StendhalRPProposal: Difference between revisions
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* Thief |
* Thief |
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* Bard |
* Bard |
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Each of these *classes* will expand on more and more making graph. |
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Also we should have alignaments there for: |
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* Good ( Positive karma ) |
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* Neutral ( 0 karma ) |
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* Evil ( Negative karma ) |
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If you want to develop a skill you need to have the right karma or you won't be able to progress at the skill. |
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= Combat = |
= Combat = |
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Revision as of 17:17, 19 March 2007
This document explain what it is going to be our new RP system for Stendhal 0.60
We have a small timeframe to develop this system but we need to make sure it works and we need to make sure that problems that had arose from older versions are now not present.
Attributes
The first thing that our RP needs to define are Attributes.
Previous version lacks of any kind of character personalization which lead to a poor RP experience.
Strengh STR
It will be used to decide:
- How hard we attack
- How much weight we can carry
- How much damage we can stand.
Dextrexity DEX
It will be used to decide:
- How fast we can move
- How easy is for us to dodge an attack.
Constitution CON
It will be used to decide:
- How much health we have.
- How fast we recovery health.
Inteligence INT
It will be used to decide:
- How many mana we will have.
- How strong spells will be.
- How much we can resist magic.
Karma KAR
It will be used to decide most of the actions.
- It will begin at 10.
- You gain karma with good actions
- You lose karma with bad actions
- It may be used mainly by magic and NPC reactions.
Minor attributes
There are also other attributes that are important but that don't decide to such extreme our player *look*.
Race
Player should be able to choose to be:
- Dwarf
- Elf
- Human
- Orc
This will decide the base outfit and the place where you enter world. Also of course, Dwarves are not hostile agains dwarves, and so on.
Gender
There are lots of hermaphrodite beings on Stendhal :)
- Man
- Woman
Once it is set you can't change it.
Age
It may have an effect on skills and attributes, as well as outfit.
- Child
- Young
- Middle
- Old
- Ancient
Magic
Skills
We may short it using a Profession tree.
- Archer
- Mage
- Priest
- Druid
- Warrior
- Scout
- Thief
- Bard
Each of these *classes* will expand on more and more making graph. Also we should have alignaments there for:
- Good ( Positive karma )
- Neutral ( 0 karma )
- Evil ( Negative karma )
If you want to develop a skill you need to have the right karma or you won't be able to progress at the skill.
Combat
Combat should work on a similar way to this:
Determine if defender is hitted
Roll (Attacker.DEX+Attacker.Weapon.DEX) vs (Defender.DEX-Defender.Armor.DEX) Weapons will have bonus for attributes. We should add Bonus to each side, attacker and defender:
- Alert
- Facing
- Healthy
And malus:
- Distracted
- Not facing
- Poisoned
- Ill
- Injured.
If roll is successful attacker has hit defender.
Determine if hit is blocked
Decide if the hit is blocked or not by a shield by doing a roll (Attacker.STR+Weapon.STR) vs (Defender.STR+Shield.STR) Again, count also the Bonus.
If the hit is not blocked, compute the damage.
Compute damage
Roll Attacker.STR+Weapon.STR vs Defender.Armor