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LadiSilverfox

PostPosted: Mon Nov 05, 2007 1:25 pm
So like the title says, one day I said to myself "I just want to make a quick game system that is easy to use and balanced so that it doesn't drive my players crazy." Hahahahaha....oh if only I knew how many people before me this one sentence alone has driven mad.

My system is based on the same workings of the D&D world. It runs mostly of the d20...However I am trying to keep some things on the basic side of thing. So that people who have never even heard of a d20 could pick it up quickly and easily without having to read 12 source books on how to make their character work. Sounds simple enough right?

I am going to be posting just about everything here that I have done...so please be patient so that I can get all the information up before you add your comments.

After everything I have done is up, than I will ask you all to rip into it. I need to make sure the classes are balanced (in theory- play testing is a while off), that the explanations of things sound easy to understand, I will need help creating spells, alchemical/magic items, etc.

Okay, most of everything is up now...I will take pictures and post the maps later. Feel free to look things over and comment.

X-posted to the Diary of Us and Ourselves by Shram


I currently have no intent to publish this game, however I do reserve all rights to this game and the ideas to this game. Should I ever publish any of the information regarding this game, special thanks to contributors will be offered.  
PostPosted: Mon Nov 05, 2007 1:27 pm
~ heart ~ heart ~Rules~ heart ~ heart ~


STATS:

Strength.......(Str)
Dexterity......(Dex)
Constitution..(Con)
Acumen........(Acu)
Magnetism....(Mag)
Conjure........(Conj)
Will Power....(Will)
Aura............(Aura)

Stat Mods:

2-4.................0
5-10...............1
11-19.............2
20-36.............3
37-69.............4
70-134...........5
135-262.........6
263-519.........7
520-1032.......8
1033-2057.....9

Place Level 1 stats after rolling all stats, all lvl1 stats are rolled with a d4+1. No re-rolls.

Initiative d12 + Dex Mod

Movements
Normal Movement 5 ft = 1/2 movement, 10 ft = 1 movement
Armored Movement 2 ft = 1/2 movement, 4 ft = 1 movement (no proficiency)
Hindered Movement (darkness) 2 1/2 ft = 1/2 movement, 5 ft = 1 movement

Fumbles
Malee = Attack of Opportunity/Hits You/Hits an Ally
Ranged = Hits You/Hits an Ally/Looses Balance/Loose Shot(arrows/stones/bullets)
Gunpowder = Jams/Blows Up

First Level
HP 5 points + Con Stat + Newest Con Mod (see character level table)
MP 5 points + Aura Stat + Newest Aura Mod (see character level table)

Additional Levels
HP Con Stat + Newest Con Mod (see character level table)
MP Aura Stat + Newest Aura Mod (see character level table)

AC 15 (Body+Cloth) + Dex Mod + Armor

Feats lvl1= 1 + 1 per 3lvl

Skills lvl1= 35pts + Acu Stat Mod per lvl (+ GM Gift Points per Adventure Until Stats Increase)

Attack d20 +R/M/S against AC/Will Save

Saves d20 + Con Mod (Physical)/Dex Mod (Dodge)/Will Mod (Spiritual)/Mag Mod (Social)

Achievement Points- AP is given out by the GM as a reward for missions, good examples of roleplay or extra points to add to your level between levels. 5AP = 1 Stat point, 25AP = 1 Feat; GM may also deal out skill points as a bonus.

Casting
Spell Power is a guide line to help develop spells. A spell lasting a full 3 rounds for a Level One on the Spell casting table costs 50-55pts, is registered at a 20pts dmg (or +9 AC/Skill). This does not mean that an attack spell lasting the full 3 rounds does 20pts every turn, it does a maximum amount of dmg of approximately 20pts.

Example:
Whirlwind: 55pts (in)-cast time 2min, attack against up to 2 enemies within a 5ft area per round for up to 3 rounds or until death of enemies. Whirlwind does 2 hits per round at d4 per hit. Enemies suffer hindered movement and suffered distraction with a dc15 save or 1 action per turn is lost.

