Tuesday, January 25, 2011

Character Class Concept: Observer

Character Class Concept: Observer/ Oracle/ Hacker/ Patron/ King

Role: Support

Description: An observer's role is that of a pure support/facilitator role. While only represented by a floating avatar that follows one character, they provide a bird's eye support role to the entire party. (Vision effected by fog of war) They would have no HP (or the ability to “die”) and only fail a mission if all members of the party dies. They have the ability to unlock different paths (outside that of the critical path) and close off others for the purposes of crowd control. (Example: Closing or opening security doors) Additionally, they can provide “drops” (a care package for the group the provides items) for players. (This would include healing items that the players run out of, ammo, or other consumables) While never able to DIFRECTLY influence a match (perhaps an occasional orbital bombardment), they would also be able to provide support in major fights with “reinforcements”. (Spawned allies) They would be the only one with a “mega map” (rather than just a minimap)

Examples in Media: Oracle (Batman)/ Deities/ Operator (Matrix)/ Otacon (Metal Gear Solid 2)

Skills:

-Medical Aid (Care Package)

You can designated care packages as ammo drops.

-Ammo Drop (Care Package)

You can designated care packages as ammo drops.

-Automated Sentry Protocol

Your avatar is not just an casual observer anymore. It provides a floating base of fire that automatically targets enemies near by.

-Door Open/Close (“Hack”)

Open or close a path blocking element (“security door”, “gate”, “force-field”). This has a 1 min cooldown.

Game Type: Multiplayer RPG, MMORPG, Multiplayer FPS (Online)

Tuesday, September 28, 2010

Aragorn was a 5th Level Character, Creeping Class Progression!

VERY Interesting!!!!
The color will hurt your eyes like a bitch, but it's interesting.
Check out the section on "Aragorn was 5th Level".


http://www.thealexandrian.net/creations/misc/d&d-calibrating.html

Update & Break

So!
My plate is rather full right now so I will be taking a break from this blog for a bit. (As some of you may have guessed...)


-I am currently managing a Pen & Paper Game Company by the name of Little Red Goblin Games. You may see some of the stuff on this site worked in even! (though everything is tweeked)
-I am currently engaged as a Site Moderator for Gaia Online :) (It's a LOT of work ^^; )
-I am running a LARP for the local area in Tempe! (Good times!)
-A full load of classes at UAT (less than 1 year!!!!)


If you have anything interesting you would like to get in contact with me about, please hit me up!


Contact Info:
E-Mail: Scoglads@uat.edu
AIM: vanriku
Phone: 1-860-751-2049

Wednesday, August 18, 2010

40k Mud High Concept

40k MUD High Concept


Factions:

Space Marines

Orcs

Eldar

Chaos Space Marines


Classes:

Scout

Tactical Marine

Devastator (DPS, Glass Cannon)

Assault Marine (CC Specialist)

Terminator (Tank)

Tech Marine (Buff/Machine Damage)

Chaplin (Buff/Chaos Damage)

Apothecary (Heal/Buff)

Librarian (Damage)

Heretic

Chaos Marine

Havoc (DPS, Glass Cannon)

Raptor (CC Specialist)

Obliterator (Tank/Damage)

Chaos Terminator (Tank)

Possessed Marine

Sorcerer (Damage/Buff)

Deamon (CC Damage, no armor)

Guardian

Dire Avenger

Dark Reaper (DPS, Glass Cannon)

Ranger (Stealth DPS)

Striking Scorpion (CC Specialist)

Howling Banshee (CC/DeBuff)

Fire Dragon (DPS, Fire Damage, Negate armor)

Warlock

Farseer (Buff/DeBuff/Damage)

Ork Boy

'Ard Boy (Tank)

Nob (Tank & CC)
Kommando (Sneaky gits get stealth and DPS)

Loota (Ranged DPS, all weapons)

Odd Boy

Weirdboy (Random effect damages, buff)

Painboy (Heals & CC)


Ranks:

Brother... (L1-25)

Sergeant... (L26-50)

Lieutenant... (L51-75)

Captain... (L76-99)



… the Cultist (L1-25)

