10 stats by 30 levels in my system (hopefully Ad&d 5.0) (PEACH)

Post/Author/DateTimePost
#1

uglyvan

Mar 22, 2010 0:38:39
the ten stats are (from CORNE sub-system a little tweaked):

CORNE:
Body reigns (Strength/Constitution)
Technics (Dexterity/Intuition)
Relationship (Presence/Tactics)
Animal Nature (Survival Instinct/Empathy)
Psyche (Swiftness/Memory)

Strength for physical feats
Constitution for toxins resistance
Dexterity for tools/weapons use
Intuition for magic items activation
Presence for intimidate and leadership
Tactics for military warfare
Survival Instinct useful when combat arises
Empathy for communicative abilities
Swiftness for quickness and reaction time
Memory for global knowledge

each stat ranges from around 3 to a theorical maximum of 30;
value bonus
 1-6     -1
7-14   +0
15-16 +1
17-18 +2
19-20 +3
21-22 +4
  23    +5
  24    +6
  25    +7 (following friend Tom Cruise's idea)
  26    +8
  27    +9
  28   +10
  29   +11
  30   +12

well in fact stats are mere combination presenting factors based upon each definition;
an example for Dexterity/Tools Use would be by annoyment (YM: - WTF Tom ? TC: - just learning to you a tournure, english tournure that you silly french folks... YM: - don't even know... TC: -... YM: - )

now we all know that BASE 8 brings up a stats range 1-30:
  1 1
  2 2
  3 3
  4 4
  5 5
  6 6
  7 7
  8 8
  9 9
10 10
12 11
14 12
15 13
16 14
18 15
20 16
21 17
24 18
25 19
28 20
30 21
32 22
35 23
36 24
40 25
42 26
48 27
49 28
56 29
64 30

sub-stats should range 1-8, so that (same thing eh?) 1-8 x 1-8 gives 1-30;

now for the thirty levels:

abilities are grouped among three disciplines (??) that a famous writer had presented  in FASERIP Marvel Super system: it is three realms of power: Personal (Ki) , Universal (??), and Dimensional (Chi);

the Ki classes:
1  -2  Thief       Swiftness
2  -1  Rogue     Strength
3  +0 Soldier    Memory
4  +1 Fighter    Dexterity
5  +2 General   Tactics
6  +3 Samuraï   Survival Intinct
7  +4 Monk       Empathy
8  +5 Ninja        Constitution
9  +6 ??            Intuition
10 +7 Brute      Presence

class levels have each 20 sub-levels (WTF? named Ranks ?);

when you use a class level ability you roll 2d10;

example: you are Ki level 3.20;

the two dice are named d1 and d2 respectively;

you roll dice and obtain a 1 and a 10;
d1=1 and d2=10


if d1 and d2 > Realm Rank (i.e. sub-level see above) then Realm Level is decreased by 1 Level
if d1<= Realm Rank or if d2<= realm Rank then Realm Level is left unchanged
if d1<= Realm Rank and d2<= Realm Rank then Realm Level is increased by 1 Level
if d1+d2<= Realm Rank then Realm Level is increased by 2 Levels

actually realms of power range -1 to +5, so effectively give us a -2 to +7 Level range (translated in 1-10 Level Names for ease of use)

now for the example:
d1=1 and d2=10, level rank is .20, Ki level is 3
d1+d2=1+10=11<.20 so we get a +2 level to a base of 3 for a result of level 5
WTF you say now: we can't decide whether it's 1-10 Level 3 or -2->+7 Level 3!
Well actually I was speaking of Ki level, which ranges (as with realms of power) -1 to +5
so Level reached is +5 or Pure 8 (that is, Ninja level; so, you can use a Ninja ability? Yep.)

the Universal realm's classes:

1  
2   Scout
3  
4   Ranger
5   Bard            Intuition
6  
7  
8   Wizard        Memory
9  
10


the Chi classes:

1   Coward    Presence
2   Peasant   Tactics
3   Drunker   Constitution
4   Lord   (as english lords)  Strength
5   Cavalier (see Ad&d 1 Unearthed Arcana) Dexterity
6   Warlord (as in medieval Japan) Empathy
7   Paladin  Intuition
8   Cleric     Survival Instinct
9   Priest    Memory
10 Demon  Swiftness
#2

uglyvan

Mar 22, 2010 0:54:49
before you yell out saying "GUILTY! GUILTY! GUILTY!"
perhaps you englishmen aren't familiar with what I called earlier "Proceed with analogy":
perhaps you could understand the term "parabolic" easier (at last I hope so...)
#3

tardyclock

Mar 22, 2010 0:57:14
... your posts are silly...
#4

uglyvan

Mar 23, 2010 1:09:34

now for FASERIP compatibility:

 1 1   Shift-0        -3
  2 2
  3 3  Feeble        -2
  4 4
  5 5   Poor           -1
  6 6
  7 7  Typical        +0
  8 8
  9 9
10 10
12 11
14 12
15 13
16 14
18 15 Good           +1
20 16
21 17 Excellent      +2
24 18
25 19 Remarkable  +3
28 20
30 21 Incredible     +4
32 22
35 23 Amazing       +5
36 24 Monstrous    +6
40 25 Unearthly      +7
42 26 Shift X           +8
48 27 Shift Z           +9
49 28 Class 1000  +10
56 29 Class 3000  +11
64 30 Class 5000  +12

(this time again thanks Tom)

#5

uglyvan

Mar 23, 2010 1:53:16
now actual sub-stats might be taken in using 4E skills and 2.9E sub-stats:

Strength              Athletics x Physical Cohesion*
Constitution         Endurance x Cleansing (aka high-level Stealth)**
Dexterity             Balance x Aim
Intuition              Insight x Thievery
Presence             Intimidate x Leadership
Tactics                 Bluff x Diplomacy
Survival Instinct  Streetwise x Dungeoneering
Empathy             Nature Lore x Religion
Swiftness           Speed Factor x Acrobatics
Memory              Arcana Lore (warning: the twillight zone awaits idiots) x History

*physical cohesion gives you density increase i.e. physical damage reduction;
**cleansing is literally "leave no trace (in french "ne laissez aucune trace")


edit: Balance will mostly get replaced with the term Combat Reflexes;
Acrobatics deals with a combination of Reaction Time (that is equivalent to spell casting time of earlier editions) and Reach (which speaks of THAC0 value); so perhaps Aim could be replaced with term Reach (in lieu of THAC0) and Acrobatics will be replaced with "Reaction Time" or "Time Delay Factor":


Strength              Athletics x Physical Cohesion
Constitution         Endurance x Cleansing (aka high-level Stealth)
Dexterity             Combat Reflexes x Reach
Intuition              Insight x Thievery
Presence             Intimidate x Leadership
Tactics                 Bluff x Diplomacy
Survival Instinct  Streetwise x Dungeoneering
Empathy             Nature Lore x Religion
Swiftness           Speed Factor x Time Delay Factor
Memory              Arcana Lore (warning: the twillight zone awaits idiots) x History

Speed Factor: act every n segments
1 act every 10 segments
2  9
3  8
4  7
5  6
6  5
7  4
8  3

a round is composed of 10 segments;
ancient Ad&d veterans are used to say that in a one-minute round a low-level fighter gets usually one opportunity to lend a blow to a nearby opponent; 0-level foes can be dealt with using his fighter level instead of but one attack; furthermore, 0-level opponents have low hit points (usually less than 6hp) so it is easy to render them inoffensive with but one blow (in Unearthed Arcana from Ad&d 1st edition GG ruled that only Cavaliers could remain on a conscious level when dropped below 1hp).

