Waffle Ultimate Roleplay
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Wertys
A Walrus
RAW Watchguard
The Not-so-Evil Overlord
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Waffle Ultimate Roleplay
Okay, first off, the name will get changed. However, this is just the name we've got. The Waffle Ultimate Roleplay, will be a fantasy RPG, which I will be running. (Along with cBm) We'll be posting updates as we work on it.
Stats are made at the beginning. After that, you don't change them. However, each stat has subskills, underneath it, which can be increased.
Stats:
Athletics: Increases your hit rate, and makes you harder to hit. Includes:
Speed: Your rate of attack, and how fast you can move on foot.
Reflexes: How often you dodge
Toughness: Reduces duration of conditions. Also Includes:
Strength: Effects your base melee weapon damage, and how much you can carry
Endurance: How long you can run, and also effects your base hit points.
Magical Attunement: Increases the amount of Magic Points you can have. Includes:
Magical Experience: Reduces the cost of spells.
Magical Power: Increases the effect of spells.
Coordination Gives bonuses in doing fine motor control skills. Includes:
Hand-eye coordination: Increases the chance of critical hits, and hit rate, with a ranged weapon.
Full body coordination: Increases ability to duel wield. Decreases chance of falling, in all circumstances.
Senses Increases your chance to notice things, or people. (Has no subskills.)
Classes:
Warriors: Receives a boost in Toughness. Cannot use magic.
Scouts: Receives a boost in Athletics. Can only use nature magic. Cannot use heavy armor.
Shadowstalkers: Receives boost in Coordination. Can only use shadow magic. Cannot user large weapons, or heavy armor.
Mage: Receives a boost in Magical Attunement. Cannot cast healing spells. Cannot use heavy armor.
Healer: Receives a boost in Magical Attunement. Can only cast healing, and reverse healing. Cannot use heavy armor.
Wanderer: Receives no boosts, but has no restrictions.
Stats are made at the beginning. After that, you don't change them. However, each stat has subskills, underneath it, which can be increased.
Stats:
Athletics: Increases your hit rate, and makes you harder to hit. Includes:
Speed: Your rate of attack, and how fast you can move on foot.
Reflexes: How often you dodge
Toughness: Reduces duration of conditions. Also Includes:
Strength: Effects your base melee weapon damage, and how much you can carry
Endurance: How long you can run, and also effects your base hit points.
Magical Attunement: Increases the amount of Magic Points you can have. Includes:
Magical Experience: Reduces the cost of spells.
Magical Power: Increases the effect of spells.
Coordination Gives bonuses in doing fine motor control skills. Includes:
Hand-eye coordination: Increases the chance of critical hits, and hit rate, with a ranged weapon.
Full body coordination: Increases ability to duel wield. Decreases chance of falling, in all circumstances.
Senses Increases your chance to notice things, or people. (Has no subskills.)
Classes:
Warriors: Receives a boost in Toughness. Cannot use magic.
Scouts: Receives a boost in Athletics. Can only use nature magic. Cannot use heavy armor.
Shadowstalkers: Receives boost in Coordination. Can only use shadow magic. Cannot user large weapons, or heavy armor.
Mage: Receives a boost in Magical Attunement. Cannot cast healing spells. Cannot use heavy armor.
Healer: Receives a boost in Magical Attunement. Can only cast healing, and reverse healing. Cannot use heavy armor.
Wanderer: Receives no boosts, but has no restrictions.
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
I'm keeping the previous post for reference purposes. However, right now, I'm going to do an overhaul to the classes, to basically try to reduce min-maxing.
So...
First off, I am dropping the Senses stat. It will be decided by species.
Also, the subskills... I'm now calling them Trainable Stats. They get bonuses from the Untrainable stats. (What was previously, just stats.)
So, to rehash everything...
Stats:
Athletics: Increases your hit rate, and makes you harder to hit. Increases:
Speed: Your rate of attack, and how fast you can move on foot.
