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       #Post#: 11967--------------------------------------------------
       Re: CST Resource: Adventurer Creator
       By: M217 Date: September 4, 2014, 1:51 pm
       ---------------------------------------------------------
       ((Please no...))
       #Post#: 11970--------------------------------------------------
       Re: CST Resource: Adventurer Creator
       By: Omni_Builder Date: September 4, 2014, 2:25 pm
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       Okay, my first character has been finished. See my earlier post
       for the edits.
       Also, creating a map.
       *****************************************************
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