StendhalRPProposal

From Arianne
Revision as of 12:03, 29 March 2007 by imported>MiguelAngelBlanchLardin (Gender)
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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.

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:
Stedndhal 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.

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

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
  • tramper
  • tramp discovery
  • follow trails
  • walk on 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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