So, the character creation rules have been up for a few days and we've only gotten one character so far. I would post mine, but I'm waiting for other people so I can know what our party needs. I don't know if anyone else was planning on doing the same thing, and I also know that not everyone's questions have been answered, so I will now link everyone who has expressed interest in joining so we can get this worked out and get the RP started.
So, the character creation rules have been up for a few days and we've only gotten one character so far. I would post mine, but I'm waiting for other people so I can know what our party needs. I don't know if anyone else was planning on doing the same thing, and I also know that not everyone's questions have been answered, so I will now link everyone who has expressed interest in joining so we can get this worked out and get the RP started.
Let me first say: I was gone for a few days due to a friend coming over and staying at my house for Labor Day weekend. Now that that's over, I'll have to reply to a bunch of stuff...
Second, I'm debating whether to add a cat (fully cat, not a human with ears and a tail) or not, and the same deal with a shapeshifter class. I was thinking of adding Shapeshifting as a part of the Warlock or Wizard... I feel like the Warlock would make more sense, though.
Anyway, what the cat race would look like is basically a cat that can walk like a human (two legs/feet), with fur like a cat, tail, ears, etc, and it would be practically a master thief after a little bit of training, as cats are silent when walking on their feet.
It would also have a bonus +3 to Dexterity. Now, this race has a bit of a different scenario to other races... It's hard to explain, but basically, you can either have a +2 in Charisma or Constitution, or +1 to all of the remaining score abilities (Strength, Wisdom, and Intelligence). This is because the cat race is a jack of all trades, but it has racial abilities that it cannot change, and that goes with any other race. With the 18 score ability points you'd have remaining, you could improve the other abilities to get the right score abilities for the class you wanted, but the class I'd recommend choosing for the cat would be the rogue, as the rogue, like any other RPG, is meant to be the stealthy, thieving type of character. Play it that way.
Anyway, like I said, I want people to vote on whether to keep the cat race or not, and whether to add the shapeshifting abilities to the warlock or the wizard, or add it as it's own class. Now, I will say: It takes me a long time to make each class. There are skills, weapons, weapon abilities, and more that I have to go through. The solutions I had to this problem I had to debate which to choose, and I'm gonna let everyone else decide this: I either take the time every day to work on skills, weapons, weapon abilities, etc and have the who roleplay done in a month or two, OR (and this option will have to be limited by me) people make up their own class based abilities, and they train and learn them (like, they have trainers that teach them and all...), and so you get to know your abilities in your arsenal better than everyone else, even me. I will only be telling you what abilities you can and can't have, based on fairness and power.
So, the character creation rules have been up for a few days and we've only gotten one character so far. I would post mine, but I'm waiting for other people so I can know what our party needs. I don't know if anyone else was planning on doing the same thing, and I also know that not everyone's questions have been answered, so I will now link everyone who has expressed interest in joining so we can get this worked out and get the RP started.
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.
These are my questions. And actually, I'd like RuleJJ's question about items answered as well.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
So, the character creation rules have been up for a few days and we've only gotten one character so far. I would post mine, but I'm waiting for other people so I can know what our party needs. I don't know if anyone else was planning on doing the same thing, and I also know that not everyone's questions have been answered, so I will now link everyone who has expressed interest in joining so we can get this worked out and get the RP started.
Let me first say: I was gone for a few days due to a friend coming over and staying at my house for Labor Day weekend. Now that that's over, I'll have to reply to a bunch of stuff...
Second, I'm debating whether to add a cat (fully cat, not a human with ears and a tail) or not, and the same deal with a shapeshifter class. I was thinking of adding Shapeshifting as a part of the Warlock or Wizard... I feel like the Warlock would make more sense, though.
Anyway, what the cat race would look like is basically a cat that can walk like a human (two legs/feet), with fur like a cat, tail, ears, etc, and it would be practically a master thief after a little bit of training, as cats are silent when walking on their feet.
It would also have a bonus +3 to Dexterity. Now, this race has a bit of a different scenario to other races... It's hard to explain, but basically, you can either have a +2 in Charisma or Constitution, or +1 to all of the remaining score abilities (Strength, Wisdom, and Intelligence). This is because the cat race is a jack of all trades, but it has racial abilities that it cannot change, and that goes with any other race. With the 18 score ability points you'd have remaining, you could improve the other abilities to get the right score abilities for the class you wanted, but the class I'd recommend choosing for the cat would be the rogue, as the rogue, like any other RPG, is meant to be the stealthy, thieving type of character. Play it that way.
Anyway, like I said, I want people to vote on whether to keep the cat race or not, and whether to add the shapeshifting abilities to the warlock or the wizard, or add it as it's own class. Now, I will say: It takes me a long time to make each class. There are skills, weapons, weapon abilities, and more that I have to go through. The solutions I had to this problem I had to debate which to choose, and I'm gonna let everyone else decide this: I either take the time every day to work on skills, weapons, weapon abilities, etc and have the who roleplay done in a month or two, OR (and this option will have to be limited by me) people make up their own class based abilities, and they train and learn them (like, they have trainers that teach them and all...), and so you get to know your abilities in your arsenal better than everyone else, even me. I will only be telling you what abilities you can and can't have, based on fairness and power.