Whirlwind does a maximum of 24pts of dmg. However it also can attack up to 2 enemies at a time and has a additional penalty to the enemies making it cost the maximum amount for a 3 round spell. If you wanted to make the penalties harder to beat or do more penalties or dmg the spell would than become a 60-65pts spell and would take 2min,15sec to cast.

To save on time and to make the Whirlwind spell more powerful a conjurer might to a pre-battle ritual to enchant a leaf with the whirlwind spell. This would create the Razor Leaf spell. The pre-battle cast time is up to 4 minutes depending on the power and complication of the spell. However within battle once the leaf is tossed out it becomes a 15sec cast time to active the instilled properties of the magic leaf.

Razor Leaf: 15pts (in)/135pts(pre)-cast time 15sec/4min, attacks against up to 2 enemies within 10ft area per round up to 5 rounds or until all enemies are dead. Razor Leaf does 2 hits per round at d4 per hit. Enemies suffer hindered movement and vision at half and suffered distraction with a dc35 save or 3 action per turn is lost.

Razor Leaf does a maximum of 40pts of dmg. It also can attack up to 2 enemies up to 20pts of dmg each and has more powerful additional penalties to enemies than Whirlwind. It lasts up to 5 rounds and takes a total of 4min,15sec to cast and a total of 150pts to cast it. Making enchanting items a good way for Conjurers to keep pace with Soldiers. However Soldiers-Explorers can buy enchanted items too but can only carry one at a time. Dabblers can make or buy enchanted items and can carry up to two at a time. Mediums can make or buy enchanted items up to six at a time. Conjurers can make or buy up to ten at a time.

Enchanted items are only good for a short amount of time between enchantment and use. They are good for about three days. After that the enchantment leaks out and the item is just a regular item again. Mediums and Conjures can extend the life of enchanted items by spending about 30 points ever day after the three days to continue to bind the magic to the item.

Getting distracted or canceling a spell will still cost half.

Fight Timing
Malee (each action takes 15 seconds)
Casting (see spell level table)

3 Bandits attack a group of 2 Soldiers, 1 Explorer & 1 Conjurer


The Initiative turns as follows:
Bandit#2, Soldier#1, Explorer, Bandit#3, Conjurer, Soldier#2, Bandit#1
Bandit#2 –> malee attack against Soldier#2 (0-15sec)
Soldier#1 -> malee attack against Bandit#1 (30sec)
Explorer -> malee attack against Bandit#2 (45sec)
Bandit#3 -> moves 5ft, range attack against Explorer (1min)
Conjurer -> magic attack against Bandit#3 (Cast time 1m 30s) (1min15sec)
Soldier#2 -> malee attack against Bandit#2 {dead} (1min30sec)
Bandit#1 -> malee attack against Soldier#1 (1min45sec)

-----------------------------------------------------
Soldier#1 -> malee attack against Bandit#1 [dead] (2min)
Explorer -> range attack against Bandit#3 [missed] (2min15sec)
Bandit#3 -> malee attack against Conjurer [makes save] -Spell Cast {dead}
(2min30sec)

---------------------------------------------------------  

LadiSilverfox


LadiSilverfox

PostPosted: Mon Nov 05, 2007 1:28 pm
~ heart ~ heart ~Character Classes~ heart ~ heart ~

EDIT: All Classes After Level 1 Have Only 1 Starting Feat Not 2

No Class
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Solider
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Explorer
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Dabbler
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Medium
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Conjurer
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PostPosted: Mon Nov 05, 2007 1:28 pm
~ heart ~ heart ~Skills~ heart ~ heart ~
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LadiSilverfox


LadiSilverfox

PostPosted: Mon Nov 05, 2007 1:30 pm
~ heart ~ heart ~Feats~ heart ~ heart ~
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PostPosted: Mon Nov 05, 2007 1:31 pm
~ heart ~ heart ~Spell Levels~ heart ~ heart ~
Spell Level One
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Spell Level Two
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Spell Level Three
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Spell Level Four
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Spell Level Five
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LadiSilverfox