Reflexes: How often you dodge.
Toughness: Reduces duration of conditions. Increases:
Strength: Effects your base melee weapon damage, how strong of a bow you can use, and how much you can carry.
Endurance: How long you can run, and also effects your base hit points.
Magical Attunement: Increases the amount of Magic Points you can have. Increases:
Magical Experience: Reduces the cost of spells.
Magical Power: Increases the effect of spells.
Coordination Gives bonuses in doing fine motor control skills. Increases:
Hand-eye coordination: Increases the chance of critical hits with all weapons, and also increases hit rate with a ranged weapon.
Full body coordination: Increases ability to duel wield. Decreases chance of falling, in all circumstances.
Classes:
Warrior: Receives a boost in Toughness. Has a bonus for all self boosting spells, and minus for all other magic.
Scout: Receives a boost in Athletics. Has a bonus for all survival magic, and a minus for all other magic, except nature magic. Cannot wear any armor heavier than leather.
Shadowstalker: Receives boost in Coordination. Has a bonus for all shadow magic, and a minus for all other magic, except sense enhancing magic. Cannot wear any armor heavier than leather, or use large weapons.
Mage: Receives a boost in Magical Attunement. Has a bonus for all elemental magic, and a minus for healing magic. Cannot wear armor heavier than chain mail.
Healer: Receives a boost in Magical Attunement. Has a bonus for healing magic, and a minus for elemental magic. Cannot wear armor heavier than chain mail.
Wanderer: Receives no boosts, but has no restrictions.
So...
First off, I am dropping the Senses stat. It will be decided by species.
Also, the subskills... I'm now calling them Trainable Stats. They get bonuses from the Untrainable stats. (What was previously, just stats.)
So, to rehash everything...
Stats:
Athletics: Increases your hit rate, and makes you harder to hit. Increases:
Speed: Your rate of attack, and how fast you can move on foot.
Reflexes: How often you dodge.
Toughness: Reduces duration of conditions. Increases:
Strength: Effects your base melee weapon damage, how strong of a bow you can use, and how much you can carry.
Endurance: How long you can run, and also effects your base hit points.
Magical Attunement: Increases the amount of Magic Points you can have. Increases:
Magical Experience: Reduces the cost of spells.
Magical Power: Increases the effect of spells.
Coordination Gives bonuses in doing fine motor control skills. Increases:
Hand-eye coordination: Increases the chance of critical hits with all weapons, and also increases hit rate with a ranged weapon.
Full body coordination: Increases ability to duel wield. Decreases chance of falling, in all circumstances.
Classes:
Warrior: Receives a boost in Toughness. Has a bonus for all self boosting spells, and minus for all other magic.
Scout: Receives a boost in Athletics. Has a bonus for all survival magic, and a minus for all other magic, except nature magic. Cannot wear any armor heavier than leather.
Shadowstalker: Receives boost in Coordination. Has a bonus for all shadow magic, and a minus for all other magic, except sense enhancing magic. Cannot wear any armor heavier than leather, or use large weapons.
Mage: Receives a boost in Magical Attunement. Has a bonus for all elemental magic, and a minus for healing magic. Cannot wear armor heavier than chain mail.
Healer: Receives a boost in Magical Attunement. Has a bonus for healing magic, and a minus for elemental magic. Cannot wear armor heavier than chain mail.
Wanderer: Receives no boosts, but has no restrictions.
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
Heh. Well, things might change as I get this system developed. It'll take quite some time before I actually finish this, though I'll try to work on it fairly often.
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
Are little hand grenades to heavy for a Shadowstalker?
A Walrus- Waffle Fanatic
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Re: Waffle Ultimate Roleplay
This will be a Fantasy RPG. Hand grenades will not exist.
What I mean by heavy weapons, are things like hammers, maces, and two handed weapons.
What I mean by heavy weapons, are things like hammers, maces, and two handed weapons.
