Post by CastleLover on Dec 1, 2015 2:25:25 GMT -5
I've tried this over at CYS without much luck, so let's see how much more on-the-ball you guys over HERE are!
I'm going to add something to the few Advanced Editor-type games there, but I'm still kind of workshopping choosable Player Characteristics. It will be a pretty large (might never actually finish it) medieval fantasy adventure game, and what I'm working on now is sort of a tertiary addendum to player stats and skills.
The stats thus far are all the normal ones you'd expect (plus ostensibly a lot more) - Strength, Agility, Speed, Armor, Intellect, Wisdom, Charisma, Charm, etc.
The skills are based off of a two-tier magic/superpower system, with seven elemental magics (Fire [Pyromancer], Earth [Erdemancer], Metal [Metamancer], Water [Aquamancer], Flora [Wodemancer], Air [Aeromancer], & Lightning [Electromancer]) and seven ethereal magics (Teleportation [Wizard], Time Manipulation [Warlock], Mind Control [Charmer], Mind Reading [Mystic], Shape Shifting [Illusionist], Prognostication [Mage], and Telekinesis [Sorceror]).
Player Characteristics list so far:
*Balladeer : +2 Charisma, +10 Charm, -10 Wisdom
*Barfly : +10 Poison Resist, +1 Charm, -5 Intellect
*Barbarian : +10 Strength, +5 strike in combat, -10 Intellect, -5 Wisdom
*Bookworm : +10 Wisdom, -2 Charisma, -10 Charm
*Comedian : +10 Humor, -1 Intellect, -10 Tactical
*Commander : +10 Tactical, +1 Intellect, -10 Humor
*Druid : +10 Wisdom, -1 Intellect, -2 Mind Control, -5 Charm
*Misandrist : +1 strike in combat w/ males, -5 Charm skill w/ males
*Misogynist : +2 strike in combat w/ females, -10 Charm skill w/ females
*Polyhistor : +5 Intellect, +5 Wisdom, -5 Tactical, -5 strike in combat
*Psychopath : +5 strike in combat, +5 Tactical, -5 Intellect, -5 Wisdom
*Slut : +10 Charm skill w/ males, -2 strike in combat w/ males
*Stud : +5 Charm skill w/ females, -1 strike in combat w/ females
*Teacher : +10 Intellect, +5 Wisdom, -10 Strength, -5 strike in combat
*Teetotaler : +5 Intellect, -1 Charm, -10 Poison Resist
*Thespian : +2 Mind Control, +5 Charm, +1 Intellect, -10 Wisdom
Since players will have an opportunity to pick 3 of these, I'd like to have at least 30 to choose from. That where YOU lovely people come in! Just reply back with some Characteristics and how they affect the Player's stats. They should be pretty balanced (like no "GOD: +1,000 EVERYTHING!!!" ones) and should have an opposite (as seen above).
(Also - it occurred to me that this might not be common knowledge: someone with high Intellect would be someone with a lot of book or institutional learning and they would be more suited to Ethereal magics; whereas someone with high Wisdom would have more common sense and experience, so they would be better at Elemental magics. The two don't typically compliment one another, so if your Player eventually tries a crossover [learning from both schools at once], it will be difficult. Not impossible, just "I am The One!"-type difficult.)
Thanks for helping me brainstorm!
I appreciate it. ^_^
I'm going to add something to the few Advanced Editor-type games there, but I'm still kind of workshopping choosable Player Characteristics. It will be a pretty large (might never actually finish it) medieval fantasy adventure game, and what I'm working on now is sort of a tertiary addendum to player stats and skills.
The stats thus far are all the normal ones you'd expect (plus ostensibly a lot more) - Strength, Agility, Speed, Armor, Intellect, Wisdom, Charisma, Charm, etc.
The skills are based off of a two-tier magic/superpower system, with seven elemental magics (Fire [Pyromancer], Earth [Erdemancer], Metal [Metamancer], Water [Aquamancer], Flora [Wodemancer], Air [Aeromancer], & Lightning [Electromancer]) and seven ethereal magics (Teleportation [Wizard], Time Manipulation [Warlock], Mind Control [Charmer], Mind Reading [Mystic], Shape Shifting [Illusionist], Prognostication [Mage], and Telekinesis [Sorceror]).
Player Characteristics list so far:
*Balladeer : +2 Charisma, +10 Charm, -10 Wisdom
*Barfly : +10 Poison Resist, +1 Charm, -5 Intellect
*Barbarian : +10 Strength, +5 strike in combat, -10 Intellect, -5 Wisdom
*Bookworm : +10 Wisdom, -2 Charisma, -10 Charm
*Comedian : +10 Humor, -1 Intellect, -10 Tactical
*Commander : +10 Tactical, +1 Intellect, -10 Humor
*Druid : +10 Wisdom, -1 Intellect, -2 Mind Control, -5 Charm
*Misandrist : +1 strike in combat w/ males, -5 Charm skill w/ males
*Misogynist : +2 strike in combat w/ females, -10 Charm skill w/ females
*Polyhistor : +5 Intellect, +5 Wisdom, -5 Tactical, -5 strike in combat
*Psychopath : +5 strike in combat, +5 Tactical, -5 Intellect, -5 Wisdom
*Slut : +10 Charm skill w/ males, -2 strike in combat w/ males
*Stud : +5 Charm skill w/ females, -1 strike in combat w/ females
*Teacher : +10 Intellect, +5 Wisdom, -10 Strength, -5 strike in combat
*Teetotaler : +5 Intellect, -1 Charm, -10 Poison Resist
*Thespian : +2 Mind Control, +5 Charm, +1 Intellect, -10 Wisdom
Since players will have an opportunity to pick 3 of these, I'd like to have at least 30 to choose from. That where YOU lovely people come in! Just reply back with some Characteristics and how they affect the Player's stats. They should be pretty balanced (like no "GOD: +1,000 EVERYTHING!!!" ones) and should have an opposite (as seen above).
(Also - it occurred to me that this might not be common knowledge: someone with high Intellect would be someone with a lot of book or institutional learning and they would be more suited to Ethereal magics; whereas someone with high Wisdom would have more common sense and experience, so they would be better at Elemental magics. The two don't typically compliment one another, so if your Player eventually tries a crossover [learning from both schools at once], it will be difficult. Not impossible, just "I am The One!"-type difficult.)
Thanks for helping me brainstorm!
I appreciate it. ^_^