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Dungeon Crawl RPG Interest/Idea Thread(Fan-T/Open)

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Katyuscha
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Dungeon Crawl RPG Interest/Idea Thread(Fan-T/Open)

Postby Katyuscha » Sun Jun 28, 2015 3:02 pm

So, after some popular demand, I've decided to open up an idea thread for a dungeon Crawling RPG set in a dark fantasy universe. I'm not the best OP or DM, so while I'm looking for players, I'm also looking for capable and willing OPs, CO-OPs, and DMs who'd like to try their hand at helping to create a world for our players to venture into. I've decided to leave the story and lore of this universe completely vague and let the players fill in the gaps as they play, making the world their own. Having said that, here are some things that are definitely going to be included:

  • We will be using a mixture of fantasy and steampunk tech. This includes muskets, crossbows, the good ol' sword and shield combo, and possible airships and other steampunk contraptions.
  • The RP is set in an era similar to that of the 16th and 17th century Europe. Having said that, this is a fantasy universe and not everything has to be a mirrored image of the real world. You can still play as your knight in shining armor if you so please, but don't be surprised when your fellow compatriots are wearing ruffed collars and tricorns.
  • We will be using dice rolls and attributes to determine the fights and battles the players participate in. If you're fighting a group of rifle toting undead, you roll the dice to see who shoots first and if you even land your blows. You do not kill anything unless the dice say you do. So it is.
  • Other stuff, I don't fuckin' know. That's what you're here for.

I realize that this OP seems rather bare bones and uninteresting. This RP doesn't even have a title, yet, but that's why you're here, isn't it? To work together to create a cool and interesting world to play in. Here we will be working out not only the story and theme of the RP, but also its mechanics. Everyone has a say and everyone gets to contribute in making this fun for all.

So... any takers?
Very soft
Song

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G-Tech Corporation
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Postby G-Tech Corporation » Sun Jun 28, 2015 3:05 pm

Such a sub-par OP. This is bad, and you should feel bad.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Katyuscha
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Postby Katyuscha » Sun Jun 28, 2015 3:09 pm

G-Tech Corporation wrote:Such a sub-par OP. This is bad, and you should feel bad.

*cries* I try so hard
Very soft
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Turmenista
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Postby Turmenista » Sun Jun 28, 2015 6:44 pm

Taggggg

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Katyuscha
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Postby Katyuscha » Sun Jun 28, 2015 6:46 pm

Turmenista wrote:Taggggg

Finally

I was beginning to believe I'd fucked up
Very soft
Song

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The Templar High Council
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Postby The Templar High Council » Sun Jun 28, 2015 8:54 pm

Told you I'd be here.

Still a good co-op, and I found a site where we can roll as a group, unless you want DMs to roll only?
They call me Temp. If I take too long to respond, just TG me. Or TG me whenever, I'm online 90% of the time.
Anime God of P2TM, Last of Lithianity, Bro to All, & P2TM's Villain in Glasses. Kacheen!
2014 P2TM Lifetime Achievement Award Winner. During my first year on NS. Go figure.
And 2015 Most Involved in P2TM? On a roll now!
----->Founder of The Council of the Multiverse community.<-----

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G-Tech Corporation
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Postby G-Tech Corporation » Sun Jun 28, 2015 8:57 pm

The Templar High Council wrote:Told you I'd be here.

Still a good co-op, and I found a site where we can roll as a group, unless you want DMs to roll only?


Probably easier to just have DMs roll. Offsite dicing is a pain and a half to coordinate.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Asukunari
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Postby Asukunari » Sun Jun 28, 2015 9:03 pm

Tag
Not all of Asukunari's views match mine.

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Katyuscha
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Postby Katyuscha » Sun Jun 28, 2015 9:23 pm

The Templar High Council wrote:Told you I'd be here.

Still a good co-op, and I found a site where we can roll as a group, unless you want DMs to roll only?

Yay! And yeah, I'd stick with DM rolls. Makes everything run faster.

I wish more people were here by now so we could start world building and such.
Very soft
Song

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Plzen
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Postby Plzen » Sun Jun 28, 2015 11:37 pm

Tag for interest, I'll be glad to help out with the combat mechanics.

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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Sun Jun 28, 2015 11:47 pm

Muj interesting.
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Katyuscha
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Postby Katyuscha » Mon Jun 29, 2015 12:04 am

Plzen wrote:Tag for interest, I'll be glad to help out with the combat mechanics.
The Armed Republic of Dutch coolness wrote:Muj interesting.
Asukunari wrote:Tag

Yay, interest
Very soft
Song

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Olthenia
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Postby Olthenia » Mon Jun 29, 2015 2:59 am

Tag.