So, vote on that for a bit...
I don't think a cat race makes sense given the lack of other common fantasy races (such as orcs and goblins, as mentioned by mythmaster), as well as the lack of any other anthropomorphized race. I vote no.
I'm not sure shapeshifting as an ability is necessary, but if you do include it I think you should add it to either the warlock or the wizard, whichever is more lacking in abilities. I vote add it to an existing class.
As for the third question, most of the GM RPs I have been in used a more free-form approach to abilities and classes. Unlike this RP, however, this approach often included a lack of set classes. If you go with the more free-form approach, the distinctions between the classes will be blurred somewhat. How much probably depends on the level of regulation you use. One nice thing about that is that it allows more freedom with characters to create abilities that really reflect their individuality, but on the other hand it could make it harder for less experience players. A good compromise might be for you to make the specific mechanics for each ability but to have the players do most of the heavy lifting. It would also be nice to see this place up and running sooner than later, so I vote to make up our own abilities.
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.
These are my questions. And actually, I'd like RuleJJ's question about items answered as well.
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.
These are my questions. And actually, I'd like RuleJJ's question about items answered as well.
Thank you for including those examples. Originally, I was going to add orcs and goblins and the like to the game, but I found it hard to add them to the RPG. That's a similar thing with the cat race. Of course, it's impossible for me to give everyone what they want, because other people will no doubt have problems with what I add and remove. When I get time soon, though, I'll try to get the orc and goblin races in, although they're pretty much the same, unless you mean the orcs for LotR.
Second, the points determine how much skill you have in each section. High Charisma allows for great persuasiveness and, if talking in front of a crowd, you wouldn't be so nervous as other people would. Strength lets you carry more objects, because you're stronger, and so on.
Third, I made it that way because the Human is meant to be a jack of all trades, not a one trick pony.
Fourth, it is actually based off of D&D. I used the 6 score abilities from there, but I changed them to make more sense. Intelligence and Wisdom are mage abilities because the higher Intelligence, the easier it is for you to learn harder things, and Wisdom allows you to use them in correct situations. Charisma is meant for NPC (or other player) conversations. I listed examples of what Charisma could do for RP...
Ah. Okay, I'll try to get everyone's questions answered.
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
{Spoiler}{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!
Awesome! What are the rules on starting items?
Ah, good question.
Based on the start of the RPG (which I don't want to spoil, but if you really wanna know, I'll tell you in jammers It's not that important anyways ), you start with ragged equipment, but you do eventually get starting items, such as a beginner's wand or a rusty sword.
Based on the start of the RPG (which I don't want to spoil, but if you really wanna know, I'll tell you in jammers It's not that important anyways ), you start with ragged equipment, but you do eventually get starting items, such as a beginner's wand or a rusty sword.
You don't need to tell me, but the information you just gave me does help me to create a character.
Let me first say: I was gone for a few days due to a friend coming over and staying at my house for Labor Day weekend. Now that that's over, I'll have to reply to a bunch of stuff...
Second, I'm debating whether to add a cat (fully cat, not a human with ears and a tail) or not, and the same deal with a shapeshifter class. I was thinking of adding Shapeshifting as a part of the Warlock or Wizard... I feel like the Warlock would make more sense, though.
Anyway, what the cat race would look like is basically a cat that can walk like a human (two legs/feet), with fur like a cat, tail, ears, etc, and it would be practically a master thief after a little bit of training, as cats are silent when walking on their feet.
It would also have a bonus +3 to Dexterity. Now, this race has a bit of a different scenario to other races... It's hard to explain, but basically, you can either have a +2 in Charisma or Constitution, or +1 to all of the remaining score abilities (Strength, Wisdom, and Intelligence). This is because the cat race is a jack of all trades, but it has racial abilities that it cannot change, and that goes with any other race. With the 18 score ability points you'd have remaining, you could improve the other abilities to get the right score abilities for the class you wanted, but the class I'd recommend choosing for the cat would be the rogue, as the rogue, like any other RPG, is meant to be the stealthy, thieving type of character. Play it that way.
Anyway, like I said, I want people to vote on whether to keep the cat race or not, and whether to add the shapeshifting abilities to the warlock or the wizard, or add it as it's own class. Now, I will say: It takes me a long time to make each class. There are skills, weapons, weapon abilities, and more that I have to go through. The solutions I had to this problem I had to debate which to choose, and I'm gonna let everyone else decide this: I either take the time every day to work on skills, weapons, weapon abilities, etc and have the who roleplay done in a month or two, OR (and this option will have to be limited by me) people make up their own class based abilities, and they train and learn them (like, they have trainers that teach them and all...), and so you get to know your abilities in your arsenal better than everyone else, even me. I will only be telling you what abilities you can and can't have, based on fairness and power.
So, vote on that for a bit...
