StendhalRPProposal
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.
I have placed a cleaned irc log on the discussion page for this article, so the things that was said wont be lost in all irc logs:
Stendhal RP proposal discussion
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.
Strength STR
It will be used to decide:
- How hard we attack
- How much weight we can carry
- How much damage we can stand.
Dexterity DEX
It will be used to decide:
- How often you can attack.
- How easy is for us to dodge an attack.
Agility AGI
It will be used to decide:
- How fast we can move
- How fast your defense against multiple targets fall.
The point of this attribute is to make DEX a less powerful attribute.
Constitution CON
It will be used to decide:
- How much health we have.
- How fast we recover health.
Intelligence INT
It will be used to decide:
- How much mana we will have.
- How strong spells will be.
- How much we can resist magic.
Wisdom WIS
This is the only way of magic that will exist. Wisdom define how in joined you are with your deity.
- Define how much faith you have.
- How strong your prayers are.
Karma KAR
It will be used to decide most of the actions.
- It will begin at 0.
- You gain karma with good actions
- You lose karma with bad actions
- It may be used mainly by magic and NPC reactions.
What it is a good or a bad action will be defined by Quests and NPC.
Level up
When you level up by gaining XP, you can spend some points in improving the attributes. The higher the attribute the more points it cost to be incremented.
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. So this decision will limit your available outfits. Of course unless you master disguise skill. :)
Age
It may have an effect on skills and attributes, as well as outfit.
- Child
- Young
- Middle
- Old
- Ancient
Perhaps we can do this as the younger your character, the less points you have to spend in game but the more your are prone to gain, while if you play an old character, you will get lots of points but you will gain very little.
Magic
There are somethings written at Danter's documents.
Also on IRC we have been talking about Magic system. Nothing clear ( for me ) yet, but I know magic will be as spell and as scrolls.
Classes
We may short it using a Profession tree.
- Archer
- Mage
- Priest
- Druid
- Warrior
- Scout
- Thief
- Bard
- Barbarian
Each of these *classes* will expand on more and more making graph. Also we should have alignments 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.
I have though about the next set of skills:
- spell caster
- invocation
- healing
- items incantatory
- scrolls writer
- potions maker
- infravision
- transfiguration
- animal talking
- trapper
- trap discovery
- follow trails
- walk in shadows
- silence
- invisible
- steal
- open lock
- sing
- aiming
- faith
- sword skill
- axe skill
- club skill
- shield skill
- armor skill
Combat
Combat should work on a similar way to this:
How often to attack
The attack rate should be based on the character DEX and ATK value and it will be also proportional to the Weapon attack rate.
Determine if defender is hit
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 penalty:
- Distracted
- Not facing
- Poisoned
- Ill
- Injured.
If roll is successful attacker has hit defender.
If multiple attackers, Each Attacker is as above, but Defender must be divided down against the number of attackers
Defender(AGI) is divided among the attackers evenly, incorporating Defender(INT) will allow the defender to train a greater percentage of Armour against the stronger Attackers while being able to attack the weaker Attackers.
For a defender to be able to attack multiple attackers, you need training in fighting skill, weapons skills/arts, and defensive training too.
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
Weapons damage
We are thinking about making weapons being damaged for use and eventually if not repaired get completly broken. Discuss it here http://sourceforge.net/forum/message.php?msg_id=4225632
What happens with already existing players?
We can talk about this at http://sourceforge.net/forum/message.php?msg_id=4215323
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