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G-Tech Corporation
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Postby G-Tech Corporation » Mon Jun 29, 2015 8:46 am

So, combat system. What are folks' thoughts?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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WASPSOB
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Postby WASPSOB » Mon Jun 29, 2015 9:15 am

G-Tech Corporation wrote:So, combat system. What are folks' thoughts?

3d4(-2), this yields a 1 to 10 bell curve with a lower probability of disasterous failures and critical successes.

1d10, this yields even possibilities of disasterous failure, failure, minor failure, minor success, success and critical success.

Roll:
1 = disasterous failure, inflict no damage to opponent, take one wound point, opponent +2 to next action/attack.
2 to 3 = failure, inflict no damage on opponent, opponent +1 to next action/attack
4 to 5 = minor failure, inflict no damage on opponent.
6 to 7 = minor success, inflict damage on opponent.
8 to 9 = success, inflict 1.5x damage on opponent, .
10 = critical success, inflict 2x damage on opponent.

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WASPSOB
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Postby WASPSOB » Mon Jun 29, 2015 9:35 am

Magic System suggestion:

Air, Earth, Fire and Water spells.

With these type of spells, a character could fashion a container (Earth), fill it with liquid (water), pressurize (air), heat (fire) and activate the steam engine.

Quickened healing could be the result of alchemy/chemistry.

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The Templar High Council
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Postby The Templar High Council » Mon Jun 29, 2015 11:12 am

WASPSOB wrote:
G-Tech Corporation wrote:So, combat system. What are folks' thoughts?

3d4(-2), this yields a 1 to 10 bell curve with a lower probability of disasterous failures and critical successes.

1d10, this yields even possibilities of disasterous failure, failure, minor failure, minor success, success and critical success.

Roll:
1 = disasterous failure, inflict no damage to opponent, take one wound point, opponent +2 to next action/attack.
2 to 3 = failure, inflict no damage on opponent, opponent +1 to next action/attack
4 to 5 = minor failure, inflict no damage on opponent.
6 to 7 = minor success, inflict damage on opponent.
8 to 9 = success, inflict 1.5x damage on opponent, .
10 = critical success, inflict 2x damage on opponent.

I never thought of using 3d4(-2) substituting or a d10. (Probably because I always have a d10, not that many d4's.) Seems like a good idea.
They call me Temp. If I take too long to respond, just TG me. Or TG me whenever, I'm online 90% of the time.
Anime God of P2TM, Last of Lithianity, Bro to All, & P2TM's Villain in Glasses. Kacheen!
2014 P2TM Lifetime Achievement Award Winner. During my first year on NS. Go figure.
And 2015 Most Involved in P2TM? On a roll now!
----->Founder of The Council of the Multiverse community.<-----

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WASPSOB
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Postby WASPSOB » Mon Jun 29, 2015 11:17 am

The Templar High Council wrote:
WASPSOB wrote:3d4(-2), this yields a 1 to 10 bell curve with a lower probability of disasterous failures and critical successes.

1d10, this yields even possibilities of disasterous failure, failure, minor failure, minor success, success and critical success.

Roll:
1 = disasterous failure, inflict no damage to opponent, take one wound point, opponent +2 to next action/attack.
2 to 3 = failure, inflict no damage on opponent, opponent +1 to next action/attack
4 to 5 = minor failure, inflict no damage on opponent.
6 to 7 = minor success, inflict damage on opponent.
8 to 9 = success, inflict 1.5x damage on opponent, .
10 = critical success, inflict 2x damage on opponent.

I never thought of using 3d4(-2) substituting or a d10. (Probably because I always have a d10, not that many d4's.) Seems like a good idea.

For faster combat resolution, the players might have skill levels to increase the odds of a success. Also, natural 1's could be unalterable.

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The Templar High Council
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Postby The Templar High Council » Mon Jun 29, 2015 11:51 am

WASPSOB wrote:Also, natural 1's could be unalterable.

What do you mean "unalterable"?
They call me Temp. If I take too long to respond, just TG me. Or TG me whenever, I'm online 90% of the time.
Anime God of P2TM, Last of Lithianity, Bro to All, & P2TM's Villain in Glasses. Kacheen!
2014 P2TM Lifetime Achievement Award Winner. During my first year on NS. Go figure.
And 2015 Most Involved in P2TM? On a roll now!
----->Founder of The Council of the Multiverse community.<-----

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Olthenia
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Postby Olthenia » Mon Jun 29, 2015 12:08 pm

WASPSOB wrote:Quickened healing could be the result of alchemy/chemistry.


There's doubtlessly a Royal College of Alchemy that'd be terribly excited to send its students and alumni out to field test some of their more practical techniques and concoctions.

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Plzen
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Postby Plzen » Mon Jun 29, 2015 12:41 pm

You could have a shield and penetration system also.

