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Hypermnestra
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Hypermnestra
26,390 posts
Nomad

First things first, I wasn't exactly sure where to put this, so mods, feel free to move this.

I am currently in the process of making an apocalypse-style RPG. I would very much appreciate some feedback from anyone concerning this. It is still just in the "molding" phase of creation, and any CC you have to offer would be greatly appreciated.
Here is the first class I have created.

Undead World
Ability Descriptions

Abilities Available to the Soldier

Ranged Weapon Proficiency
Requirements: None.
Skill Description: Increases efficiency and skill when player is using a ranged weapon. +10% to Hit, +5% weapon Damage for every level.
Levels: 5
Level-Up Requirements: Character must be at least two levels above that of the skill, with the exception of Level 1. For example, to have a Level 3 Weapon Proficiency, the player must be at least Level 5.
Other: Applicable only to handheld ranged weapons such as guns and crossbows.
Skill Type: Feat.
Cost: None.

Stealth
Requirements: Minimum Agility of 3.
Skill Description: Increases stealthiness and your basic ability to remain hidden. +10% to Hide checks per level, with appropriate modifiers such as darkness or observer alertness.
Levels: 3
Level-Up Requirements: Agility requirement increased by 2 for every level.
Other: None
Skill Type: Feat.
Cost: None.

Armor Proficiency
Requirements: Minimum Endurance of 3.
Skill Description: Allows you to handle your armor better, meaning that it gives you better protection against most dangers. +10% to all pre-existing defenses on your armor per level.
Levels: 5
Level-Up Requirements: None.
Other: At level 3, begins to increase non-defensive benefits on your armor as well, such as improved carrying capacity.
Skill Type: Feat.
Cost: None.

Call to Arms
Requirements: Minimum Charisma of 2.
Skill Description: Inspire any allies to do better. +5% to hit in battle for allies per level(lasts 2 battles only, level regardless).
Levels: 5.
Level-Up Requirements: +1 Charisma requirement per level.
Other: Command is an improved version of Call to Arms available for more experienced characters.
Skill Type: Ability.
Cost: 10 Fatigue.

Melee Weapon Proficiency
Requirements: Minimum Strength of 4.
Skill Description: Character is more skillful with close-range, melee weapons. +5% Weapon Damage, +10% to Hit per level.
Levels: 5
Level-Up Requirements: +1 Strength requirement per level.
Other: Only applicable to melee weapons such as baton or hammer.
Skill Type: Feat.
Cost: None.

Forced Entry/Exit
Requirements: Minimum Strength of 6.
Skill Description: This skill permits you to bust down doors, through windows, bend bars, lift gates, etc.
Levels: 3.
Level-Up Requirements: +1 Strength required per level.
Other: Can harm you depending on the thing(i.e. you can be cut on glass) for the first level.
Skill Type: Ability.
Cost: 10 Fatigue.

Explosive Weapon Proficiency
Requirements: None.
Skill Description: Allows you to better handle explosives such as grenades, C4, and claymores.
Levels: 5.
Level-Up Requirements: +1 Endurance requirement per level.
Other: None.
Skill Type: Feat.
Cost: None.

Take Cover!
Requirements: Agility of 2.
Skill Description: The increased ability to find cover and get there. -10% chance to be hit while in cover, per level. +5% speed in getting there.
Levels: 4.
Level-Up Requirements: +1 Agility required per level.
Other: None.
Skill Type: Feat.
Cost: None.

Black Ops Subclass
--------------------------------------------------

Reconnaissance
Requirements: Stealth level 2. Minimum of 10 Agility. Black Ops subclass only.
Skill Description: An improvement on Stealth designed for more specific goals and more experienced characters. +25% to Hide Checks per level, +10% Stealth Attack to hit and knock unconscious.
Levels: 4.
Level-Up Requirements: +2 Agility requirement per level.
Other: None.
Skill Type: Feat.
Cost: None.

Observant
Requirements: Black Ops subclass only.
Skill Description: Characters with this feat are more observant, able to notice the tiniest detail. +10% Spot and Hear per level.
Levels: 5
Level-Up Requirements: +1 Intelligence requirement per level.
Other: None.
Skill Type: Feat.
Cost: None.

Nocturnal
Requirements: Minimum Endurance 4. Black Ops subclass only.
Skill Description: Self-explanatory. The character who employs this feat will be able to operate at night much more efficiently. +25% Night Vision per level, -5 Fatigue gained at night, per level.
Levels: 4.
Level-Up Requirements: +1 Endurance requirement per level.
Other: None.
Skill Type: Feat.
Cost: None.

