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#Post#: 11967--------------------------------------------------
Re: CST Resource: Adventurer Creator
By: M217 Date: September 4, 2014, 1:51 pm
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((Please no...))
#Post#: 11970--------------------------------------------------
Re: CST Resource: Adventurer Creator
By: Omni_Builder Date: September 4, 2014, 2:25 pm
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In fact, punny wizard names for EVERYONE!
Sorcerelf
Orchmage
Dwarlock
Wizardman
Abracadabrach
Sorcerohn
Firaga Naga
#Post#: 11973--------------------------------------------------
Re: CST Resource: Adventurer Creator
By: nitrox116 Date: September 4, 2014, 5:24 pm
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I think I'm going to try to design a D&D style CST using this.
I'll put updates here. First, some basic stuff.
Let's start with the character's stats.
Health: Your remaining strength to battle. Endurance increases
this.
Attack: Your attacking power. Duh. Core Strength increases
this.
Defense: Your defending power. Duh. Protection increases this.
Focus: Your magic attacking power. This number depends on the
number of magic tiers you have unlocked.
Speed: Your ability to move before your opponent. Reflexes
increase this.
Accuracy: Your ability to hit the opponent. Awareness increases
this.
Evasion: Your ability to avoid the opponent's attacks.
Perception increases this.
Luck: Chance of hitting a weak point, which bypasses Defense.
Mastery increases this.
Starting formulas:
Damage = Power - Defense. Power is Attack with a bunch of
modifiers for weapon, etc. Minimum is 1.
Probability of hitting (%) = 100 - 15 * (Evasion of foe -
Accuracy of attacker + 1). Minimum is 20.
Class info:
Please tell me about any balance issues you see. Basically,
what I did is have the senses/characteristics mean the following
things:
Sight and Hearing combine to form the base accuracy.
Smell gives you info about the opponent, and more tracking skill
if it's high enough.
Taste lets you identify poisonous food before it's too late.
Touch gives you an accuracy bonus when wielding a weapon.
Balance lowers the chance that you'll be struck by a negative
secondary effect.
Underwater senses give you buffs or nerfs when underwater.
Human:
[list]
[li]+4 Accuracy (2 sight, 2 hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]Automatically determines a target's elemental affiliation
and magic tiers unlocked[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li]
[li]-5% of being affected by extra negative effects[/li]
[li]-2 Accuracy underwater[/li][/list]
Elf:
[list][li]+7 Accuracy (3 Sight, 4 Hearing)[/li]
[li]+3 extra Accuracy when using a weapon[/li]
[li]Automatically determines a target's elemental affiliation
and magic tiers unlocked[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li]
[li]-25% of being affected by extra negative effects[/li]
[li]-4 Accuracy underwater[/li]
[li]-2 Defense[/li][/list]
Orc:
[list][li]+3 Accuracy (3 Sight)[/li]
[li]Automatically determines a target's elemental affiliation,
magic tiers unlocked, and location[/li]
[li]Can boost the Tracking Skill class by one without spending
any points[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li]
[li]-5% of being affected by extra negative effects[/li]
[li]-2 Accuracy underwater[/li][/list]
Dwarf:
[list][li]+5 Accuracy (3 Sight, 2 Hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]Automatically determines a target's elemental affiliation
and magic tiers unlocked[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li][/list]
Lizardman:
[list][li]+4 Accuracy (3 Sight, 1 Hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]Automatically determines a target's elemental
affiliation[/li]
[li]Has a 20% chance of identifying poisonous food before it's
too late[/li]
[li]-10% of being affected by extra negative effects[/li]
[li]+2 extra Accuracy when underwater[/li]
[li]+1 Defense[/li][/list]
Antharach:
[list][li]+4 Accuracy (3 Sight, 1 Hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]Automatically determines a target's elemental
affiliation[/li]
[li]Has a 20% chance of identifying poisonous food before it's
too late[/li]
[li]-20% of being affected by extra negative effects[/li]
[li]-2 Accuracy when underwater[/li]
[li]+1 Defense[/li][/list]
Rohn:
[list][li]+2 Accuracy (2 Hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]+1 Attack[/li]
[li]Automatically determines a target's elemental affiliation,
magic tiers unlocked, and location[/li]
[li]Can boost the Tracking Skill class by one without spending
any points[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li]
[li]-5% of being affected by extra negative effects[/li]
[li]Can boost a class in Scientific Aptitude by one without
spending any points[/li]
[li]-1 Speed[/li]
[li]-1 Accuracy underwater[/li][/list]
Naga:
[list][li]+4 Accuracy (2 sight, 2 hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]Automatically determines a target's elemental affiliation
and magic tiers unlocked[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li]
[li]-10% of being affected by extra negative effects[/li]
[li]+5 extra Accuracy and +1 Speed when underwater[/li]
[li]-1 Speed when on land[/li][/list]
Ala:
[list][li]+7 Accuracy (4 sight, 3 hearing)[/li]
[li]+2 Accuracy when using a weapon[/li]
[li]Automatically determines a target's elemental affiliation,
magic tiers unlocked, and location[/li]
[li]Can boost the Tracking Skill class by one without spending
any points[/li]
[li]-10% of being affected by extra negative effects[/li]
[li]-4 Accuracy when underwater[/li]
[li]-1 Speed and -1 Evasion when wet[/li]
[/list]
#Post#: 11975--------------------------------------------------
Re: CST Resource: Adventurer Creator
By: widm1999219 Date: September 4, 2014, 6:36 pm
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Minor Edits:
Leg Strength/Arm Strength should definitely be incorporated into
the (melee) damage equation.
