StendhalRPProposal

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Revision as of 17:04, 19 March 2007 by imported>MiguelAngelBlanchLardin
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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.

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