Officer Subclass
------------------------------------------------------------------

Command
Requirements: Minimum Charisma of 8, Call to Arms level 2. Officer Subclass only.
Skill Description: Calls all nearby character's allies to arms. Increases their chance to hit by 10% per level and their damage by 10% per level. Lasts 3 battles, +1 battle per level.
Levels: 4.
Level-Up Requirements: Charisma requirement is increased by 1 per level.
Other: At level 3, also heals 5% health of one person affected, chosen by character. At level 4, 5% of health of all affected is regained. -1 Fatigue cost per level.
Skill Type: Ability.
Cost: 20 Fatigue.

Teamwork
Description: You and your allies are an excellent team. Every time one of you is successful, the entire team gets a boost. 1 kill, +2 to all attributes to all your allies, 1 capture, +5% resist all, 1 wounding, +5% damage.
Requirements: 9 Charisma.
Levels: 3.
Level-Up Requirements: None.
Other: Applies to all members of your team. Effects stack. "Teamwork" buffs are in effect until all enemies in the building(or all detected enemies within 20 yards) are dead, captured, or wounded.
Skill Type: Feat.
Cost: -1 all attributes at the start of a battle for all members of the team. This effect stops when the battle ends, and is negated by kill boost.

Stripes
Requirements: Minimum Charisma of 5. Officer subclass only.
Skill Description: With this, people will recognize you as an authority figure, as well as being more likely to believe you. You will be very likely be appointed the leader of any NPC group. -10% to shop prices per level, +10% to sell prices per level, +5% to Charm, Bluff, and Lie per level. All NPC soldiers(with the same alignment as you) will automatically join your team.
Levels: 6.
Level-Up Requirements: +1 Charisma requirement per level.
Other: "Stripes" will not have an effect on NPC soldiers who outrank you in the storyline.
Skill Type: Feat.
Cost: None.


Sniper Subclass
--------------------------------------------------------------

Accuracy
Requirements: Target must be at least 100 feet away. Character must be using Rifle class weapon. Ranged Weapon Proficiency required. Sniper subclass only.
Skill Description: Shoot far more accurately. +50% to hit 1st level, and an additional +25% to hit 2nd level.
Levels: 2
Level-Up Requirements: None.
Other: None.
Skill Type: Feat.
Cost: None.

Rifle Proficiency
Requirements: 4 Agility, Ranged Weapon Proficiency. Sniper subclass only.
Skill Description: When using Rifle class weapon, +10% to hit, +5 damage per level.
Levels: 5.
Level-Up Requirements: +1 Agility requirement per level.
Other: None.
Skill Type: Feat.
Cost: None.

Got 'Em In My Sights
Requirements: Intelligence of 5.
Skill Description: Allows you to see enemies farther away, calculate their movements, etc. +15% to Hit, +5 Damage, +15% Spot Checks.
Levels: 4
Level-Up Requirements: None.
Other: None.
Skill Type: Feat.
Cost: None.

Assault Subclass
--------------------------------------------

Grenade Proficiency
Requirements: 4 Strength, Explosive Weapon Proficiency.
Skill Description: Become more skilled in the use of grenades. +10 ft toss length, +1 ft blast radius(circumference), +5 Effect(dependent on type of grenade).
Levels: 3
Level-Up Requirements: None.
Other: Does not apply to grenades not being used as weapons(i.e. color smoke grenades).
Skill Type: Feat.
Cost: None.

Can't Touch This
Requirements: 5 Endurance, 4 Strength.
Skill Description: Become enraged and much more powerful. x2 Strength and Endurance.
Levels: 6. 2nd level, 50% resistance to melee attacks. 3rd level, 50% resistance to ranged attacks. 4th level, double damage for melee attacks. 5th level, double damage for ranged attacks. 6th level, 50% resistance to explosive attacks.
Level-Up Requirements: +2 Endurance and Strength required per level.
Other: Lasts for one battle. Player can choose which of the levels they want to employ(effects do not stack). Cooldown of 24 hours.
Skill Type: Skill.
Cost: -3 Charisma and Intelligence for 24 hours after use.

Heavy Weapons Proficiency
Requirements: 3 Strength, Explosive Weapons Proficiency, Ranged Weapon Proficiency
Skill Description: Handle all heavy weapons(turrets, artillery, etc.) better. +10% to Hit, +5% weapon Damage for every level.
Levels: 5.
Level-Up Requirements: +4 Strength requirement for each level.
Other: Stacks with the full effects of other proficiencies.
Skill Type: Feat.
Cost: None.

If you take the time to read all that and you give me some CC, you rock, and I will reserve a spot for you in the RPG if you ask. It will not be completed in quite some time, but it is definitely creeping towards completion.

