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An idea occurred to me, after my recent love affair with Neverwinter Nights. "Wouldn't it be great to be able to pull off something like this in h2g2?" I sure think it would be, and an idea began to form.
I don't plan on using dice, turns, points of damage, or anything else overly complex in this thing. The basic idea will be that a character has three stats, Body, Mind, and Soul. As each stat increases, the effects of that stat will improve. A score of six is what any standard person would have in real life standards. You begin with 30 stat points, to put where you wish. Here is a basic layout: Body Shows your physical strength, coordination, resiliency, and fortitude. Deals with physical contact and skill. Masters of the body find that the body itself possesses its own energy, called Chi, and become skilled at using it. - 0-5 – Disability (Weakness)
- 10-15 – Gain first Physical Ability
- 16-20 – Gain second Physical Ability
- 21-25 – Gain third Physical Ability
- 26-30 – Gain fourth Physical Ability
Mind The mind deals with mental acuity, skills and trades, and the use of devices. Deals with things of higher knowledge, as well. Masters of the mind find themselves with vast power, from the high-tech gadgetry of tomorrow to the subtle arts of psionics. - 0-5 – Disability (Slow)
- 10-15 – Gain first Mental Ability
- 16-20 – Gain second Mental Ability
- 21-25 – Gain third Mental Ability
- 26-30 – Gain fourth Mental Ability
Soul Soul is the underlying heart of the character. It often reflects his personality, charisma, and control over the un- and super-natural. Masters of the soul find themselves with an explosive power, that of magic, or of other types of power, such as the sort wielded by paladins or even vampires. - 0-5 – Disability (Disbelieving)
- 10-15 – Gain first Spiritual Ability
- 16-20 – Gain second Spiritual Ability
- 21-25 – Gain third Spiritual Ability
- 26-30 – Gain fourth Spiritual Ability
A character will start with a certain number of points to allocate to whatever stat they would like. The number is still up in the air, as well. As you can see, too low a score results in a penalty of some kind, beyond the natural effects. A high score allows for abilities, which for those who have used a Dungeons and Dragons style RPG, identical to feats.
When I started with this idea, I meant for it so that anyone could alter how the game is played. An ability is an inbuilt talent that you have. Depending on how high your scores are, you may take certain abilities. These abilities are permanent, so choose well. Note, there are also penalties which are given for low scores, or may be taken to gain more points in other categories. Other abilities may be gained due to race, species, and so forth. I've only got a few ideas for both categories, so suggestions, please! Each ability may also require for a certain number of points in a stat, or may not be available for someone with too many points in another area. Some abilities may not be applicable with others.
 |  |  |  |  | | Spellcasting, Psionics, and Such |  |
Magic and powers of that sort can be difficult to keep a control on. We all know the pain of being in a perfectly good story, when some noobie comes along and casts a "Destroy teh wurld" Spell. I'm going to try to keep that sort of thing under control. Each power can be found under its specific area in the link list. Chi in the Dojo, Psi in the Labs, and Magic in the Library.
 |  |  |  |  | | Where You Come Into All This |  |
The thing I want to be the largest part of this system is community involvement. If you have an awesome idea for a spell, but don't like the idea of it just being slammed in some moldering old tome somewhere, you can submit the idea, and if it works well, you can be solely responsible for using it, teaching it, and so on. If you like selling armour, then get the plate mail of maiming approved, and peddle it yourself. Put your own mark on the world! As for the judging, I would suggest that it could be done by official Arbiters, people with good, unbiased judgment about this sort of stuff. If someone has a good idea, then an Arbiter can take a look. If they like it, then the Arbiter will have the right to approve it. If they don't like it, they will be able to give advice to balance it out.
Here is the rest of the material in progress. Note that none of this is finished, I'm just working it out as I've got time. If you're interested in helping, just leave me a message on my personal page!
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Welcome to this Researcher's Journal. If you'd like to comment on anything they have written here, just click the relevant 'Discuss this Entry' button. The Grand Beta Test!
(Apr 12, 2004)
Well, the money system's set down. I think that's it. If anyone's still paying attention to this, you can create your characters now, and have at it. I don't know if you want to start a specific thread somewhere, but posting here is probably a good start.
Thanks for all your imput and support! Click here to discuss this
(87 replies,
Latest reply: Mar 19, 2005)
Class System Finished
(Apr 8, 2004)
The new class system is done, along with a slew of new classes. It's very simple to use.
1) Pick your base class from the basics: Warrior, Rouge, Wizard, Divine, Academic. 2) Pick a sub-class from the base class you chose.
Pretty easy. It's all under the class page now, which is new. I'll add the class-specific abilities later today. Click here to discuss this
(7 replies,
Latest reply: Apr 19, 2004)
The Class System is Changing...
(Apr 7, 2004)
Yup, that's right. The class system is gonna be completely reworked, because, as AK and a few others pointed out, it's fairly rediculous to have an alchemist be a full-blown main class. Most alchemests deal with the trait "Full-blown" when it comes to smouldering holes where their houses used to be... a-heh-heh.
Anyhow. There will be base classes, under which will lie more detailed sub-classes, each with their own particular traits and so on. Joining a base class has requirements, but also gives a small bonus, and joining a sub-class will take even more specific requirements, but give an even larger range of bonuses.
Hoping this all works out, as I've just found a nice source for class ideas. Click here to discuss this
(No replies)
A New Race, A Few Classes, and More...
(Apr 6, 2004)
Added Disability: Borderline Psychotic Added Race: Shifter Added Classes: Black Mage, Sorcerer
Still working on how this main class/subclass thing will work.
Thinking to have a three or four main classes, who will have specific stat requirements, then having the subclasses deal with fine tuning those requirements.
Any imput is welcome at this point. Click here to discuss this
(4 replies,
Latest reply: Apr 10, 2004)
Generally New Stuff, Money to Come Soon
(Apr 5, 2004)
Added Race: Clockwork Mechanation Added Class: Alchemist Also added a few new abilities, and added restricitions to the armour types.
I hope to be getting the money system written up soon, and once that's finished a sort of playtesting can begin. Click here to discuss this
(4 replies,
Latest reply: Apr 6, 2004)
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These are all the Guide Entries this Researcher has created. If you'd like to read them, click on the link, and if you want to talk about them, use the 'Discuss this Entry' button when you get there. From h2g2:
A2504710
H2G2SRPGF - Race Abilities (Apr 8, 2004)
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H2G2SRPG - Class Abilities (Apr 8, 2004)
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H2G2SRPG - Classes (Apr 7, 2004)
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H2G2SRPGF - Stores, Money, and How to Get It (Apr 2, 2004)
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H2G2SRPGF - Arbiters (Mar 29, 2004)
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H2G2SRPGF - Armour, Weapons, and Gear (Mar 29, 2004)
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H2G2SRPG - The Races (Mar 24, 2004)
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H2G2SRPG - The Dojo (Mar 24, 2004)
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H2G2SRPG - The Library (Mar 24, 2004)
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H2G2SRPG - Basic Abilities and Disabilities (Mar 24, 2004)
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