LadiSilverfox

PostPosted: Mon Nov 05, 2007 1:32 pm
~ heart ~ heart ~Magic Types~ heart ~ heart ~


Elemental~
Fire
--Lightning
Water
--Ice
Earth
--Metal
Air
--Gas
---Elemental Mastery*

Spirit/Soul Work~
Aura Reading/Seeing
Spirit Seer
Spirit Speaker
--Shapeshifting
---Shaman

Scientific Magic~
Herbology
Crystalology
Divination
Techopathy
Item Enchantment
Illusionist
--Alchemy
--Hexology*
---Demonology*
---Necromancy*
---Counter-curse Specialists
---Medical Magic Specialists

Psyonics~
Empathy
Psychometry
Bio-feedback (healing)
Psychokinesis
--Telekinesis
--Kryokinesis
--Pyrokinesis






*indicates that schools of magic teach these in theory only. The practice of such courses are considered unattainable or unethical to be put into practice.

-- indicates a difficulty level 2 magic, most magic students learn these subjects within their senior years at the magic academy. On rare occasions a pupil or even non-educated (even rarer) person might be gifted with one of these as a talent.

--- indicates a difficulty level 3 magic, only the best magic students learn about these subjects within magic school.
 
PostPosted: Mon Nov 05, 2007 1:33 pm
~ heart ~ heart ~Spells~ heart ~ heart ~
 

LadiSilverfox


LadiSilverfox

PostPosted: Mon Nov 05, 2007 1:35 pm
~ heart ~ heart ~Equipment~ heart ~ heart ~

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PostPosted: Mon Nov 05, 2007 1:36 pm
~ heart ~ heart ~Mounts~ heart ~ heart ~
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LadiSilverfox


LadiSilverfox

PostPosted: Mon Nov 05, 2007 1:39 pm
~ heart ~ heart ~Armor~ heart ~ heart ~
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PostPosted: Mon Nov 05, 2007 2:14 pm
~ heart ~ heart ~Weapons~ heart ~ heart ~
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LadiSilverfox


LadiSilverfox

PostPosted: Mon Nov 05, 2007 2:23 pm
~ heart ~ heart ~Martial Arts~ heart ~ heart ~
 
PostPosted: Mon Nov 05, 2007 2:26 pm
~ heart ~ heart ~Character Sheet~ heart ~ heart ~
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LadiSilverfox


LadiSilverfox

PostPosted: Mon Nov 05, 2007 2:37 pm
~ heart ~ heart ~Government~ heart ~ heart ~


Emperor/Empress: the ultimate power of say over all. Thought to be in the same blood line as the Gods and Goddesses. They are able to veto any law the Senate offers up, however they may not make any law without first passing it through the Senate.

Senate: a group currently made up of 73 men and women who create, word and share the law ideas with the Emperor/Empress to improve the Kingdom. The Senate is made up of three factions those most loyal to the people, those most loyal to the Order of Arrdan (religious), & those most loyal to the protectors (military). These three factions are put into place to help balance the world and to pass on the voices of concern from each of their groups.

Nobles: once great adventures who have been recognized by the Emperor/Empress and been Knighted. Nobles watch over the various districts and help to enforce the laws set into place by the Emperor/Empress and the Senate. They also pass the concerns about the laws and of the areas they represent back to the Senate for improvement. The Nobles often lead small groups of other adventures, mercenaries, or townspeople to correct law breaking behaviors. They are directly responsible for the safety of any towns, cities or land around their Keeps. They may be replaced by the Emperor/Empress, Senate or Townspeople.

Townspeople: the heart of what the government stands for. This groups is makes up the vast majority of all the groups. While lacking in individual power, when this group unities they can move mountains. They have been known to overthrow and replace unjust Nobles, march to the Capital as a town and argue their case, request the replacement of a corrupt Senator with a worthy Noble, some even have seen the Emperor/Empress personally about large issues that needed immediate resolution. Many of the common people will be empowered by a Noble to act as leaders of the community when they must go to the Senate, lead a bucket line, or act as deputies to solve a crime.  
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