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Garth
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Post subject: Need Help: New Attributes System Posted: Sun Aug 03, 2008 1:22 pm |
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Joined: Sun Mar 09, 2008 4:55 pm Posts: 162 Location: At a computer programming! Highscores: 1
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I've been [re]writing the combat system for Dabmir recently and I was thinking just how similar it is to NEaB's system. I never really had any ideas on how I would work the attributes system out, so I just used what seemed familiar. Not that I dislike NEaB's system, but I want something original for mine, both in name and working. I figured it would be better to get this worked out right now BEFORE I write all of the code so that I don't have to rewrite everything again.
What I want you to do is work out your own attribute system and post it here. It doesn't have to be like NEaB's at all, NEaB's is point-based like most P&P RPG's so you could make it level based like RuneScape. Don't just give me the name of the attributes you want, explain what they do and what else they would affect if I implemented them. Obviously I want original systems, but modifications to systems that were posted here by someone else are allowed.
_________________ What else can you do but... /Live for the Game\
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GraBug
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Post subject: Posted: Sun Aug 03, 2008 4:23 pm |
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Joined: Tue Mar 18, 2008 11:30 pm Posts: 135 Location: First NPC of Dabmir
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Attribute Systems on Wiki That lists a few of the more common attribute systems, and this one lists one of my favorite of all stat systems, The Special System These are just a few of the more common ones out there. Ideally though... Here is what we would probably need for a basis for any RPG...
Stat1 - Determines Damage with melee and other hand to hand physical stuff.
Stat2 - Determines Defense against physical attacks and health.
Stat3 - Determines Damage with ranged and chance to hit/miss as well as other speed/agility stuff
Stat4 - Determines perception of things and awareness mentally.
Stat5 - Determines (most commonly) mental ability with spells and other knowledge based things.
Stat6 - Determines how others perceive the character, affects prices, etc.
Now, obviously, this can become a 4 stat system by combining Stat1 and Stat2 and combining Stat3 and Stat4. But basically, those are the fundamentals, many of them can be broken down even further, in fact, we could be the first game with a 777 stat system...
_________________ (\__/) This is Bunny. (='.'=) Cut, copy, and paste bunny onto your sig. (")_(") Help Bunny gain World Domination.
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Garth
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Post subject: Posted: Sun Aug 03, 2008 9:38 pm |
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Joined: Sun Mar 09, 2008 4:55 pm Posts: 162 Location: At a computer programming! Highscores: 1
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That is exactly why I said I wanted to try something different. I don't just want some rehash of the typical system. I want something fresh and different. For instance, Runescape doesn't follow the traditional system too closely as it uses separate level-based attributes. Along with this is become hard to tell the difference between a "skill" and an "attribute". That's along the lines of what I'm looking for. Something unique.
_________________ What else can you do but... /Live for the Game\
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AntX2
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Post subject: Posted: Sun Aug 03, 2008 9:48 pm |
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Joined: Sun Mar 23, 2008 1:46 am Posts: 122 Location: So you want to know where I am, eh?
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I'd like to see an rpg with adaptive aspects. It's partially why I love roleplaying so much, it's just text but you can be anyone you want (with limits of course). I'd like an attributes system that allows you to be very adaptive, whether you are a melee fighter or a ranged archer, you can set them to be what how you'd like. In NEaB, Int. is all Mages NEaB, and they're set for life. It'd be very interesting to see if you pick a certain stat to train, and you decide to train your Intelligence and your Attack. At a certain level (somehow) you could become either a Battlemage if you train your attack and damage well enough. This could probably be done, it'd be difficult, but probably possible. It was intended for Zestria, to make it somewhat unique.
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Garth
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Post subject: Posted: Sun Aug 03, 2008 10:27 pm |
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Joined: Sun Mar 09, 2008 4:55 pm Posts: 162 Location: At a computer programming! Highscores: 1
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So you're saying that classes could be based of of what the player decides to train from the start?
_________________ What else can you do but... /Live for the Game\
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AntX2
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Post subject: Posted: Sun Aug 03, 2008 10:43 pm |
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Joined: Sun Mar 23, 2008 1:46 am Posts: 122 Location: So you want to know where I am, eh?
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Yes, that would be very creative. For example, you start at level 1 a classless peasant. You train int till level 5 and have the option to then become a Mage. Next you train Int. and Atk. till level 15, and have the choice to choose the class of "Battlemage" when you update your stats.
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Silence
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Post subject: Posted: Sun Aug 03, 2008 10:52 pm |
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Joined: Wed Jul 30, 2008 9:00 pm Posts: 6
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I really like that idea, though I think it would take a lot of coding on your part, garth. Lots of classes to add 
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Garth
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Post subject: Posted: Sun Aug 03, 2008 11:11 pm |
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Well, adding classes wouldn't be too hard, and there doesn't have to be a class for every combination.