To define Reaction Time (or Time Delay Factor), some will think about Weapons Speed Factor; instead i will speak of Monks and their speedness: if Monks are so fast, perhaps we could also enter the speedness vs slowness contest ?
I consider myself like a highspeed (hyperactive) but rather slow to react Monster; slow to react and still I have high Combat Reflexes; now "slow to react" is neighbour of low-Int monster : so, Time Delay Factor is mere Brilliance (or Cleverness); still we will use term Time Delay Factor.
#6

Namagem

Mar 23, 2010 3:15:23
Your posts are like good satire; they lead you in, give you hope that it might actually be about something sensical, and then, once you start reading it through, your hopes are crushed as you realize that it's just another uglyvan topic.
#7

uglyvan

Mar 23, 2010 4:02:47
now actual sub-stats might be taken in using 4E skills and 2.9E sub-stats:

Strength              Athletics x Physical Cohesion*
Constitution         Endurance x Cleansing (aka high-level Stealth)**
Dexterity             Balance x Aim
Intuition              Insight x Thievery
Presence             Intimidate x Leadership
Tactics                 Bluff x Diplomacy
Survival Instinct  Streetwise x Dungeoneering
Empathy             Nature Lore x Religion
Swiftness           Speed Factor x Acrobatics
Memory              Arcana Lore (warning: the twillight zone awaits idiots) x History

*physical cohesion gives you density increase i.e. physical damage reduction;
**cleansing is literally "leave no trace (in french "ne laissez aucune trace")


edit: Balance will mostly get replaced with the term Combat Reflexes;
Acrobatics deals with a combination of Reaction Time (that is equivalent to spell casting time of earlier editions) and Reach (which speaks of THAC0 value); so perhaps Aim could be replaced with term Reach (in lieu of THAC0) and Acrobatics will be replaced with "Reaction Time" or "Time Delay Factor":


Strength              Athletics x Physical Cohesion
Constitution         Endurance x Cleansing (aka high-level Stealth)
Dexterity             Combat Reflexes x Reach
Intuition              Insight x Thievery
Presence             Intimidate x Leadership
Tactics                 Bluff x Diplomacy
Survival Instinct  Streetwise x Dungeoneering
Empathy             Nature Lore x Religion
Swiftness           Speed Factor x Time Delay Factor
Memory              Arcana Lore (warning: the twillight zone awaits idiots) x History

Speed Factor: act every n segments
1 act every 10 segments
2  9
3  8
4  7
5  6
6  5
7  4
8  3

a round is composed of 10 segments;
ancient Ad&d veterans are used to say that in a one-minute round a low-level fighter gets usually one opportunity to lend a blow to a nearby opponent; 0-level foes can be dealt with using his fighter level instead of but one attack; furthermore, 0-level opponents have low hit points (usually less than 6hp) so it is easy to render them inoffensive with but one blow (in Unearthed Arcana from Ad&d 1st edition GG ruled that only Cavaliers could remain on a conscious level when dropped below 1hp).

To define Reaction Time (or Time Delay Factor), some will think about Weapons Speed Factor; instead i will speak of Monks and their speedness: if Monks are so fast, perhaps we could also enter the speedness vs slowness contest ?
I consider myself like a highspeed (hyperactive) but rather slow to react Monster; slow to react and still I have high Combat Reflexes; now "slow to react" is neighbour of low-Int monster : so, Time Delay Factor is mere Brilliance (or Cleverness); still we will use term Time Delay Factor.

Athlectics deals with self-improvement.
#8

tequila_sunrise

Mar 23, 2010 11:45:52
(following friend Tom Cruise's idea)


Best. Tangent. Ever.
#9

uglyvan

Mar 24, 2010 1:54:33
now about Time Delay Factor levels:
1 cunning
2 cute (Uglyvan's current value sub-stat level)
3 smart
4 clever
5 brilliant
6 ??? (suggest High.. )
7 genius
8

some of my Girlfriend Ermanouvelle revealed to me yesterday that TDF deals with Initiative Levels;

my (poor) usage of Initiative is:
at the beginning of each round everyone rolls for Initiative in order to decide who gets to act first.