Say, every weapon has damage and penetration value, while entities have a shield value. Penetration decreases with range.

If penetration is less than shield, the attack receives a -75% penalty to damage (to model situations where the attack is unable to penetrate the defending armor).

For example, let's say that I am attacked by an arquebus, 40 damage and 10 penetration. If I merely have a shirt on, for 1 shield, and stand at point blank range, I receive full 40 damage (assuming no other modifiers).

But if I put on a buff coat (thereby increasing my shield to eight) and stand three meters away (thereby reducing the attack's penetration by three), then my shield is higher than the attack's penetration, so I only receive 10 instead of 40 damage.
Last edited by Plzen on Mon Jun 29, 2015 12:44 pm, edited 1 time in total.

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The Templar High Council
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Postby The Templar High Council » Mon Jun 29, 2015 1:12 pm

Plzen wrote:You could have a shield and penetration system also.

Say, every weapon has damage and penetration value, while entities have a shield value. Penetration decreases with range.

If penetration is less than shield, the attack receives a -75% penalty to damage (to model situations where the attack is unable to penetrate the defending armor).

For example, let's say that I am attacked by an arquebus, 40 damage and 10 penetration. If I merely have a shirt on, for 1 shield, and stand at point blank range, I receive full 40 damage (assuming no other modifiers).

But if I put on a buff coat (thereby increasing my shield to eight) and stand three meters away (thereby reducing the attack's penetration by three), then my shield is higher than the attack's penetration, so I only receive 10 instead of 40 damage.

Ranged weapons have longer reach than 10 meters. Bows and even old firearms can shoot much further and still retain at least some accuracy. And that's a huge drop in damage for possibly being just 1 meter too far.
They call me Temp. If I take too long to respond, just TG me. Or TG me whenever, I'm online 90% of the time.
Anime God of P2TM, Last of Lithianity, Bro to All, & P2TM's Villain in Glasses. Kacheen!
2014 P2TM Lifetime Achievement Award Winner. During my first year on NS. Go figure.
And 2015 Most Involved in P2TM? On a roll now!
----->Founder of The Council of the Multiverse community.<-----

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Ost-Prussia
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Postby Ost-Prussia » Mon Jun 29, 2015 1:17 pm

Tag

Map Maker + banner/flag maker? i dont know lol
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Plzen
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Postby Plzen » Mon Jun 29, 2015 1:25 pm

The Templar High Council wrote:
Plzen wrote:You could have a shield and penetration system also.

Say, every weapon has damage and penetration value, while entities have a shield value. Penetration decreases with range.

If penetration is less than shield, the attack receives a -75% penalty to damage (to model situations where the attack is unable to penetrate the defending armor).

For example, let's say that I am attacked by an arquebus, 40 damage and 10 penetration. If I merely have a shirt on, for 1 shield, and stand at point blank range, I receive full 40 damage (assuming no other modifiers).

But if I put on a buff coat (thereby increasing my shield to eight) and stand three meters away (thereby reducing the attack's penetration by three), then my shield is higher than the attack's penetration, so I only receive 10 instead of 40 damage.

Ranged weapons have longer reach than 10 meters. Bows and even old firearms can shoot much further and still retain at least some accuracy. And that's a huge drop in damage for possibly being just 1 meter too far.

That was a rough example. Numbers can be adjusted if necessary.

And yes, there is a huge difference between almost penetrating someone's armor and just penetrating it, even though that may be the difference of just an extra half a meter of range.

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The Templar High Council
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Postby The Templar High Council » Mon Jun 29, 2015 1:31 pm

Plzen wrote:
The Templar High Council wrote:Ranged weapons have longer reach than 10 meters. Bows and even old firearms can shoot much further and still retain at least some accuracy. And that's a huge drop in damage for possibly being just 1 meter too far.

That was a rough example. Numbers can be adjusted if necessary.

And yes, there is a huge difference between almost penetrating someone's armor and just penetrating it, even though that may be the difference of just an extra half a meter of range.

True, but this isn't real life. It's a game. And games aren't always true-to-life because life isn't always fun to play. Causing a player to deal 1/4 damage because they can't move close enough & fire in the same turn isn't fun gameplay.
Last edited by The Templar High Council on Mon Jun 29, 2015 1:32 pm, edited 1 time in total.
They call me Temp. If I take too long to respond, just TG me. Or TG me whenever, I'm online 90% of the time.
Anime God of P2TM, Last of Lithianity, Bro to All, & P2TM's Villain in Glasses. Kacheen!
2014 P2TM Lifetime Achievement Award Winner. During my first year on NS. Go figure.
And 2015 Most Involved in P2TM? On a roll now!
----->Founder of The Council of the Multiverse community.<-----

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