Awesome. Awesome. Well, If I had Eragon type magic, then I would be able to create small black holes, freeze someone's face off with instant liquid Nitrogen, create armor that is possibly better than what we have today (minus joints etc.) and more. in the Castle RP, I've created a Stone Dragon (note that not much can destroy normal stone walls in this time period, not to mention the protective spells I put on him) with near-human intelligence and several breath weapons, 10 stone gargoyles with 1 breath weapons and 50 stone warriors that follow my characters command. And that doesn't involve more traditional magic items like a staff that shoots lightning and an invisibility cloak for said dragon or numerous stone warriors. So, it's essentially using it in a way not traditionally thought off/intended to be used. And then also just spamming it, and not often using a sword or other weapon.
I can't say much other than that is sooooo OP.
I plan on making it so that you can get SP and AP (Skill Points and Ability Points) to put into training and become a better fighter, so that you don't just start off with the best abilities.
Also, since you bring it up, I might also add stuff like the ability to take over forts and castles later on, like when you're experienced enough, you can join in the competition. But that's a maybe for now.
Yeah. And that doesn't even cover magic systems I've helped create. One of which has some minor Eragon Magic, the Transfer of energy and matter through space, Avatar Last Airbender type stuff with those four elements and two types of Energy, Earth Magic, Rune Magic and a bit more. And then the other one takes time to learn spells, but one of the main Characters can shoot well over 16 lightning bolts at once, Create Trolls out of nothing, has teleportion and will gain an ability that can Destroy Magic itself.
That sounds like the best idea. I haven't yet found an exploit for a system that severely limits magical power in that way, although I think I was getting close. Just be careful with how much skill points can give someone in terms of power and you should be fine.
You should be able to conquer forts and castles immediately. Become Lord of them, maybe not, or have troops under your command. That could come later. But if you find a way to conquer a castle at the beggining of the game, use it. Actually, that could be really easy if you give yourself the right abilities.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
I plan on making it so that you can get SP and AP (Skill Points and Ability Points) to put into training and become a better fighter, so that you don't just start off with the best abilities.
Also, since you bring it up, I might also add stuff like the ability to take over forts and castles later on, like when you're experienced enough, you can join in the competition. But that's a maybe for now.
Yeah. And that doesn't even cover magic systems I've helped create. One of which has some minor Eragon Magic, the Transfer of energy and matter through space, Avatar Last Airbender type stuff with those four elements and two types of Energy, Earth Magic, Rune Magic and a bit more. And then the other one takes time to learn spells, but one of the main Characters can shoot well over 16 lightning bolts at once, Create Trolls out of nothing, has teleportion and will gain an ability that can Destroy Magic itself.
That sounds like the best idea. I haven't yet found an exploit for a system that severely limits magical power in that way, although I think I was getting close. Just be careful with how much skill points can give someone in terms of power and you should be fine.
You should be able to conquer forts and castles immediately. Become Lord of them, maybe not, or have troops under your command. That could come later. But if you find a way to conquer a castle at the beggining of the game, use it. Actually, that could be really easy if you give yourself the right abilities.
I plan on making it so that you can get SP and AP (Skill Points and Ability Points) to put into training and become a better fighter, so that you don't just start off with the best abilities.
Also, since you bring it up, I might also add stuff like the ability to take over forts and castles later on, like when you're experienced enough, you can join in the competition. But that's a maybe for now.
Yeah. And that doesn't even cover magic systems I've helped create. One of which has some minor Eragon Magic, the Transfer of energy and matter through space, Avatar Last Airbender type stuff with those four elements and two types of Energy, Earth Magic, Rune Magic and a bit more. And then the other one takes time to learn spells, but one of the main Characters can shoot well over 16 lightning bolts at once, Create Trolls out of nothing, has teleportion and will gain an ability that can Destroy Magic itself.
That sounds like the best idea. I haven't yet found an exploit for a system that severely limits magical power in that way, although I think I was getting close. Just be careful with how much skill points can give someone in terms of power and you should be fine.