With use of term Time Delay Factor we plug Initiative mit Intelligence;
Intelligence is for use with Magicians;
Initiative is very important when you wanna cast a spell;
... (computing data)
===>a Magician often has Good (i.e. 4) Initiative Level;
in France, "prendre l'initiative" is equivalent to "taking a fief (??? Tom says it's okay fer ya ta ounderstand)"; that is a relevance of (a small) victory;

resulting data on the output: you should never forget that always we might get to encounter some of us that has followed the same path that we think is the good one and to teach us a clever lesson (like yesterday when I fell from grace encountering a Paladin who launched at me a "look attack" (french "attaque de regard" ) that I had no defense against; well, neighbours were silly looking for anger from my defeated face; that helps me remember Taï-Tchi Master Tung Kaï Ying that spoke to me of "everyone being students" that I somewhat dismantled.
#10

uglyvan

Mar 24, 2010 2:13:54
complément d'information:

my mother said to me two days ago that along with travels a man (or woman is his case) happens to let local people get into contact with a clear meeting ; upon result it results itself in the traveler obtaining permanent contact to the local beforementioned citizen; in so we might so think of renaming Time Delay Factor as Contacts;

Contacts might interfere with Reach (Dexterity sub-stat) and aren't so useful as a sub-stat;
furthermore, ( I guess ) my mother has a lot of ideas for use with the term Time Delay Factor, (french "notamment")... for example for travel through time...
#11

uglyvan

Mar 24, 2010 5:34:09
the general  rules in regards with sub-stats are (from FUDGE or Angband Roguelike):

1 weak
2 mediocre
3 fair
4 good
5 excellent
6 superb
7 epic
8 legendary

#12

bone_naga

Mar 26, 2010 19:29:13
It really never gets old. I just can't stay away.
#13

uglyvan

Mar 27, 2010 2:55:38
ohff, let's try (a little) Magic-Users classes:

1   Groom
2   Janitor
3   Cooker
4  
5   Writer
6  
7  
8  
9  
10
#14

uglyvan

Mar 27, 2010 4:31:25
Magic User Path

10 Druid          constitution or empathy
 9  Wanderer  strength or survival instinct
 8  Ruler          memory or presence
 7  Wizard       survival instinct or intuition
 6  Musician     empathy
 5  Writer        tactics or memory
 4  courtisan   swiftness or presence
 3  Cook          presence or swiftness
 2  Janitor       dexterity
 1  Groom       intuition
#15

uglyvan

Mar 27, 2010 5:01:07
now for some coherent data:

.1 = (81% x -1) + (18% x +0) + (1% x +1) + (0% x +2) ===> .1 = -81 +1 = -80

so a 1.1 path level is equal to 1 x 100 + -80 ( one full level gives you 100 points)

level points
 1      100
 2      200
 3      300
 4      400
 5      500
 6      600
 7      700
 8      800
 9      900
10    1000

because you begin at least on path level 1.1, you are worth at least 100 -80 =20 points for each of the three paths (Personal, Universal, and Dimensional);

.1   -81+0+1+0= -80
.2   -64+0+3+2x1= -59
.3   -49+0+6+2x3= -37
.4   -36+0+10+2x6= -14
.5   -25+0+15+2x10= +10
.6   -16+0+21+2x15= +35
.7   -9+0+28+2x21= +61
.8   -4+0+36+2x28= +88
.9   -1+0+45+2x36= +116
.10 -0+0+55+2x45= +145
.11 -0+0+45+2x55= +155
.12 -0+0+36+2x64= +164
.13 -0+0+28+2x72= +172
.14 -0+0+21+2x79= +179
.15 -0+0+15+2x85= +185
.16 -0+0+10+2x90= +190
.17 -0+0+6+2x94= +194
.18 -0+0+3+2x97= +197
.19 -0+0+1+2x99= +199
.20 -0+0+0+2x100= +200

maximum reachable path's level points is 1000+200=1200 at level 10.20

Uglyvan's path levels are Brute (10.n), Cook (3.n), Warlord (6.n);
points are between 920 (for 10.1) + 220 (for 3.1) + 520 (for 6.1) and 1200 (for 10.20) + 500 (for 3.20) + 800 (for 6.20) ===> 1760 <= Uglyvan <= 2500