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
I see. OK, no modern wepaons.
A Walrus- Waffle Fanatic
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Re: Waffle Ultimate Roleplay
More weapon information will be forthcoming. Right now, I mainly need to get the combat system finished. (And then come up with 1,001 spells... *Sighs* THAT will be the hard part.)
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
Okay, due to the idea I have for the story, I will likely not be allowing people to play as races other than humans. So, you are warned.
Please note, NONE of this is set in stone. Once I get this combat system set up, I'll likely do some test runs, to see how it works. (And yes, you will be able to participate in the test runs. They'll likely be mini-campaigns.)
Base hit points: 25. Five more hit points per level. Plus 2 per point of Endurance.
Base weight to be carried unencumbered: 20 pounds. Ten more pounds per a point of strength.
Ranged combat: Roll 2D10. If the roll is equal to or LOWER than your Athletics, plus half your Hand-eye coordination, you hit. (Might change, and make it Athletics, plus your skill with that weapon.)
Then, your opponent makes a reflex save. He rolls 2D6 plus your hand-eye coordination. If the roll is equal to or LOWER than his Reflexes, plus his shield bonus, he dodges.
If you hit your foe, you can roll for a critical hit. Roll 3D6. If the total is less than, or equal to half your hand-eye coordination, you achieve a critical hit.
It should be noted, that I WILL be adding on pluses and minus for shooting a moving target. Also, there will be rules for firing into a mass of enemies.
EXAMPLE: (Please note, that the stat numbers and such might not be even close to the numbers I'll use in the end.)
Bryan is using a bow. His Athletics is ten, and his Hand-eye coordination, with the Athletics bonus, is also ten.
He fires at Blade. He rolls a sixteen. So he misses.
Now, in another time, Bryan rolls a fourteen. His Athletics and Hand-eye Coordination add up to fifteen. So, he just barely hit.
Now Blade makes his reflex save. His reflexes are 10, and he has a shield that gives him a plus seven. So it adds up to seventeen. He rolls an eleven. Eleven plus ten equals twenty-one. That is four more than his reflexes plus his shield bonus. So, Blade is hit. Bryan then rolls for a critical hit. He rolls a five, and just barely gets a critical hit.
Now, say Blade rolled a six. Six plus ten, equals sixteen, which is less than seventeen. So Blade blocks the arrow on his shield, and is unscathed.
MORE LATER
Please note, NONE of this is set in stone. Once I get this combat system set up, I'll likely do some test runs, to see how it works. (And yes, you will be able to participate in the test runs. They'll likely be mini-campaigns.)
Base hit points: 25. Five more hit points per level. Plus 2 per point of Endurance.
Base weight to be carried unencumbered: 20 pounds. Ten more pounds per a point of strength.
Ranged combat: Roll 2D10. If the roll is equal to or LOWER than your Athletics, plus half your Hand-eye coordination, you hit. (Might change, and make it Athletics, plus your skill with that weapon.)
Then, your opponent makes a reflex save. He rolls 2D6 plus your hand-eye coordination. If the roll is equal to or LOWER than his Reflexes, plus his shield bonus, he dodges.
If you hit your foe, you can roll for a critical hit. Roll 3D6. If the total is less than, or equal to half your hand-eye coordination, you achieve a critical hit.
It should be noted, that I WILL be adding on pluses and minus for shooting a moving target. Also, there will be rules for firing into a mass of enemies.
EXAMPLE: (Please note, that the stat numbers and such might not be even close to the numbers I'll use in the end.)
Bryan is using a bow. His Athletics is ten, and his Hand-eye coordination, with the Athletics bonus, is also ten.
He fires at Blade. He rolls a sixteen. So he misses.
Now, in another time, Bryan rolls a fourteen. His Athletics and Hand-eye Coordination add up to fifteen. So, he just barely hit.