You should be able to conquer forts and castles immediately. Become Lord of them, maybe not, or have troops under your command. That could come later. But if you find a way to conquer a castle at the beggining of the game, use it. Actually, that could be really easy if you give yourself the right abilities.
Wow.
Well, realistically speaking, you don't just know all the best stuff right off the bat. You gotta train and learn how to fight.
I mean because at the start of the game, you wouldn't have 20 of the best abilities of the game, so it'd be difficult to fight and conquer.
I apologize for not posting as often - I'm trying to type up the classes and races, and I need backstories and all that for them... Hopefully I'll have the whole RP up and going by Labor Day, though!
I apologize for not posting as often - I'm trying to type up the classes and races, and I need backstories and all that for them... Hopefully I'll have the whole RP up and going by Labor Day, though!
It's fine. I think most of the people who've signed up so far are good waiting, but that isn't always the case. My first tip for you is to keep things moving. You're always going to have people who leave due to time restraints and stuff like that, but it will be easiest to maintain your group if you keep things moving pretty quickly. This can be a problem on this site because you are dependent on others posting and their posts being approved quickly, but don't be afraid to move on without someone if you have to.
-last edited on Sept 1, 2017 19:33:59 GMT by Alayna151: Put into jammers; removed mistake
Post by Alayna151 on Sept 1, 2017 19:32:05 GMT
Hello, everyone! I have finally finished the first step of the game: Character creation. There will be a lot of reading, so beware! I apologize to the mod that has to moderate this, though. xD
{Character Creation}There are 5 Races to choose from: Humans Elves Dark Elves Dwarves Halflings
Each Race have their own unique abilities and liabilites that come with them. Humans are the only Race that does not have any liability nor ability. Elves: Elves are masters of magic and healing. They perform exceptionally as Clerics and magic users, as they have +2 Wisdom and +2 Intelligence.
Halflings: Halflings are half the size of a human. With their small size, they serve as great rogues and pickpockets. They have +3 Dexterity and +1 Charisma..
Humans: Humans are the standard race that any can go with. They have 5 points that can go into any category. Dark Elves: Dark Elves are masters of shadows and persuasion, making them great rogues and hunters. They have +2 Dexterity and +2 Charisma. Other Dark Elves serve as magic users, however, and can instead have +1 Wisdom and +3 Intelligence. Dark Elves perform best as Warlocks. Dwarves: Dwarves are the size of Halflings, but are more fit and can lift heavier objects, making them good paladins and warriors. They have +2 Constitution and +2 Strength.
You are able to choose any race to go with any class, but these are simply recommended. There are 7 Classes to choose from: Rogue Hunter Warlock Paladin Cleric Warrior Wizard Each Class have their own abilities and roles. The Rogue serves best as a flanker. The Hunter serves best as a ranged assassin and secondary healer. The Warlock serves best as a damage dealer in the back lines. The Paladin serves best as a sword and shield tank at the front lines. The Cleric serves best as a main healer. The Warrior serves best as a secondary tank. The Wizard serves best as a high damage dealer.
After you have chosen your Race and Class, choose the score abilities for your character. There are 6 score abilities: Dexterity Strength Constitution Intelligence Wisdom Charisma
Dexterity allows for quick movement and balance Strength allows for physical power Constitution is your Health, Stamina, and Magic Power
Intelligence allows for quick learning and reasoning Wisdom allows for casting Charisma is your personality, leadership, and your persuasiveness
Higher wisdom and intelligence is recommended for all magic users Dexterity and Charisma, along with a small improvement of Constitution, is recommended for the Rogue and Hunter. Strength and Contstitution are highly recommended for any tanks, as they allow for damage when needed and health to keep safe.
Every Race starts out with 18 points to put into each category. The Human is the only Race with 4 bonus points to put into any category.
After you have chosen your Race, Class, and score abilities, you may choose a name and customize your character.
Once you have done everything, you are ready to begin!
I apologize for not posting as often - I'm trying to type up the classes and races, and I need backstories and all that for them... Hopefully I'll have the whole RP up and going by Labor Day, though!