(these are only for examples; infinite is the Universe )
#16

bone_naga

Mar 27, 2010 10:07:01
Ooh, cooks and janitors as classes. I can think of a few people from the 4e general forums that need to see this system.
#17

warcolonel

Mar 27, 2010 10:11:14
I keep feeling like I'm walking into the middle of a conversation between a calculator and a crossword puzzle.  I know what everything means, but have no context.  The most unusual thing: I think I should be able to understand what it all means.  I really wouldn't be surprised if, when completed, this is a perfect version of D&D, or creates a really geeky Skynet.
#18

oldguygaming

Mar 27, 2010 18:50:53
now for some coherent data:


Still waiting.

#19

Qube

Mar 28, 2010 7:41:50
UglYvan, I was just thinking. Now, the material you post, doesn't seem to be posted to be for the broader public (I try to read all threads in this homebrew forum) and your threads seem to be ... I don't know. even with an open mind, I can't understand what you're talking about.

So, what I was thinking. If you're just using the forum as a way to communicate with your friends, or if they are just idea's that you can read everywhere ... the WotC forum has a new function called 'blog'. There you can post what ever you want (within the code of conduct rules of course) without any of us flaming on your threads;




(or en francais (I'm thinking that's your native language; pardon my mistakes, it's been ~10 years ...,))

UglYvan, j' etais en tren de pendre ... le material que vois poste icy, je pense que ce n' es pas posté icy pour nous. Parse que, si je le lire, je ne comprais rein que tu diet. Donque, je pendrais, si to poste le material pour votre amies, ou parsque tu veux lire votre material de tout les place que tu es, le WotC forum a une noveau function 'blog'. La, tu peux poste que tu veux, sanse nous poste des post enflamoitoire ...
(excusé moi pour mon francais horrible, c'etais 10 ans ce j'éé parlé le francais, et beceax plus ce j'éé l' equire ...)
#20

uglyvan

Apr 01, 2010 16:55:27
sorry, I'm a complete bull***** in computers, so it wouldn't get better if posted in blog...


the CORNE sub-system makes up for coherent data:

C = body reigns
O = technics
R = relationship
N = animal nature
E = psyche

Uppercase is where you go to, lowercase is where you come from:

Strength             Co Oc  Athletics  Physical Cohesion
Dexterity             Cr Rc  Combat reflexes  Reach
Constitution        Cn Nc  Endurance  Cleansing
Swiftness            Ce Ec  Speed Factor  Initiative
Intuition              Or Ro  Insight  Thievery
Presence             On No  Intimidate  Leadership
Tactics                 Oe Eo  Bluff  Diplomacy
Survival Instinct   Rn Nr  Streetwise  Dungeoneering
Memory               Re Er  Arcana Lore  History
Empathy             Ne En  Nature Lore  Religion

((needs to get sorted))
#21

uglyvan

Apr 01, 2010 17:05:17
here is what I had posted as a proposal for "the future of ADOM"; replace the TEMPS sub-system with the CORNE sub-system (obviously this thread has very limited use)

Technics
Empathy
Music
Physics
Steam

You've got to choose up to 5 classes from the standard 20 ADOM Classes,
each ranking from Level 0 (not yet a practicer) to Level 10, so that
your Global Level may climb to famous Lvl 50.