...the Aspiring Champion (L26-50)

Lieutenant... (L51-75)

Lord... (L76-99)



... (L1-50)

Exarch... (L51-75)

Autarch... (L76-99)



... (L1-50)

Boss... (L51-75)

...da' Big Boss (L76-90)

...da' Bigest Boss (L91-99)



Factions:

Ultramarines

Imperial Fists

Space Wolves

Salamanders


Khorne

Nurgle

Slaanesh

Tzeentch


Ulthwe

Saim-Hann

Iyanden

Biel-Tan


Evil Sunz

Bad Moons

Blood Axes

Goffs


Each class/race combos have certain weapons/armor available to them. Factions only matter for “fluff”, a special chat channel, special location (with special gear possibly), and in-game stuff. (GMs summons all of the Imperial Fists for an event)



Equipment:

Imperial Ranged Weapons:

Bolter

Bolt Pistol*

Plasma Pistol*


Imperial Tactical Weapons:

Storm Bolter

Missile Launcher

Flamer


Imperial Heavy Weapons:

Heavy Bolter

Lascannon

Plasma Cannon


Imperial Melee Weapons:

Combat Knife*

Chainsword*

Company Standard* (A flag that grants small HP regen)


Imperial Tactical Melee Weapons:

Power Sword*

Lightning Claws

Powerfist*

Storm Shield* (Lowers armor save)


(*This indicates weapons that can be used in 1 hand)


Imperial Armor:

Scout Armor (4+)

Power Armor (3+)

Jump Pack/Assault Armor (3+)

Servo Harness (3+)

Terminator Armor (2+)

Artificer Armor (2+)


(Note: I would like to use the 40k way for armor. Armor provides no defense. It provides a chance to negate an attack completely. After a hit is scored, the MUD rolls a number 1-6. If the result is higher than the value of the save- it hits.)


Chaos Ranged Weapons:

Chaos Bolter

Chaos Bolt Pistol*

Chaos Plasma Pistol*


Chaos Tactical Weapons:

Chaos Missile Launcher

Chaos Flamer


Chaos Heavy Weapons:

Chaos Heavy Bolter

Chaos Lascannon

Chaos Plasma Cannon


Chaos Melee Weapons:

Chaos Combat Knife*

Chaos Chainaxe*

Icon of Chaos* (A flag that grants small HP regen)


Chaos Tactical Melee Weapons:

Chaos Power Sword*

Chaos Lightning Claws

Chaos Chainfist*

Storm Shield* (Lowers armor save)


Chaos Armor:

Pre-Herasy Power Armor (4+)

Mark of Khorne (3+, Atk bonus)

Mark of Nurgle (3+, HP bonus)

Mark of Slaanesh (3+, Atk speed bonus)

Mark of Tzeentch (2+)

Chaos Terminator Armor (2+)


Eldar Ranged Weapons:

Shuriken Pistol*

Shuriken Catipult


Eldar Melee Weapons:

Eldar Close Combat Sword*

Eldar Spear*


Psyker Weapons:

Witchblade*

Singing Spear


Dire Avenger Weapons:

Diresword*

Avenger Shuriken Catipult


Howling Banshee Weapons:

Executioner

Mirrorswords


Fire Dragon Weapons:

Fusion Gun

Firepike


Striking Scorpion Weapons:

Scorpion Chainsword*

Biting Blade


Dark Reaper Weapons:

Reaper Launcher

Tempest Launcher


Ranger Weapons:

Long Rifle


Eldar Armor:

Eldar Bodysuit (4+)

Integrated Forceshield (3+)

Rune Armor (3+)


Ranged Weapons:

Shoota

Slugga*


Tactical Weapons:

Kustom Shoota

Big Shoota


Heavy Weapons:

Rokkit Launcha


Melee Weapons:

Choppa*

Bigga' Choppa


Armor:

Nuffin' (6)

'Ard Boys Armor (5+)

Nob Armor (4+)

Mek Armor (3+)



Gear Slots:




Barebones:

Scout

Tactical Marine

Devastator (DPS, Glass Cannon)