-Hyper

  • 21 Replies
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

In case you were wondering about the name, I got it from Yu Gi Oh. One of my classmates is kind of a Yu Gi Oh freak and he gave me the idea for the name. It is still undecided, and only a beta-type name. If you have ideas about that, please tell me as well. I am not entirely satisfied with the name.

firbozz_pieman
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firbozz_pieman
24 posts
Nomad

Seems interesting. The ideas seem good, but I'm not sure I can be of much help unless I know more about the engine and design. If you tell me that, I'd probably be able to give you more help. Whatever you do, I reccomend generating a bare-bones mock-up to test the system, perhaps make yourself a text-based version (I'm not sure whether we're talking about a flash game or a pencil-and-paper game, but it works either way) to establish what's unbalanced, useless, or overpowered.
Keep writing the good writ.

locoace3
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locoace3
15,053 posts
Nomad

shouldn't this be in forum gmaes?

Parsat
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Parsat
2,180 posts
Blacksmith

The game engine you're using could be helpful. The use of percentages for spot checks intrigues me; doesn't seem like a d20 or the like...

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

handling %'s is quite difficult X.X like '10% more chance to hit', unless you have a calculator or dice, gets very difficult to do if there is a lot of players. maybe something else instead???

firbozz_pieman
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firbozz_pieman
24 posts
Nomad

Call of Cthulu runs on a d% system, and it works well. However, it's not so focussed on variable difficulties, but rather on research and investigation. d20 systems are better for more combat-oriented systems. Mind you, you can keep what you have right now: to convert from d% to d20, you can divide by five, and that will work for most things.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Seems interesting. The ideas seem good, but I'm not sure I can be of much help unless I know more about the engine and design. If you tell me that, I'd probably be able to give you more help. Whatever you do, I reccomend generating a bare-bones mock-up to test the system, perhaps make yourself a text-based version (I'm not sure whether we're talking about a flash game or a pencil-and-paper game, but it works either way) to establish what's unbalanced, useless, or overpowered.

This is definitely going to be pencil and paper.
The game design...like I said, this is still a work in progress. Obviously, this would be a turn-based RPG. There are two different types of abilities, "feats"(which constantly are in effect, just kind of like an always-activated boost), and "abilities"(which cost something and need to be used instead of being constantly active). In case you were wondering, I got the idea for that from Dark Alliance Baldur's Gate 2(and I also got the name for Weapons and Armor proficiency from that game. I mean, the effects are different, but I was looking for a name). The mechanic would also be like Dungeons and Dragons; you know, checking to see Bluffs, Lies, Charms, disease resistance, so on and so forth. Also from the DnD universe is the whole "Attributes" thing. What differs this from DnD is the fact that there are no dice and practically no luck is involved. Either the player makes a good choice or a bad choice, and they are punished or rewarded accordingly. The enemies will have a set amount of defenses and offenses, and the player's set of defenses and offenses will counter those or build up on them, if you get what I'm saying.
And I will definitely do a beta test, it's just that I don't have enough of the game to test yet!
Keep writing the good writ.

Thank you very much. I will take that under advisement xP.

shouldn't this be in forum gmaes?

Like I said, I'm not sure. This is obviously not a forum game, but I don't know if it fits in the AMW either. I think it could technically be called a work of art(right?) and all I'm doing is getting feedback to improve it. When(if)I post a beta, that will go in the Forum Games section for sure, and so will the completed game.

The game engine you're using could be helpful. The use of percentages for spot checks intrigues me; doesn't seem like a d20 or the like...

Like I said, I don't roll dice for this game(even though I'll admit, I do own a D20, D12, etc). It's not based on luck. I am going to make a set of weaknesses/strengths, defenses/offenses, etc for the enemies and the player will make their own set of w/s, d/o which will be used in battle against the enemy(or out of battle. That's the thing about this game, as long as the enemy isn't storyline-related the player can actually try to make them friends(Charm skill).
handling %'s is quite difficult X.X like '10% more chance to hit', unless you have a calculator or dice, gets very difficult to do if there is a lot of players. maybe something else instead???

Dude, I thought all computers came equipped with calculators.
Of course I'm going to be using a calculator. I'm called the Human Dictionary at school. Someone else is the Human Calculator. Sheesh, lol.

Call of Cthulu runs on a d% system, and it works well. However, it's not so focussed on variable difficulties, but rather on research and investigation. d20 systems are better for more combat-oriented systems. Mind you, you can keep what you have right now: to convert from d% to d20, you can divide by five, and that will work for most things.

Aha, Lovecraft.
I don't want to switch to D20 though, that's the thing. No dice-rolling involved. See what I've said before about the system.
And despite what you may think, this is not a combat-oriented game entirely. I am considering having an entirely different game mechanic just for the combat/out of combat thing because really, they are going to be very different. And I plan to make this a little more...exclusive, really. This will not be a walk-in type of RPG. Not many players will be admitted.

It seems to me this doesn't really sound like an apocalypse RPG, more like an army RPG, considering the classes sound like they would be doing stuff related to Black and Special ops.