_________________ What else can you do but... /Live for the Game\
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AntX2
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Post subject: Posted: Sun Aug 03, 2008 11:16 pm |
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Joined: Sun Mar 23, 2008 1:46 am Posts: 122 Location: So you want to know where I am, eh?
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No there doesn't, and I have many formula's for it. So, it's a good idea Garthy? 
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Garth
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Post subject: Posted: Sun Aug 03, 2008 11:30 pm |
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Joined: Sun Mar 09, 2008 4:55 pm Posts: 162 Location: At a computer programming! Highscores: 1
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Seems like a decent idea, I'd go for it. Does anyone else have any other ideas?
_________________ What else can you do but... /Live for the Game\
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Garth
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Post subject: Posted: Mon Aug 04, 2008 1:30 am |
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Joined: Sun Mar 09, 2008 4:55 pm Posts: 162 Location: At a computer programming! Highscores: 1
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Just figured I'd bump this, even though I hate double posting, because I want Ant to read this. XD If you have any ideas for names, and what will affect what you can post it here, if you think it my be a spoiler just wrap it in [spoil] tags.
_________________ What else can you do but... /Live for the Game\
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Robert
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Post subject: Posted: Mon Aug 04, 2008 2:22 am |
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Joined: Thu Jul 10, 2008 8:31 am Posts: 83 Location: Browsing Teh Interwebz
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I have no idea about combate systems but I like Ants
Also extending on Ants classes idea ---->
How about more choices as the game goes on EG.
Peasant--->Apprentice Mage/Warrior/Thief/Archer (Lvl 15 or somthing)
Then also more come as the stronger you become EG for mage....
Peasant (lvl 1)----> Mage (15?) ----> Fire/Ice/Poison/Earth/Dark/Light Wizzard (30) Master Fire/Ice/Poison/Earth/Dark/Light Wizzard (60) so on...
NOTE: Build up on the classes so make basic ones then slowly bring in more.
2nd NOTE: Each class has diffrent abilitys
_________________ Music
Down with the sickness--Disturbed
Let the bodies hit the floor--Drowning Pool
Numb encore--Jay Z
The nose bleed section--Hilltop Hoods
To be loved--Papa Roach
Boom--POD
Getting away with murder--Papa Roach
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AntX2
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Post subject: Posted: Mon Aug 04, 2008 2:36 am |
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Joined: Sun Mar 23, 2008 1:46 am Posts: 122 Location: So you want to know where I am, eh?
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Okay Garth.
Robert: You have to consider the other mage classes...Black Mage, White Mage, Necromancer, Sourcerer, Alchemist. We don't need every class but if we use the elementalist mage ideas it'd be like NEaB, which we're trying to stray from...
But Poison would fall under Alchemist.
Dark Mage would fall under Black Mage.
So some of your elements would fit in.
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Robert
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Post subject: Posted: Mon Aug 04, 2008 2:53 am |
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Joined: Thu Jul 10, 2008 8:31 am Posts: 83 Location: Browsing Teh Interwebz
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OK renamed mages....
Fire--- Inferno Mage
Water--- Water Mage (Couldn't think of one)
Ice--- Frost Mage
Poison--- Alchemist
Dark--- Unholy Mage
Light--- Holy Mage
Wind--- Hurricane Mage
Feel happy to tell me ideas if you don't like mine.
_________________ Music
Down with the sickness--Disturbed
Let the bodies hit the floor--Drowning Pool
Numb encore--Jay Z
The nose bleed section--Hilltop Hoods
To be loved--Papa Roach
Boom--POD
Getting away with murder--Papa Roach
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GraBug
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Post subject: Posted: Mon Aug 04, 2008 3:39 am |
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Joined: Tue Mar 18, 2008 11:30 pm Posts: 135 Location: First NPC of Dabmir
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Why feel the need to separate the mages?
Can't it just be, close to how DnD does it.
You have your Arcane types, and your Divine types.
From there you have stuff like, under Arcane, an all around mage, an elemental mage, an alchemist, and maybe a few others, a summoner, but, the elementalist could/should be one type of mage that specializes in all around elements. (maybe with ability to specialize) and under Divine you would have a healer, a lich-type (dark healer, you know...), an undead summoner, an alchemist (often referred to as something like a Druid) and maybe a few others.
_________________ (\__/) This is Bunny. (='.'=) Cut, copy, and paste bunny onto your sig. (")_(") Help Bunny gain World Domination.
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