It's fine. I think most of the people who've signed up so far are good waiting, but that isn't always the case. My first tip for you is to keep things moving. You're always going to have people who leave due to time restraints and stuff like that, but it will be easiest to maintain your group if you keep things moving pretty quickly. This can be a problem on this site because you are dependent on others posting and their posts being approved quickly, but don't be afraid to move on without someone if you have to.
Alright, that's good. Yeah, I'm working on that... I just put up the first part of the RPG. Okay then... Thanks for the tips!
Yeah. And that doesn't even cover magic systems I've helped create. One of which has some minor Eragon Magic, the Transfer of energy and matter through space, Avatar Last Airbender type stuff with those four elements and two types of Energy, Earth Magic, Rune Magic and a bit more. And then the other one takes time to learn spells, but one of the main Characters can shoot well over 16 lightning bolts at once, Create Trolls out of nothing, has teleportion and will gain an ability that can Destroy Magic itself.
That sounds like the best idea. I haven't yet found an exploit for a system that severely limits magical power in that way, although I think I was getting close. Just be careful with how much skill points can give someone in terms of power and you should be fine.
You should be able to conquer forts and castles immediately. Become Lord of them, maybe not, or have troops under your command. That could come later. But if you find a way to conquer a castle at the beggining of the game, use it. Actually, that could be really easy if you give yourself the right abilities.
Ew, magic
I agree. I should start an Inquisition in the Castle RP to eliminate all wizards.
I plan on making it so that you can get SP and AP (Skill Points and Ability Points) to put into training and become a better fighter, so that you don't just start off with the best abilities.
Also, since you bring it up, I might also add stuff like the ability to take over forts and castles later on, like when you're experienced enough, you can join in the competition. But that's a maybe for now.
Yeah. And that doesn't even cover magic systems I've helped create. One of which has some minor Eragon Magic, the Transfer of energy and matter through space, Avatar Last Airbender type stuff with those four elements and two types of Energy, Earth Magic, Rune Magic and a bit more. And then the other one takes time to learn spells, but one of the main Characters can shoot well over 16 lightning bolts at once, Create Trolls out of nothing, has teleportion and will gain an ability that can Destroy Magic itself.
That sounds like the best idea. I haven't yet found an exploit for a system that severely limits magical power in that way, although I think I was getting close. Just be careful with how much skill points can give someone in terms of power and you should be fine.
You should be able to conquer forts and castles immediately. Become Lord of them, maybe not, or have troops under your command. That could come later. But if you find a way to conquer a castle at the beggining of the game, use it. Actually, that could be really easy if you give yourself the right abilities.
If you poured all of your points into battle magic until you could knock castle walls with a hand gesture, you wouldn't have any left for defense and you'd die every time some lowly peasant archer took a shot at you.
In a world, far, far away, lived two lands... the land of Aelaedal, and the land of Ipeceria. The world both lands lived among was known as Izerith.
They fought for many things.
Power. Freedom. Riches.
But there was one thing they wanted more than anything.
. . .
Hello, and welcome to the Lands of Izerith Role Play/Choose Your Own Adventure/Game. This is more of, if you've played those types of games, an MMORPG. MMO stands for Massive Multiplayer Online, and RPG stands for Role Play Game. This is basically one of those, but instead, in my own version, and not an actual video game.
How did I get this idea? Well, that's a question I ask myself. I had the idea when my friend and I wanted to make our own game on a software we used, but it wasn't as easy as we thought. I learned that we had to code a bunch of stuff, think of quests, storylines, classes, races, etc, and I just didn't have the time for that. I got the idea to post it on here from being unable to make my own video game, so here I am!
Now, if you do end up coding this into your own game, give me credit.
or else.
Anyway, I have a huge idea for this RPG, so I'll be posting some stuff like classes, factions, and other stuff later.
By the way, one last thing: if you are interested and want to join in, please tell me so that I can sign you up.