Organic Study/Mechanical Study should impact "Luck".
Reflexes (and Leg Strength if moving) should impact Evasion
calculation.
Leg Strength should impact Speed if using gap closing
movement/charges.
Leg/Core/Arm Strength should impact underwater speed.
Guerrilla Technique should impact some factor. Accuracy/Luck?
(Basically, most of these can be solved being static roll
modifiers.)
Those are my immediate thoughts from glancing at this.
#Post#: 11976--------------------------------------------------
Re: CST Resource: Adventurer Creator
By: nitrox116 Date: September 4, 2014, 6:43 pm
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Duly noted. Not everything is set in stone yet (and I already
planned on doing most of the stuff you suggested).
The major thing I was worrying about was whether the characters
are balanced. Is there one that's obviously better/worse than
the others? I can add or remove buffs if needed.
Pet damage will be done on a case-by-case basis, by the way.
Not doing anything crazy for them.
Hitting a weak point bypasses defense and any attack-lowering
modifiers. The normal rate is 5%, but certain weapons and Luck
increase this.
A weapon's natural magical resistance is usually 2, meaning that
spells cast with that weapon will deal 2 less damage. A
negative magical resistance is possible.
Weapon time!
When casting a spell with a weapon,
One-Handed Club
Requirements: Prehensile Limb
Hands: 1
Strength: 2 (Strength + Attack = Power)
Range: Close Melee
Base Weak Point Rate: 5%
Magical Resistance: 3
Small Shield
Requirements: Prehensile Limb
Hands: 1
Health: 5
Magical Resistance: 2
When held, attacks will hit the shield instead of you.
Wide-ranging attacks or attacks too fast for you to block are
unaffected. If its health reaches 0, the shield will fly out of
your hands.
One-Handed Axe
Requirements: Prehensile Limb
Hands: 1
Strength: 2
Range: Close Melee
Base Weak Point Rate: 5%
Magical Resistance: 2
Can also be used to effectively chop wood.
Staff
Requirements: Prehensile Limb
Hands: 1
Strength: 0
Range: Middle Melee
Base Weak Point Rate: 5%
Magical Resistance: 0
Dagger
Requirements: Prehensile Limb
Hands: 1
Strength: 2
Range: Close Melee
Base Weak Point Rate: 10%
Magical Resistance: 2
Throwing Knives/Stars
Requirements: Prehensile, Precise Limb
Hands: 1
Strength: 2
Range: Short Ranged
Base Weak Point Rate: 10%
Magical Resistance: 2
Boomerang
Requirements: Prehensile, Precise Limb
Hands: 1
Strength: 2
Range: Middle Ranged
Base Weak Point Rate: 5%
Magical Resistance: 2
Will return to the wielder's hand.
Disc
Requirements: Prehensile, Precise Limb
Hands: 1
Strength: 4
Range: Far Ranged
Base Weak Point Rate: 15%
Magical Resistance: 2
Must be collected after it is thrown. One purchase gives you
two discs.
One-Handed Sword
Requirements: Prehensile Limb
Hands: 1
Strength: 3
Range: Middle Melee
Base Weak Point Rate: 10%
Magical Resistance: 1
Scythe
Requirements: Prehensile Limb
Hands: 1
Strength: 3
Range: Middle Melee
Base Weak Point Rate: 5%
Magical Resistance: 1
If swung in a wide arc with two hands, can strike two foes for
half the damage. Can also be used to effectively harvest crops.
Bow and Arrows
Requirements: Prehensile Limb, Precise Limb
Hands: 2
Strength: 5, but not boosted by Attack
Range: Far Ranged
Base Weak Point Rate: 5%
Magical Resistance: 2
Whip
Requirements: Prehensile Limb
Hands: 1
Strength: 2
Range: Far Melee
Base Weak Point Rate: 5%
Magical Resistance: 2
If you have a precise limb, a whip strike can disarm a foe,
causing him to drop an item. However, the strike will not do
damage if it targets an item.
Crossbow
Requirements: Prehensile Limb, Precise Limb, Arm Strength I
Hands: 2
Strength: 8, but not boosted by Attack
Range: Far Ranged
Base Weak Point Rate: 5%
Magical Resistance: 2
Large Shield
Requirements: Prehensile Limb, Arm Strength I
Hands: 1
Health: 10
Magical Resistance: 2
When held, attacks will hit the shield instead of you.
Wide-ranging attacks are unaffected. If its health reaches 0,
the shield will fly out of your hands.
