane - moderate silver bane (2bp)

        1 cp left

    Combat Technique - Accuracy 1 (1cp)

    Combat Technique - Concealment 1 (1cp)


    Combat Technique - Steady Hand 1 (1cp)

    Combat Technique - Two Weapons 4 (4cp)

    Gadgets - thief's gear 1 (1cp) (not specific items, instead this represents the varied equipment of the fantasy thief so I don't have to think of the specifics ahead of time.)

    Heightened Awareness 2 - (2cp)

    Highly Skilled 1 - (1cp)

    Massive Damage - sneak attack 5 (10cp)

    Special Movement - Balance (1cp)

    Special Movement - Cat-like (1cp)


    -=Defects=-

    Bane - minor silver bane - (1bp)

    Involuntary Change defect (full moon) (2bp)
        linked to Rat Form


    3 cp left




    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/29/2007 6:08:56 AM 803960 in reply to 803959

    Re: I See Dice Dungeon - Development Thread

    I'm starting to run out of ideas for the list. Does anyone have any ideas that they'd like to throw around? No need to worry about working out the rules.

    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/30/2007 7:56:26 AM 803962 in reply to 803960

    Re: I See Dice Dungeon - Development Thread

    Ok, I've got the list in a state where I'm reasonbly happy with it. I had to give up on making it a 2d100 after a couple of failed tries, so this one used 1d200 instead If anyone wants to read through it and give me their thoughts they're most welcome. Oh, and I'm currently thinking giving just 50 points for character creation may be  good idea, given that anything any of us can imagine should happen to the characters sooner or later.

    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/30/2007 6:04:59 PM 803963 in reply to 803962

    Re: I See Dice Dungeon - Development Thread

    Perhaps make the gender changes, and 'exaggurated busts' more frequent, since they were always the most prevalent change on the list. Anyway, starting work on a character sheet.
  •  12/30/2007 6:44:31 PM 803964 in reply to 803963

    Re: I See Dice Dungeon - Development Thread

    The list has three levels of change: common (1/50) regular (1/100) and uncommon (1/200), and common if reserved for changes with little or no mechanical effect.

    Gender Reversal is already a 1/50 chance, Exaggerated Chest being 1/100. I think that's high enough, as the latter does have a fairly substantial mechanical effect.

    However, I don't like the last change on the list, it was a last minute thing and I don't think it's very good. I've an idea for -one- more 1/100 change, but that still leaves 2 numbers free.

    I'll design a html table for the character sheets. The sheets themselves should be stored in a separate thread to the game, to avoid clutter and for ease of reference.

    Oh, and any comments on the use of a straight 50cp limit for player characters?

    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/30/2007 6:48:40 PM 803965 in reply to 803964

    Re: I See Dice Dungeon - Development Thread

    Hrm.. Well, I suppose we're only testing it out for now, so I guess having just 50 stat points for now is good.
  •  12/30/2007 7:04:09 PM 803966 in reply to 803965

    Re: I See Dice Dungeon - Development Thread

    I'm going to have to drop most of the fighting stuff from Pask to make it fit, from my end, as the stats and alternate forms are pretty much non-negotiable without changing the concept.

    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/30/2007 7:26:04 PM 803967 in reply to 803966

    Re: I See Dice Dungeon - Development Thread

    (name)(race/class)
    MIND:(mind)ATTRIBUTESDEFECTS
    BODY:(body)(attributes)(defects)
    SOUL:(soul)
    HP:(hp)
    ACV:(attack cv)
    DCV:(defense cv)
    OUTFIT CHANGES
    (outfit) (changes)
    INVENTORY
    (inventory)
    SKILLS
    skills

    Ok, that's the character sheet. Remember that it will grow to fit what you put in it. to use it, when composing a post switch to HTML mode (there's a button underneath the text box) and paste in the following code, then switch back to Design mode:

    <table style="margin: 1em; border-collapse: collapse;">

    <tr>
    <td style="border: thin solid black; padding: 1ex;" colspan="3">(name)</td><td style="border: thin solid black; padding: 1ex;" colspan="3">(race/class)</td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;"><b>MIND:</b></td><td style="border: thin solid black; padding: 1ex;">(mind)</td><td style="border: thin solid black; padding: 1ex;" colspan="2"><b>ATTRIBUTES</b></td><td style="border: thin solid black; padding: 1ex;" colspan="2"><b>DEFECTS</b></td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;"><b>BODY:</b></td><td style="border: thin solid black; padding: 1ex;">(body)</td><td style="border: thin solid black; padding: 1ex;" colspan="2" rowspan="5">(attributes)</td><td style="border: thin solid black; padding: 1ex;" colspan="2" rowspan="5">(defects)</td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;"><b>SOUL:</b></td><td style="border: thin solid black; padding: 1ex;">(soul)</td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;"><b>HP:</b></td><td style="border: thin solid black; padding: 1ex;">(hp)</td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;"><b>ACV:</b></td><td style="border: thin solid black; padding: 1ex;">(attack cv)</td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;"><b>DCV:</b></td><td style="border: thin solid black; padding: 1ex;">(defense cv)</td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;" colspan="2"><b>OUTFIT</b></td> <td style="border: thin solid black; padding: 1ex;" colspan="4"><b>CHANGES</b></td>
    </tr>


    <tr>
    <td style="border: thin solid black; padding: 1ex;" colspan="2">(outfit)</td> <td style="border: thin solid black; padding: 1ex;" colspan="4" rowspan="3">(changes)</td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;" colspan="2"><b>INVENTORY</b></td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;" colspan="2" rowspan="3">(inventory)</td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;" colspan="4"><b>SKILLS</b></td>
    </tr>

    <tr>
    <td style="border: thin solid black; padding: 1ex;" colspan="4">skills</td>
    </tr>

    </table>

    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/30/2007 7:59:39 PM 803968 in reply to 803966

    Re: I See Dice Dungeon - Development Thread

    How long do you think the HTML will take to set up?  Eheheh.. ^_~'

    Also, I think it's fair that we probably handly the game mastering, since it seems to be going a little over the other's heads.

    To Cat and Bio. Either I or Pask will be handling the things like combat and dungeon creation for the RP, you guys just worry about roleplaying and your character's creation. :3
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