Assault Marine (CC Specialist)

Terminator (Tank)

Heretic

Chaos Marine

Havoc (DPS, Glass Cannon)

Raptor (CC Specialist)

Obliterator (Tank/Damage)

Guardian

Dire Avenger

Ranger (Stealth DPS)

Striking Scorpion (CC Specialist)

Warlock

Farseer (Buff/DeBuff/Damage)

Ork Boy

'Ard Boy (Tank)

Nob (Tank & CC)
Loota (Ranged DPS, all weapons)

Odd Boy

Weirdboy (Random effect damages, buff)

Weapons:

Basic Close Combat Weapon

Basic Ranged Weapon

Tactical Weapon

Heavy Weapon

Basic Armor

Advanced Armor

Tuesday, August 10, 2010

Zero Sum Armor

Zero Sum Balance for Armor


No Armor

Defense: 1

Vs. Slashing: +0% (1)

Vs. Piercing: +0% (1)

Vs. Blunt: +0% (1)

Vs. Non-Physical: +0% (1)

Movement Speed: +5% (2.1 per sec)


Leather Armor

Defense: 2

Vs. Slashing: +50% (3)

Vs. Piercing: +25% (2.5)

Vs. Blunt: +0% (2)

Vs. Non-Physical: +0% (2)

Movement Speed: -0% (2 per sec)



Spiritual Armor

Defense: 2

Vs. Slashing: +0% (2)

Vs. Piercing: +0% (2)

Vs. Blunt: +0% (2)

Vs. Non-Physical: +75% (3.5)

Movement Speed: -0% (2 per sec)



Chainmail

Defense: 3

Vs. Slashing: +37% (4.1)

Vs. Piercing: +38% (4.14)

Vs. Blunt: +0% (3)

Vs. Non-Physical: +0% (3)

Movement Speed: -10% (1.8 per sec)



Half Plate

Defense: 4

Vs. Slashing: +50% (8)

Vs. Piercing: +35% (1.4)

Vs. Blunt: -10% (3.6)

Vs. Non-Physical: +0% (4)

Movement Speed: -20% (1.6 per sec)



Full Plate

Defense: 5

Vs. Slashing: +50% (7.5)

Vs. Piercing: +35% (6.75)

Vs. Blunt: -10% (4.5)

Vs. Non-Physical: +0% (5)

Movement Speed: -30% (1.4 per sec)



Ceremonial Armor

Defense: 10

Vs. Slashing: -10% (9)

Vs. Piercing: -20% (8)

Vs. Blunt: -10% (9)

Vs. Non-Physical: +115% (21.5)

Movement Speed: -40% (1.2 per sec)



Notes:

+% vs. a damage type means they take less damage from that amount. -% means they take more damage from that type than others.

+1 Defense value = -10% Movement speed. Balanced at 2.

Total value of vs. damage types is 75%

-1% against damage type = +1% against another damage type

The bonus from weapon defense factors into the base defense score. (Not damage type adjustments)


Statistical Note:

Players get a stat to strength that accounts for 25% of damage dealt.

Players get no statistic bonus to defense.


Zero Sum Balance + Risk/Reward Scenario Compensation

Hay guys! Sorry for the lack of updates these last weeks. I've been a bit swamped with finals and the like. A few friends of mine helped me start up a small RPG supplemental material company. We are "Little Red Goblin Games" and are publishing under the Pathfinder Compatibility License we got for Paizo! Check their sites in the coming weeks for our first releases! Some stuff from this Blog will be added as PDFs for purchase, though they've been play tested (and adjusted) extensively from when you guys have seen them!

Ok, so this entry will be on "zero sum balance" and "risk/reward compensation". It's part of a project I'm working on for a college project so I hope you enjoy. Below, you will find a list a weapons with statistics that reflect an MMORPG fantasy setting.

Happy Gaming!

