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Ideas for a Fighter/Mage/Thief game

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judasmartel Since: Aug, 2011
#1: Sep 13th 2012 at 5:34:42 AM

I only have four characters with no story yet, as this is only a smaller experimental RPG project I'm thinking of since I can't develop a larger game by myself yet.

  • The Hero is a Fighter by default, but he can gain all the skills associated with all the three classes with enough Skill Points, thereby allowing flexibility in building him. As such, it is completely possible to make him a Paladin, a Dark Knight, a Red Mage, or a Ninja. Obviously, he will gain more Skill Points per level than the other three characters which represent each of the three primary classes. All three have four paths each to choose, though it is possible to get more than one for more flexibility or to just stick to one path to achieve its maximum potential.
  • The Fighter is the game's primary melee attacker. He can wield swords, axes, spears, or hammers; and has the best armors in the game. He's the only character asides The Hero who can equip shields. He can take any of these paths:
  • The Thief is the game's resident speedster. His defense may not be quite as good as the Fighter, but he makes up for it with his insane speed. He can equip knives, daggers, shurikens, katars, bows, and guns. As with the Fighter, he can take any of these four paths:
    • The Rogue Path revolves around intimidation.
    • The Assassin Path revolves around killing enemies quickly, though is only limited to poisons and CQC.
    • The Ranger Path basically turns the Thief into The Archer.
    • The Sniper Path is an alternative long-range route, but with guns instead of bows.
  • The Mage is the game's resident Squishy Wizard. He has the worst weapons and armors in the game, but makes up for it with the ability to control the elements, namely: Fire, Ice, Light, and Darkness.

The game basically has four attributes:

  • Strength - Determines physical damage.
  • Vitality - Determines HP and physical defense.
  • Agility - Determines speed, casting time, and critical rate.
  • Magic - Determines MP, magic damage and defense.

edited 14th Sep '12 1:01:07 AM by judasmartel

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#2: Sep 13th 2012 at 7:01:22 PM

Hrm... Interesting.

What would it play like? turn based? twitch action?

ALL CREATURE WILL DIE AND ALL THE THINGS WILL BE BROKEN. THAT'S THE LAW OF SAMURAI.
judasmartel Since: Aug, 2011
#3: Sep 14th 2012 at 1:04:11 AM

I'm thinking of something that can be easily implemented on something like Visual Basic. This would look like a tabletop, but with battle outcomes done by the computer instead of a human DM. So, I think it's going to use a CTB system.

edited 14th Sep '12 1:05:26 AM by judasmartel

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