Spear
Requirements: Prehensile Limb, Arm Strength I
Hands: 1
Strength: 4
Range: Middle Melee
Base Weak Point Rate: 10%
Magical Resistance: 2
If you have a Precise Limb, then you can throw the spear for a
middle ranged attack that will always hit the foe's weak point.
However, it must be collected afterwards.
Orb
Requirements: Prehensile Limb, Focus I
Hands: 1
Strength: 4
Range: Far Ranged
Base Weak Point Rate: 5%
Magical Resistance: 0
Will home in on its target (ignores evasion), or can be
maneuvered around corners. Costs 5 mana to use, with an
additional 1 mana for every 5 seconds the orb is in the air.
Two-Handed Axe
Requirements: Prehensile Limb, Arm Strength I
Hands: 2
Strength: 5
Range: Close Melee
Base Weak Point Rate: 5%
Magical Resistance: 2
Can also be used to effectively chop wood. With Arm Strength IV
or higher, it only requires one hand to use.
Flail
Requirements: Prehensile Limb, Arm Strength I
Hands: 1
Strength: 5
Range: Close Melee
Base Weak Point Rate: 10%
Magical Resistance: 3
The momentum of this weapon leaves you open to attack, lowering
your Defense by 1 for the turn.
Two-Handed Club/Hammer
Requirements: Prehensile Limb, Arm Strength I
Hands: 2
Strength: 5
Range: Middle Melee
Base Weak Point Rate: 5%
Magical Resistance: 3
The hammer can also be used in forging. With Arm Strength IV or
higher, it only requires one hand to use.
Tower Shield
Requirements: Prehensile Limb, Arm Strength I
Hands: 2
Health: 20
When held, all attacks will hit the shield instead of you. If
its health reaches 0, the shield will fly out of your hands. If
you have Arm Strength II or greater, then you can use the shield
with one hand.
Two-Handed Sword
Requirements: Prehensile Limb, Arm Strength I
Hands: 2
Strength: 5
Range: Middle Melee
Base Weak Point Rate: 10%
Magical Resistance: 1
Material Modifiers:
Wood: -2 Strength
Stone: -1 Strength, +1 Magical Resistance
Bronze: -1 Strength
Iron: None
Gold: -1 Strength, -2 Magical Resistance
Silver: -2 Magical Resistance
Steel: +2 Strength
Pyrestone: +2 Strength, adds a fire element to your attacks
Aethrum: -2 Magical Resistance, improves your Accuracy by 2
Diamond: +3 Strength
Sagestone: -3 Magical Resistance
Crystal: +3 Strength, -3 Magical Resistance
#Post#: 11977--------------------------------------------------
Re: CST Resource: Adventurer Creator
By: widm1999219 Date: September 4, 2014, 6:49 pm
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Seeing as this was originally Omni's idea, if Mr. Omni_Builder
pays heed to this, we'll get a better idea on how this
breaks/establishes the balancing he initially intended. Well,
seeing as we're interested in this, we have time to randomly
discuss this.
(And from the activity from today, I'd say this'll solicit a
response within the next 24 hours.)
(Well, for the character balances, I think the penalties and
bonuses reflect the design to an extent, but it seems that some
of these seem to have better bonuses in comparison.)
(Maybe some other inherit traits like the dwarf's short stature
gives them a evasion bonus against certain attacks, mostly those
using arms?)
#Post#: 11980--------------------------------------------------
Re: CST Resource: Adventurer Creator
By: Omni_Builder Date: September 4, 2014, 8:09 pm
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Looks like a great start! My adventurer creator is primarily a
just-for-fun thing, so I fully support any way you want to mod
or expand it. The creator as-is seems best suited for
literary-style CSTs (since not much of the information is
quantified), but your ideas could work really well in a more
technical adventure, like the D&D-style one you're proposing.
I would suggest thinning down the species-specific bonuses
though, especially those which rebalance the point system. I
intended for the various playable species to be different, but
also able to play any role well (Rohn wizards, Ala knights,
etc.) The stat system looks really neat--I'd be interested to
see where else you can go with it.
#Post#: 11981--------------------------------------------------
Re: CST Resource: Adventurer Creator
By: nitrox116 Date: September 4, 2014, 8:36 pm
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I like quantifying things, XD.
I agree that those might not be the best way of helping the
weaker characters. I eliminated most of them, but I'll keep the
Tracking Skills bonus, because it makes a lot of sense with the
Smell power and it's a useful ability regardless of if you're a
wizard or another creature.
By the way, Omni, this is awesome. It's very well-balanced, and
I'm sure it will be useful.
#Post#: 11982--------------------------------------------------
Re: CST Resource: Adventurer Creator
By: Omni_Builder Date: September 4, 2014, 8:59 pm
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Thanks! I'm looking forward to seeing what people do with this,
both the original and the mod.
#Post#: 12003--------------------------------------------------
Re: CST Resource: Adventurer Creator
By: M217 Date: September 6, 2014, 8:11 am
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Okay, my first character has been finished. See my earlier post
for the edits.
Also, creating a map.
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