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| An MMORPG Rp; Hoorayfor the apparently redundant title | |
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| Tweet Topic Started: Apr 25 2008, 04:01 PM (346 Views) | |
| Shin Majin | Apr 26 2008, 09:55 PM Post #16 |
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It just feels a bit...limiting. Perhaps I don't understand exactly how the three tier system works. |
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| Angel of Grief | Apr 26 2008, 10:13 PM Post #17 |
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It's like any multi-tiered class system. Once you reach a certain point, you progress to the next tier until you get to the last one. |
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| Panahinuva | Apr 27 2008, 06:40 AM Post #18 |
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And that's only if you want to have your class tiered. You can have a completely different system for improving your class if you can propose a good enough idea. |
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| Shin Majin | Apr 27 2008, 11:30 AM Post #19 |
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I like the d20-style multiclassing idea. Sacrifice levels in one class for levels in another. |
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| Panahinuva | Apr 27 2008, 11:42 AM Post #20 |
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That's fine for anyone who wants to use it. Personally, I like a broad tiered system, but anyone who wants to use the multi-class system can. |
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| Panahinuva | Apr 28 2008, 02:43 PM Post #21 |
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I've figured out how the 'leveling' system is going to work. Rather than use the traditional "level up =stats+better techniques", I'm going to use the more viable "contact stat" system seen in Final Fantasy II. In essence, your stats and weapon/magic mastery increase as they would in the real world. Use a certain spell a certain number of times and it'll 'level up' and become more powerful. Use certain weapons long enough and the person's weapon level will rise accordingly. Those have also been seen in other games, such as the Fire Emblem series. However, what makes the "contact stat" system unique is how there are no levels. A character's stats increase depending on the actions they take or receive in battle. For example, if they take and survive a hit in battle, their defense increases accordingly after the battle. Or if they hit an enemy, their strength and accuracy will rise accordingly after the battle. I think this is much more viable for an internet rp which does not have a complex system of equations to calculate it. This can just allow a character to grow stronger without relying on experience points. As for skills, that's easy. The answer's skill scrolls. A character, depending on their class, can learn certain types of skills. For example, a white mage can utilize white magic scrolls, or a warrior can learn sword skills. There's also going to be class skill scrolls. I know there's serious weaknesses with these systems, so constructive criticism is very welcome. |
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| Shin Majin | Apr 28 2008, 03:34 PM Post #22 |
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I always found that this set-up generally results in "anybody can do anything, some just do it better than others." Of course, that may be your goal. |
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| Panahinuva | Apr 28 2008, 03:41 PM Post #23 |
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Yeah, pretty much. I'm trying to figure out how to refine it so that certain classes gain stat points in certain stats more easily than others, and certain classes can only use certain skills. However, this still leaves it fairly open. Any ideas? |
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| Shin Majin | Apr 28 2008, 03:43 PM Post #24 |
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Ah...so this is decidedly non-free-form? |
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| Panahinuva | Apr 28 2008, 03:49 PM Post #25 |
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Well, it's free form to a certain extent. You're not bound by levels, only by stats and class. |
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| Shin Majin | Apr 28 2008, 03:57 PM Post #26 |
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Ah...so we're developing an entire (if rather small) RPG engine here... |
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| Panahinuva | Apr 28 2008, 04:01 PM Post #27 |
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Yeah, somewhat. I want to have the concept, in case I want to use it some other time, even if it doesn't take off here. The plot I've got in mind is way too much fun to just leave it. And I like the idea of making my own RPG. |
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| Shin Majin | May 2 2008, 08:33 PM Post #28 |
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I'll join a bit after things have gotten started, just to be sure I know what's goin' on. |
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| Panahinuva | May 2 2008, 08:47 PM Post #29 |
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Awright, I'll post the sign up tomorrow morning so people can get a feel for the plot and sign up requirements. |
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12:52 PM Jul 11