Ciao! ~Alayna
This looks cool. I'll probably join, although I might not depending on setting and stuff. Really two things: if their is a large gunpowder presence, or if the magic system is too easy for me to exploit. not that I expect it too, but if it's easier than the Castle RP's to exploit, I might have call myself on it before I have accidentally granted myself enough power to rule both kingdoms at the same time.
If it's easy to exploit then don't exploit it. Do it in moderation.
Yeah. And that doesn't even cover magic systems I've helped create. One of which has some minor Eragon Magic, the Transfer of energy and matter through space, Avatar Last Airbender type stuff with those four elements and two types of Energy, Earth Magic, Rune Magic and a bit more. And then the other one takes time to learn spells, but one of the main Characters can shoot well over 16 lightning bolts at once, Create Trolls out of nothing, has teleportion and will gain an ability that can Destroy Magic itself.
That sounds like the best idea. I haven't yet found an exploit for a system that severely limits magical power in that way, although I think I was getting close. Just be careful with how much skill points can give someone in terms of power and you should be fine.
You should be able to conquer forts and castles immediately. Become Lord of them, maybe not, or have troops under your command. That could come later. But if you find a way to conquer a castle at the beggining of the game, use it. Actually, that could be really easy if you give yourself the right abilities.
If you poured all of your points into battle magic until you could knock castle walls with a hand gesture, you wouldn't have any left for defense and you'd die every time some lowly peasant archer took a shot at you.
Or that same battle magic would be used in a gust of wind to destroy the wall, meaning that everything is pushed back. Also, As I said it is more difficult to stop this kind of magic.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
I agree. I should start an Inquisition in the Castle RP to eliminate all wizards.
You do realize the second it's discovered it will probably be destroyed by Rojinn and Darthraxx, right? Say, isn't both the Lion and Dragon Knight kings both wizards?
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Hello, everyone! I have finally finished the first step of the game: Character creation. There will be a lot of reading, so beware! I apologize to the mod that has to moderate this, though. xD
{Character Creation}There are 5 Races to choose from: Humans Elves Dark Elves Dwarves Halflings
Each Race have their own unique abilities and liabilites that come with them. Humans are the only Race that does not have any liability nor ability. Elves: Elves are masters of magic and healing. They perform exceptionally as Clerics and magic users, as they have +2 Wisdom and +2 Intelligence.
Halflings: Halflings are half the size of a human. With their small size, they serve as great rogues and pickpockets. They have +3 Dexterity and +1 Charisma..
Humans: Humans are the standard race that any can go with. They have 5 points that can go into any category. Dark Elves: Dark Elves are masters of shadows and persuasion, making them great rogues and hunters. They have +2 Dexterity and +2 Charisma. Other Dark Elves serve as magic users, however, and can instead have +1 Wisdom and +3 Intelligence. Dark Elves perform best as Warlocks. Dwarves: Dwarves are the size of Halflings, but are more fit and can lift heavier objects, making them good paladins and warriors. They have +2 Constitution and +2 Strength.
You are able to choose any race to go with any class, but these are simply recommended. There are 7 Classes to choose from: Rogue Hunter Warlock Paladin Cleric Warrior Wizard Each Class have their own abilities and roles. The Rogue serves best as a flanker. The Hunter serves best as a ranged assassin and secondary healer. The Warlock serves best as a damage dealer in the back lines. The Paladin serves best as a sword and shield tank at the front lines. The Cleric serves best as a main healer. The Warrior serves best as a secondary tank. The Wizard serves best as a high damage dealer.
After you have chosen your Race and Class, choose the score abilities for your character. There are 6 score abilities: Dexterity Strength Constitution Intelligence Wisdom Charisma
Dexterity allows for quick movement and balance Strength allows for physical power Constitution is your Health, Stamina, and Magic Power
Intelligence allows for quick learning and reasoning Wisdom allows for casting Charisma is your personality, leadership, and your persuasiveness
Higher wisdom and intelligence is recommended for all magic users Dexterity and Charisma, along with a small improvement of Constitution, is recommended for the Rogue and Hunter. Strength and Contstitution are highly recommended for any tanks, as they allow for damage when needed and health to keep safe.
