From: MIGUEL A. B. L. <mb...@fe...> - 2002-03-28 19:13:29
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> >Between the features of that "simple" RP System I need: > >- Simple Character Attributes > > Up to 4 attributes to manage strengh, ability, constitution, and > >intelligenge. > > These attributes will be used to modify the actions an/or to enable > or > >disable them on a level based approach. > > Well if we are still thinking of using the AD&D rules as a > base for our temporary simplified RP system we can use just those 4 > attributes, charisma and wisdom aren't needed until later, or not at > all. I have considered really. But for the sake of the project is really better to mutilate Brian's RP and create a simpler version of it ( perhaps basing some features on AD&D ) > >- Simple Actions System > > Simple actions, not actions that can be considered like an subtype > of the > >simple action. > > We need around 16-32 actions. > > Well for starters, > > *Walk (run could subclass it, if you want to go even more abstract > move which has walk run jump duck and so on all as subclasses) > *Attack (subclasses with ranged and melee.) > *cast(subclasses for spell "circle"?) > *Jump > *drop > *pick up(lift ie above heat type thing) > *look (at/for specific areas/things ?) > *consume (eat,drink, imbibe etc. subclass) > *talk(yell subclass) > *operate (for doors,locks etc, so unlock would be an operation, as > would open, close,lock...) > *duck (crouch,crawl...) > *esp (something for contacting other players not within hearing range > of you, also for contacting admins [as a subclass]) > *emote (to allow for extended rp's not actually affecting the system) Good, I have been requesting for something like this for months :) Just let raise the abstraction level and let remove "useless" actions. drop -> Put pick up -> Get operate -> Use Duck is useless by now. Esp is possible, but I would prefer to manage this out of the game. emote is really simple to do and good to add :) So at present we have: - Move - Chat - Get( pick up ) - Put( drop ) - Look - Consume - Use( Operate ) - Emote > Obviously we are going to have to do some work on overlap, for > instance if you do a DROP action with a rock onto someone's head > would it be controlled by an ATTACK action subclass? Or we could > ignore that for now and wait untill we do a more advanced RP model. Ignore it by now :) Let's do as simple as possible until BETA stage. > >- Simple Combat System > > The iteration must be done as simple as possible. > > use AD&D's d20 system, simplified. The attackee has an Armor Class, > the attacker has a calculated ability to hit that armor class based > upon his/her Thac0 (to hit armor class 0) damage is dealt if the > target is hit. > We will ignore armor for calculating damage, Double damage > for a 20 to hit roll, weapon drop or break for a catastrophic failure > (to hit roll of 1). Ok, I think Brian has nothing really simple done on this area. So it is very prone that we use something similar to this. STUPID QUESTION: When you are attacked and unless you give another command, what your player should do? > >- Simple Magic System > > The Magic system should be as simple as possible. > > Use AD&D here as well. Target has a resistance for each type > of magic, depending on the results of a defend against X roll damage > is reduced. Damage is calculated within a range depending upon the > caster's level. Again, unless Brian has something simple done on this area. > > > >As you see the whole system MUST be as simple as possible. Let's forget > by now > >sectorial damage, blunt, piercing and cut damages, ... > >Let's work this simple RP System so that we can complete it for > >Arianne ALPHA 2. > > > > i agree, we just need to get a bare-bones rp system up and > running. This will be more of a proof of concept then anything > tremendously playable, although, it could be the base for a cool > MUD...:-) Exactly Regards, Miguel |