Wait I seem to have something misunderstood here. Could somebody explain what exactly 'Winging it' means, from the context I expected it to be 'player-gives-stat-sheet' but now that I read
I do belive I have misunderstood it.
edited 1st Sep '15 6:40:13 AM by Sergey_Smirnov
"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
When I mean "Winging it", I mean you'd say "My Character is this Charismatic, but he's not very strong and he prefers to stand in the back then go up front to fight enemies". Like, instead of having a Point System where you're Characters Speed, Agility, Charisma, and other things can be 'Scientifically defined' by points, it'd be more of a part of the Character if they're meant to be fast, or agile, or Charismatic.
They kind of do the "Winging" Model on Unforgotten Realms Live
, but I understand that you guys prefer a Point based Model, anyways. So I'm just going to do the Point Based Model.
Also, I'm thinking of making the Durunda, Lupen and Kobolds (Which may or may not still be added) have "Sub-Races", where you have to be one of these groups. They'd still have special Skills (I think I made the Durunda Skill OP anyways) and would still count as their species, it's just that they'd be different.
Ah, kay thanks for the explanation. I guess when you have a fixed point based system it will go a bit smoother considering everything else is made by dice rolls. So you could have events that checked dice-roll + <insert-attribute-here> so this would lead to more varied events. So yeah I second the fixed-point-system
edited 1st Sep '15 7:39:55 AM by Sergey_Smirnov
"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
Yeah. I guess it'll work better on the point system.
- Coin of Chrysocome: An old Coin, potentially created by the Latta themselves. Instead of rolling a dice, you may choose to flip a coin. This guarentees either a Critical Success or a Critical Failure.
- Gamma Gemma: A Ring with the number 3 on it. Every third dice roll, you must re-roll only once. Having this item prevents re-roll spells from working.
- Cucoo-Cucullo: A Dark Hood with Red lines. Negates one Sanity or Blindness Roll per round of Combat.
- Baltum-Balteum: A Green leather Sash that goes across the body. Increases all Spell rolls by +2. Does not work on Critical Failures.
- Petasala: A Magical Sun Hat. Doubles the effects of all healing spells.
- Cods’ Cape: A large cape, usually colored like a Durunda flag. Heals one health point per round of Combat.
- Pair-O’-Par: Two Iron Gauntlets made of a Gold-like substance. Increases all Ability rolls by +2. Does not work on Critical Failures.
- Guarded Galea: A Helmet made of Jade. Prevents damage from one Critical Hit per round of Combat.
- Elixer of Life: A Glass Vial with Blue liquid inside. Heals 10-50 Health. May only be used once.
- Elixer of Spirit: A Glass Vial with Green Liquid inside. Restores 10-50 Mana. May only be used once.
- Garb from the Sun: A piece of yellow clothe with immense power coming out of it. Increases one weapon’s attack by +3. Cannot be stacked. May only be used once.
- Atramentenensque: A small flask filled with Vitrelodon Ink. Decreases all enemy Blind Rolls by -2 (Making it more likely they'll be blinded). Does not work on Critical Successes.
- Blade Type: Swords. Deals 3 Damage. Rolling a Critical will almost always result in a decapitation (Kills them outright).
- Club Type: Clubs, Maces and Whips (And Anchors for Durunda). Deals 5 Damage. Rolling a Critical will almost always cause blunt trauma (Affects all dice rolls by -5 except for Critical Successes).
- Knife Type: Knives and Daggers. Deals 3 Damage. Rolling a Critical will almost always result in crippling the enemy (Affects all dice rolls by -5 except for Critical Successes, or kills them outright).
- Bow Type: Bows and Crossbows (And Cannons for Durunda). Deals 2-10 damage. Rolling a Critical will almost always result in a precision shot (Kills them outright).
- Staff Type: Staves and Scepters. Deals 3 Damage. Rolling a Critical will allow you to roll a Spell for no Mana.
- Wand Type: Wands. Deals 1 Damage, but reduces all Mana costs. Rolling a Critical will allow you to roll a Spell for no Mana.
- Glove Type: Gloves, Wraps, or Bare Hands. Deals 2-9 Damage. Rolling a Critical will almost always cause blunt trauma (Affects all dice rolls by -5 except for Critical Successes).
- Clothe: Armour made of Wool, Linen or Fabric. Weakest Armour, but Good for Spell casters. +3 Health, 0 Protection, 0 Movement Reduction, Reduces Mana Costs.
- Leather: Armour made out of Flesh or Hide. Good for Warriors and Assassins. +1 Health, +1 Protection, 0 Movement Reduction, Reduces Ability Cost.
- Mail: Armour made out of small metal rings. Good for Rangers and Wardens. +2 Health, +2 Protection, -1 Movement Reduction.