Every Race starts out with 18 points to put into each category. The Human is the only Race with 4 bonus points to put into any category.
After you have chosen your Race, Class, and score abilities, you may choose a name and customize your character.
Once you have done everything, you are ready to begin!
So, go ahead and get started!
This looks good, although I have a few problems with it. First, no Orcs or Goblins or Trolls or undead or. . . OK, I probably don't have to go on. I very much enjoy using Goblin mages as my characters and am wondering why they aren't included. I mean, you included Dark Elves, which as far as I know are in less games than orcs and goblins.
Second, what do the points do? how do they affect stuff? how much magic can people have? What types of spells are their? You gave us a list and didn't tell us everything we needed to make an educated decision.
Third, it seems like Human is somewhat of the best.
Oh, and Fourth, unless you're doing this similar to Dungeons and Dragons, some of these abilities seem unnecessary. Charisma and Intelligence would technically fall to us humans otherwise.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
It's fine. I think most of the people who've signed up so far are good waiting, but that isn't always the case. My first tip for you is to keep things moving. You're always going to have people who leave due to time restraints and stuff like that, but it will be easiest to maintain your group if you keep things moving pretty quickly. This can be a problem on this site because you are dependent on others posting and their posts being approved quickly, but don't be afraid to move on without someone if you have to.
Alright, that's good. Yeah, I'm working on that... I just put up the first part of the RPG. Okay then... Thanks for the tips!
Hello, everyone! I have finally finished the first step of the game: Character creation. There will be a lot of reading, so beware! I apologize to the mod that has to moderate this, though. xD
{Character Creation}There are 5 Races to choose from: Humans Elves Dark Elves Dwarves Halflings
Each Race have their own unique abilities and liabilites that come with them. Humans are the only Race that does not have any liability nor ability. Elves: Elves are masters of magic and healing. They perform exceptionally as Clerics and magic users, as they have +2 Wisdom and +2 Intelligence.
Halflings: Halflings are half the size of a human. With their small size, they serve as great rogues and pickpockets. They have +3 Dexterity and +1 Charisma..
Humans: Humans are the standard race that any can go with. They have 5 points that can go into any category. Dark Elves: Dark Elves are masters of shadows and persuasion, making them great rogues and hunters. They have +2 Dexterity and +2 Charisma. Other Dark Elves serve as magic users, however, and can instead have +1 Wisdom and +3 Intelligence. Dark Elves perform best as Warlocks. Dwarves: Dwarves are the size of Halflings, but are more fit and can lift heavier objects, making them good paladins and warriors. They have +2 Constitution and +2 Strength.
You are able to choose any race to go with any class, but these are simply recommended. There are 7 Classes to choose from: Rogue Hunter Warlock Paladin Cleric Warrior Wizard Each Class have their own abilities and roles. The Rogue serves best as a flanker. The Hunter serves best as a ranged assassin and secondary healer. The Warlock serves best as a damage dealer in the back lines. The Paladin serves best as a sword and shield tank at the front lines. The Cleric serves best as a main healer. The Warrior serves best as a secondary tank. The Wizard serves best as a high damage dealer.
After you have chosen your Race and Class, choose the score abilities for your character. There are 6 score abilities: Dexterity Strength Constitution Intelligence Wisdom Charisma
Dexterity allows for quick movement and balance Strength allows for physical power Constitution is your Health, Stamina, and Magic Power
Intelligence allows for quick learning and reasoning Wisdom allows for casting Charisma is your personality, leadership, and your persuasiveness
Higher wisdom and intelligence is recommended for all magic users Dexterity and Charisma, along with a small improvement of Constitution, is recommended for the Rogue and Hunter. Strength and Contstitution are highly recommended for any tanks, as they allow for damage when needed and health to keep safe.
Every Race starts out with 18 points to put into each category. The Human is the only Race with 4 bonus points to put into any category.
After you have chosen your Race, Class, and score abilities, you may choose a name and customize your character.
Once you have done everything, you are ready to begin!