Now Blade makes his reflex save. His reflexes are 10, and he has a shield that gives him a plus seven. So it adds up to seventeen. He rolls an eleven. Eleven plus ten equals twenty-one. That is four more than his reflexes plus his shield bonus. So, Blade is hit. Bryan then rolls for a critical hit. He rolls a five, and just barely gets a critical hit.
Now, say Blade rolled a six. Six plus ten, equals sixteen, which is less than seventeen. So Blade blocks the arrow on his shield, and is unscathed.
MORE LATER
Last edited by JJS495 on Mon Apr 23, 2012 12:46 pm; edited 3 times in total
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
Cool. My weapon is a lego brick...
ApplesApplesApples- Waffle Chef
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Re: Waffle Ultimate Roleplay
Erm, it won't be able to be. This will be a rather serious fantasy roleplay once I get it set up.
So, we'll be using things like Chain Mail, leather, plate armor... Things like that.
So, we'll be using things like Chain Mail, leather, plate armor... Things like that.
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
Okay then, a dagger. Might as well go simple.
ApplesApplesApples- Waffle Chef
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Re: Waffle Ultimate Roleplay
You'll see as things go on. I still don't have much down overall.
Though, this is a good reminder that I REALLY need to work on all of this...
Though, this is a good reminder that I REALLY need to work on all of this...
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
YOU will. has been untouched for a while now.
ApplesApplesApples- Waffle Chef
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Re: Waffle Ultimate Roleplay
Yeah. Its mostly because I haven't been thinking about it. And when I do, I REALLY don't feel like sitting down and hashing things out again. I'll see if I can get something up before too much longer though...
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
Roleplay is still weak. Except for food fight.
ApplesApplesApples- Waffle Chef
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Re: Waffle Ultimate Roleplay
Okay. I'm a REALLY good procrastinator. So. A favor to ask all of you. If you see me on chat, ask me if I'm working on this at the same time. If I'm not, and don't have a good reason... Bug me until I start.
Yes, you actually DO have full permission to annoy the heck out a staff member. FOR A WHILE. If I tell you to stop... Stop.
Yes, you actually DO have full permission to annoy the heck out a staff member. FOR A WHILE. If I tell you to stop... Stop.
Last edited by JJS495 on Mon Apr 23, 2012 12:09 pm; edited 1 time in total
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
clear enough.
ApplesApplesApples- Waffle Chef
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Re: Waffle Ultimate Roleplay
Why am I suspicious that I'll be terrified to get on chat whenever you guys are on?
The Not-so-Evil Overlord- Admin
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Re: Waffle Ultimate Roleplay
Don't worry, remembering will be the least of your worries >=D
Leafz- Waffle Fanatic
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Re: Waffle Ultimate Roleplay
yes, but until then, we will not rest. -UBS bank of Switzerland advert
ApplesApplesApples- Waffle Chef
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Re: Waffle Ultimate Roleplay
I'm finally updating this! But guess what? I'm once again doing a total overhaul.
The first overhaul, is that the stats which you can't increase... Are now going to be called Limits. The stats under them, are stats you can increase with stat points as the game goes on, and you level up. (There will be a level cap though. At that point, you cannot gain stat points.) However, they are limited, naturally, by their Limit.
Basically, at character creation, you put a set amount of points (currently undecided how many) into the Limit stats. Then, the stats underneath each Limit, cannot total twice (That's not set in stone, and could get changed.) the amount of points you have in your Limit.
So, say I have five points in Athletics. My Speed and Reflexes stats, when totaled cannot go beyond ten. So, I could have five Speed, and five Reflexes... Or I could have eight Speed, and three Reflexes. So long as the number isn't greater than ten.
So, now I'll once again post the stats and classes.
Athletics:
Speed: Your rate of attack, and how fast you can move on foot.
Reflexes: How often you dodge.
Toughness:
Strength: Effects your base melee weapon damage, how strong of a bow you can use, and how much you can carry.