That's the thing, Sloth. This is just one of the classes(and subsequent subclasses) you can access in the game. It's the first one I've completed. At the moment, I'm working on a Doctor class, but I also plan to have Athlete, Mechanic, Politician(possible, but I'm not sure), Firefighter(again, just a possibility), Convict, and Lifeguard(again, just a possiblity). So, really, the Soldier class is going to be the "D/O" backbone of the team(and believe me, in this game, you need to form teams), while the Doctor is going to be healing and buffing, the Mechanic is going to be like, a weapons supplier(yes, you heard that right, the Mechanic can actually create custom weapons and armor later in the game).


But anyway, thank you all for your help, it is highly appreciated. =D
firbozz_pieman
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firbozz_pieman
24 posts
Nomad

You've confused me... there's no dice-rolling, but it's pencil-and-paper?

This is definitely going to be pencil and paper.
I don't want to switch to D20 though, that's the thing. No dice-rolling involved. See what I've said before about the system.[quote]
Could you elaborate?
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Could you elaborate?

Your use of the quotes button could use some work, but sure. I'll try. I don't really know how to explain it though. The character sheets aren't ready yet, they're still in the oven, but would it help if I showed you kind of what I had in mind for them, just so you could kind of see what I'm talking about with the D/O and W/S?
piester22
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piester22
975 posts
Nomad

Hmm sounds awesome, Is it like apocaliptic like fallout 3 where a nuclear war broke out and the survivors try to rebuild or like just everyone excepta few were killed?

otherwise i could give you loads of ideas

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Hmm sounds awesome, Is it like apocaliptic like fallout 3 where a nuclear war broke out and the survivors try to rebuild or like just everyone excepta few were killed?

No, it's not like Fallout at all.
Although there is this one job in it...
Nono, I cannot give out spoilers when the game hasn't even been created yet.
Uhmm...it's apocalyptic in the zombie type sense. See, the story is that it's a few years into the future(two years, to be exact. Make of that what you will), and humankind has actually advanced quite a bit in that time. There was a brilliant scientist who was like Archimedes and Copernicus all rolled up into one, and basically what she realized(yes, it's a girl, and no, I will not tell you if her name was Hyper) how to travel throughout the universe quickly and efficiently(hint: it involves the Holy Grail of the nerdiverse, only more people have "discovered" it; that's right, cold fusion). Anyway, so these humans are just minding their own business exploring space when they come across an insanely aggressive alien species(one in the whole universe) and they hightail it back to Earth, thinking it was safe there. Well, as it turns out, they were very, very wrong. The hostile aliens now know where Earth is, and they attack it using a biological weapon that affects maybe half the population. Basically, these aliens use a biological bomb to turn half the population into zombies, and then they leave, considering Earth annihilated. And no, these zombies are not mindlessly aggressive, actually they seem pretty normal at first and everyone starts laughing at the aliens, but within a matter of days they start evolving, sprouting whole different species of zombie who ARE aggressive and powerful. Soon, the world is in shambles.
So, yeah. So far, that's my background story. Maybe it'll help you guys help me think of a name and stuff.
piester22
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piester22
975 posts
Nomad

Hmm ideas for classes:

Tank:Huge muscle builder with loads of strentgh so lots of melee weapon boosts

Berserker:crazy beginning of the battle strength bonuses and awesome melee & shotgun skill.

asassin:sneaking skills and special weapons like throwing knives & bonus dmg if not seen.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Tank:Huge muscle builder with loads of strentgh so lots of melee weapon boosts

Already got that in the Athlete subclass Martial Artist.
Berserker:crazy beginning of the battle strength bonuses and awesome melee & shotgun skill.

Remember that we want this to be realistic. We're not making up occupations here. I think that the closest thing this game will have to that is the Assault subclass of the Soldier.
asassin:sneaking skills and special weapons like throwing knives & bonus dmg if not seen.

There's an automatic damage bonus for sneak attacks for all classes, and there will probably be something similar to an assassin in the Convict class.
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

hmmm different types o zombies???


1: Stalker: intelligent, watch you, communicate with other zombies to reveal your position.

2. Creeper: can and will murder you in your sleep, or unawares. identifiable by their hysterical laughter.

3.Slicer: incredibly long nails, ninja fast. if you encounter one, make sure you have armor >.> .

4.Normal: your average zombie, nothing special.

5. Screamer: a small child, with psychic powers. make sure you kill them first, before they take over your mind. Scream can completely disorient and/or hurt hearing/stun

hmmm just ideas... slightly biased though XD.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Hmmm...that's very interesting Sirnoob, I like that.
I was thinking that many of the zombies would have human alter egos. Like, there could be a doctor zombie with a poison twist, a convict zombie who was kind of like your creeper, etc. since they were normal humans before and I figured it'd be kind of cool to like, have to fight your zombie alter ego or something. xP

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