First, for the cat race, I would say no. Their is a total of. . . 1 place that I can think of some kind of cat race, Eragon, and so it seems out of place when their are no Orcs, Goblins or some other type of "monstrous" race.
For the Shapeshifting, I'd say put it in an existing class, but limit it. If someone can easily turn into a Dragon, a mouse, a bird and a shark, and have other abilities, that is getting to exploitation level (sneaking in somewhere as a mouse, leveling a town as a dragon etc.) now, having people have an ability allowing them to be JUST a dragon, or JUST a mouse would a good idea (as long as the dragon isn't Smaug level defenses of course, but more like Saphira in power levels). If you want someone to have multiple, make sure they can't have too many powers.
I'd say make them up. It will allow larger arsenals for everyone, meaning that they can have more personal ability lists. Now, weapons you might want to figure out a basic idea of what people can and can't have, but don't make it too specific (Maces can't be used by halflings, not a halfling wizard can only use the Mace of Gravity, and no other Maces). Also, I am getting a little impatient, although I'll stick around because I have nothing better to do.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Based on the start of the RPG (which I don't want to spoil, but if you really wanna know, I'll tell you in jammers It's not that important anyways ), you start with ragged equipment, but you do eventually get starting items, such as a beginner's wand or a rusty sword.
You don't need to tell me, but the information you just gave me does help me to create a character.
Based on the start of the RPG (which I don't want to spoil, but if you really wanna know, I'll tell you in jammers It's not that important anyways ), you start with ragged equipment, but you do eventually get starting items, such as a beginner's wand or a rusty sword.
So you're saying that we don't even start with a wand and things? Because that would imply that we would start knowing no magic, and with no real fighting experience. That will mean characters will be not devoloped much at all, escpecially considering how we know nothing of the world. I can understand not having some special weapon (like I was thinking my character might have a Dragon Scepter to start, not overly powerful but enough to give him the spells he would start with.) but not starting with a basic tool does seem strange. I personally would like to know the reasoning behind this choice, all though I don't really want to know anything major about the plot unless necessary to understand.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Let me first say: I was gone for a few days due to a friend coming over and staying at my house for Labor Day weekend. Now that that's over, I'll have to reply to a bunch of stuff...
Second, I'm debating whether to add a cat (fully cat, not a human with ears and a tail) or not, and the same deal with a shapeshifter class. I was thinking of adding Shapeshifting as a part of the Warlock or Wizard... I feel like the Warlock would make more sense, though.
Anyway, what the cat race would look like is basically a cat that can walk like a human (two legs/feet), with fur like a cat, tail, ears, etc, and it would be practically a master thief after a little bit of training, as cats are silent when walking on their feet.
It would also have a bonus +3 to Dexterity. Now, this race has a bit of a different scenario to other races... It's hard to explain, but basically, you can either have a +2 in Charisma or Constitution, or +1 to all of the remaining score abilities (Strength, Wisdom, and Intelligence). This is because the cat race is a jack of all trades, but it has racial abilities that it cannot change, and that goes with any other race. With the 18 score ability points you'd have remaining, you could improve the other abilities to get the right score abilities for the class you wanted, but the class I'd recommend choosing for the cat would be the rogue, as the rogue, like any other RPG, is meant to be the stealthy, thieving type of character. Play it that way.
Anyway, like I said, I want people to vote on whether to keep the cat race or not, and whether to add the shapeshifting abilities to the warlock or the wizard, or add it as it's own class. Now, I will say: It takes me a long time to make each class. There are skills, weapons, weapon abilities, and more that I have to go through. The solutions I had to this problem I had to debate which to choose, and I'm gonna let everyone else decide this: I either take the time every day to work on skills, weapons, weapon abilities, etc and have the who roleplay done in a month or two, OR (and this option will have to be limited by me) people make up their own class based abilities, and they train and learn them (like, they have trainers that teach them and all...), and so you get to know your abilities in your arsenal better than everyone else, even me. I will only be telling you what abilities you can and can't have, based on fairness and power.
So, vote on that for a bit...
First, for the cat race, I would say no. Their is a total of. . . 1 place that I can think of some kind of cat race, Eragon, and so it seems out of place when their are no Orcs, Goblins or some other type of "monstrous" race.
For the Shapeshifting, I'd say put it in an existing class, but limit it. If someone can easily turn into a Dragon, a mouse, a bird and a shark, and have other abilities, that is getting to exploitation level (sneaking in somewhere as a mouse, leveling a town as a dragon etc.) now, having people have an ability allowing them to be JUST a dragon, or JUST a mouse would a good idea (as long as the dragon isn't Smaug level defenses of course, but more like Saphira in power levels). If you want someone to have multiple, make sure they can't have too many powers.
I'd say make them up. It will allow larger arsenals for everyone, meaning that they can have more personal ability lists. Now, weapons you might want to figure out a basic idea of what people can and can't have, but don't make it too specific (Maces can't be used by halflings, not a halfling wizard can only use the Mace of Gravity, and no other Maces). Also, I am getting a little impatient, although I'll stick around because I have nothing better to do.