Endurance: How long you can run, and also effects your base hit points.
Magical Attunement
Magical Experience: Reduces the cost of spells.
Magical Power: Increases the effect of spells.
Coordination
Hand-eye coordination: Increases the chance of hits and critical hits.
Full body coordination: Increases ability to duel wield. Decreases chance of falling, in all circumstances.
It should be noted that all stats may be used also in special circumstances, outside of the ones named here.
Classes:
Warrior: Receives a boost in Toughness. Has a bonus for all self boosting spells, and minus for all other magic.
Scout: Receives a boost in Athletics. Has a bonus for all survival magic, and a minus for all other magic, except nature magic. Cannot wear any armor heavier than leather.
Shadowstalker: Receives boost in Coordination. Has a bonus for all shadow magic, and a minus for all other magic, except sense enhancing magic. Cannot wear any armor heavier than leather, or use large weapons.
Mage: Receives a boost in Magical Attunement. Has a bonus for all elemental magic, and a minus for healing magic. Cannot wear armor heavier than chain mail.
Healer: Receives a boost in Magical Attunement. Has a bonus for healing magic, and a minus for elemental magic. Cannot wear armor heavier than chain mail.
Wanderer: Receives no boosts, but has no restrictions. However, the Wanderer, once he has hit max level, will receive bonus points that he can put into anything. Even if it exceeds his cap. (This way Wanderers will have the same amount of stat points.)
Combat information stuff will be coming later. Hopefully by next week.
The first overhaul, is that the stats which you can't increase... Are now going to be called Limits. The stats under them, are stats you can increase with stat points as the game goes on, and you level up. (There will be a level cap though. At that point, you cannot gain stat points.) However, they are limited, naturally, by their Limit.
Basically, at character creation, you put a set amount of points (currently undecided how many) into the Limit stats. Then, the stats underneath each Limit, cannot total twice (That's not set in stone, and could get changed.) the amount of points you have in your Limit.
So, say I have five points in Athletics. My Speed and Reflexes stats, when totaled cannot go beyond ten. So, I could have five Speed, and five Reflexes... Or I could have eight Speed, and three Reflexes. So long as the number isn't greater than ten.
So, now I'll once again post the stats and classes.
Athletics:
Speed: Your rate of attack, and how fast you can move on foot.
Reflexes: How often you dodge.
Toughness:
Strength: Effects your base melee weapon damage, how strong of a bow you can use, and how much you can carry.
Endurance: How long you can run, and also effects your base hit points.
Magical Attunement
Magical Experience: Reduces the cost of spells.
Magical Power: Increases the effect of spells.
Coordination
Hand-eye coordination: Increases the chance of hits and critical hits.
Full body coordination: Increases ability to duel wield. Decreases chance of falling, in all circumstances.
It should be noted that all stats may be used also in special circumstances, outside of the ones named here.
Classes:
Warrior: Receives a boost in Toughness. Has a bonus for all self boosting spells, and minus for all other magic.
Scout: Receives a boost in Athletics. Has a bonus for all survival magic, and a minus for all other magic, except nature magic. Cannot wear any armor heavier than leather.
Shadowstalker: Receives boost in Coordination. Has a bonus for all shadow magic, and a minus for all other magic, except sense enhancing magic. Cannot wear any armor heavier than leather, or use large weapons.
Mage: Receives a boost in Magical Attunement. Has a bonus for all elemental magic, and a minus for healing magic. Cannot wear armor heavier than chain mail.
Healer: Receives a boost in Magical Attunement. Has a bonus for healing magic, and a minus for elemental magic. Cannot wear armor heavier than chain mail.
Wanderer: Receives no boosts, but has no restrictions. However, the Wanderer, once he has hit max level, will receive bonus points that he can put into anything. Even if it exceeds his cap. (This way Wanderers will have the same amount of stat points.)
Combat information stuff will be coming later. Hopefully by next week.
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