- Plate: Armour made out of Metallic Plates. Strongest Armour, and Good for Paladins. +2 Health, +4 Protection, -3 Movement Reduction.
Let me know if you guys have any ideas for Common Magic Items, Weapon Types and Armour Types! This is what I have so far.
edited 1st Sep '15 10:39:11 AM by DingoWalley1
I think you should rework the melee weapons a bit, as of now swords seem to be really OP, not only do the other melee weapons less damage but they also have some kind of effect that only damages the opponent on crit, whereas swords outright kill him (I don't really know how the knive works, it say 'or outright kills them' so I don't know how big a chance you have).
Maybe buff the base damage of the clubbing weapons, maybe even add a dice roll to some damage so that swords have higher potential damage but a low base damage. (I don't really know how the dice rolls in combat work now so sorry if that is already in effect)
edited 1st Sep '15 9:54:00 AM by Sergey_Smirnov
"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"Well that in turn would clubs direct upgrades to swords. Maybe retain the instakill effect but give clubs higher base damage. This way swords would be a good choice for their chance to do very high amounts of damage by instakilling enemies if you're lucky and clubs would be a good choice because they would have a very reliable damage output. That would make both viable choices for their respective classes, thus giving the thing a good balance, regarding daggers, they could get somewhat of an armor-pen bonus.
edited 1st Sep '15 9:57:36 AM by Sergey_Smirnov
"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
Sounds good to me. So make the swords a little weaker but keep the Decapitation effect, and make the clubs a little stronger. How does 3 damage for Sword and 5 damage for the Club sound?
As for Knife Types, I do agree they're a little under-powered right now. My idea was that they're meant for backstabbing situations, specifically since Assassins will be used mainly for the Stealing Sub-plot. But what are the odds people are going to get back-stabbed with a 20? I definitely need to upgrade them.
For now this sounds balanced. Yup though I guess it will need more player input, I don't want to be the only one having a say in this, the other players will have to live and die with it, so I guess a bit more feedback would be required, but again, to me it looks good now.
edited 1st Sep '15 10:18:46 AM by Sergey_Smirnov
"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"If I remember correctly in the Roguelike Brogue the weapon classes had the following advantages:
Swords: A second attack every second turn
Axes: Hit the space in front of you as well as the spaces diagonally in front of you
Spears: Have a range of two spaces instead of one
Maces: Do more damage
Daggers: Get more critical hits
~Slaps head~ I completely forgot about Spears! Of course, I'll add those to the Weapons list.
Sorry I haven't responded, I'm finishing up the Maps. And by Friday I'll have the Sign up Thread up.
I finally found a good name for the Game: "Sol Invictus". So the Sign up thread will be "SI-Royal Party Crashers".
Do we make some loose naming conventions? Not like 'no your name is not allowed' conventions but more like 'hey btw all npc's of this race have a name like xxx' conventions. Like giving all harpy NPC's a name composed of a birdrace and some thing having to do with the sky. Like 'Dova Wingflap' (The Dova comes from dove here) and the like. For example Lupen would then have a Latin name and something with metal (since their race is prominent as a race of guards I imagine them somewhat of the praetorians and I think they will have mostly iron armor and weapons) 'Tiberius Ironclaw' for example and so on for evcery race. Again I don't want to enforce these with players but at least all NPC's could get those and players could opt in to either use names like those or not.
edited 4th Sep '15 5:19:46 AM by Sergey_Smirnov
"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
For naming, I wasn't thinking of putting any real restrictions. Sure, I'd love for everyone to have Roman names, but it's not a necessary. Remember, this is all fantasy, and while its heavily based on a Post-Roman Empire Europe, it's not an exact repeat of it.
For the name Tiberius Ironclaw, it'd be perfectly acceptable. Although I would think things like "Claws" and "Fangs" would be nicknames Lupen get, and not actual names. However, if Ironclaw really is his last name, that's perfectly fine.
Nah as I said, nothing to restrict the players, I think of naming the NPC's after certain conventions and then telling the players those conventions and leaving it up to them naming their PC's after them or not. So players could decide for themsleves.
edited 4th Sep '15 7:20:45 AM by Sergey_Smirnov
"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"UPDATE: It's Up!
Sol Invictus - The Royal Party Crashers
For anyone who wants to continue discussing the game, and building the world, there is now A General Discussion Thread
, meant specifically for it.
I believe this thread here will be locked sooner or later.
And so, let's begin!
edited 5th Sep '15 8:59:12 AM by DingoWalley1

I would suggest going the 'fixed-amount-of-points'-way so that we have a pointcount and each level in a stat costs this and that amount of points, this way power-level would be fairly consistent across characters.
Dice rolls always could result in a UP character and I suppose most players would stop playing pretty quick with those.
edited 1st Sep '15 6:19:20 AM by Sergey_Smirnov
"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"