-Scott Gladstein


Zero Sum Balance for Weapons


Einhander (Long Sword)

Damage: x-x+8 every 1 second

(1d8 damage every second)

Defense Bonus: +5%

Range: 1

Damage Type: Slashing


Mace

Damage: x-x+10 every 1 second

(1d10 damage every second)

Defense Bonus: +3%

Range: 1

Damage Type: Blunt


Twin Daggers

Damage: x-x+4 every .5 seconds

(1d8 damage every second)

Defense Bonus: +5%

Range: 1

Damage Type: Piercing


Cestus (Battle Gloves)

Damage: x-x+4 every .5 seconds

(1d8 damage every second)

Defense Bonus: +5%

Range: 1

Damage Type: Blunt


War Hammer

Damage: x-x+18 every 2 seconds

(1d9 damage every second)

Defense Bonus: +2%

Range: 2

Damage Type: Blunt


Spear

Damage: x-x+18 every 2 seconds

(1d9 damage every second)

Defense Bonus: +2%

Range: 2

Damage Type: Piercing


Great Axe

Damage: x-x+18 every 2 seconds

(1d9 damage every second)

Defense Bonus: +2%

Range: 2

Damage Type: Slashing


Bow & Arrow

Damage: x-x+8 every 1 second

(1d8 damage every second)

Defense Bonus: +1%

Range: 5

Damage Type: Piercing


Standard

(Provides Bonus)

Damage: x-x+3 every 1 second (Bonus not offered to allies)

(1d3 damage every second)

Defense Bonus: +10% (Bonus extends to allies in range)

Range: 5

Damage Type: Blunt


Short Sword & Shield

Damage: x-x+4 every 1 second

(1d4 damage every second)

Defense Bonus: +9%

Range: 1

Damage Type: Slashing


Flail & Shield

Damage: x-x+4 every 1 second

(1d4 damage every second)

Defense Bonus: +9%

Range: 1

Damage Type: Blunt



Explanation:

We can look at the total value of a weapon's damage per second to balance it. (Though we can actually start at whatever bonus we wish) A weapon that deals x+10 damage every second is the same as a weapon that deals x+5 every half second. However, this becomes a risk/reward scenario. In a risk/reward scenario, you must reward the person who is taking the greater risk. (In this case it would be the first example, X+10) We can give him a slight raise in damage (X+10 becomes X+11 or X+12 for example depending on the amount of risk vs reward) or even a slight bump in the defense bonus it provides (+1% or +2% to the total). There are many things we can compensate the risk/reward gap with, but so long as it's balanced out- the result should be the same as the first weapon in terms of balance. The goal is that we end up giving the same total value to each weapon type. Increasing in one area means decreasing in another area. Keep in mind that in a zero sum balance system like this, you need to either eliminate total value progression (“better weapons”, think WoW loot) or provide an equivalent for ALL existing weapons. (“Tiered” weapon classes) Oddballs, like the Standard in this list, can be a little more powerful in a non-targeted attribute. (Due to the risk/reward gap it has)

Monday, July 26, 2010

Reverse D20ish system?

(Using standard D20 ability scores and values)

Attack is a static number (like Ac)
Defense is a dice size (Like weapon damage)
Wounds are your Hit Points. They are generally 10 or lower.

Example #1:
Player 1 attacks and deals 5 damage to player 2.
Player 2 has a d8 defense dice. He rolls a 4 and only takes 1 damage.


Example #2:
Player 1 attacks and deals 5 damage to player 2.
Player 2 has a d8 defense dice. He rolls a 7 and takes no damage.



Attack values range from 1-10
Defense dice size range from d4-d12 (d4, d6, d8, d10, d12)
Wounds range from 5 (starting) to 10 (maximum)

To increase a attack by 1 it costs 1 training point. (Cap 10)
To increase a dice size in defense it costs 2 training points. (Cap d12)
To increase your total wounds by 1 it costs 1 training point. (Cap 10)




Design Notes:
Minimum dice sizes are where chosen so that they would be higher on average (and at cap).
Maximum values where chosen so that the spread between min and max where not very large.



Options:
Damage mitigation (like damage reduction or simply armor) could provide a damage threshold. Damage under 2 is ignored for example. If they take OVER 2 damage at one time, their armor is useless until repaired and does not factor into the fight anymore.
Dice sizes can be effortlessly converted to percent values or random number generation.