Each class is given one Major (10) Domain and one minor ( 6) Domain;
these are fixed by the rules and depend on class type (there are 5
domains, T E M P and S), but Player is free to choose between the 3
other domains (i.e. neither M nor m ) a knowledge (3) domain (at class
level 3) and one level will be given upon achieving class level 10 in a
domain between the last two as a bonus domain... well take a look
beneath

Class Lvl   1   2   3    4   5   6    7   8   9   10
Major 10 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
minor   6  +1 +2      +3 +4      +5 +6
knowl   3            +1            +2           +3
bonus  1                                                  +1

Furthermore, when a given Domain has but one level in it you are
considered Débutant; at M 10, m 8, k 9, and b 10, you climb one Rank
in your expertise : the five Ranks are Débutant, Amateur,
Professionnel, Expert/Champion, and Maître.


Each Domain may be chosen once as M (10), once as m (6),
once as k (3) and once as b (1) ,so to climb to 20th Level in, say
Steam, you must be
- 10th Level in a class using intensively energy
- 8th Level in a class where endurance is a factor
- 9th Level in a 3rd class in which Steam is chosen as k at 3rd Level
- 10th Level in a 4th class in which Steam is chosen as b at 10th
level
....Global Level 37
but you may be 19th Steam level at GL 27
and you could be 16th S at but GL 18..
one thing to remember here is levels 17-20 in a domain should give lots
of abilities...
well we will see later if this is the case, but for the moment let us
examine the 20 classes and see how we can regroup them :

euh, well what are these domains anyway ?

--Technics gives you lots of skills and skill levels
--Empathy helps you understand the working of many things in the
world, including creatures, elements, status, and classes.
--Music is the key to enthousiasm, that is to say moral; with a high
moral you can supercede your skill levels, and you can spend moral to
achieve great deeds.
--Physics lets you understand the magics of reality, giving you
access to spells (each class should have a spell list with unique
spells attached to it);each spell is bound to a domain.
--Steam is your personal endurance reserve; with high stamina you can
launch more spells, or sustain more non-critical blows.




With each domain is associated a primary ability (or stat):
with Technics comes Dexterity
with Empathy is Charisma
with Music lies Intelligence
with Physics there is Wisdom
with Steam is a mix of strength and constitution called Health

Each ability begins in the range of -5 to +3 and can be raised up to
Max(3,min(9,(Stat Domain)/2)) by spending AP (ability points) that you
get with each Global Level (your GL gives you the number of AP that you
get this level, i.e. if you began to play at 50th GL you should spend
1275 AP in abilities).

Euh, in fact stats start at 0 and you can obtain bonus AP at the rate
of 1 per negative point in a stat (but you will have to raise your
stats at a later time by losing those bonus AP)

There are also secondary abilities, such as
--Flesh and Bones (FB), beginning at 10 points and you can purchase
up to 40 levels (each level gives you +1hp oops FB).
--Chaining Mastery (CM),beginning at level 0 that you can raise up to
level 20.
--Latency Time (LT): 20-CM; between two actions you lose min(d20,LT)
segments due to your lack of control of the flow of the universe-oh
oh, where did i read about that ??

Ability levels (along with Moral level) use the same table as AP from
GL i.e. if you wish to have a Health of +9 you will have spent a total
of 45 AP, and one super-heroic good character with 1000 points of moral
is entitled to level 44 (the Maximum without magic) in every known
skill or power, although he drops to level 43 after losing 15 moral -
( moral cost is 5 times (sigma rank increase) with 1 rank is 5 skill
levels, and one action is resolved by rolling 1d20 + skill levels +
magic( up to +6), then by dividing the total by 5 ( rounded down) and
comparing the score with the rank required; i.e. if you total a 13 then
you score a 2, and if you needed rank 5 and you have 5*(1+2+3) moral
and it's worth it then you can succeed in your action. Grand Maximum is
theorically 70 i.e. rank 14 but the toughest (level 10) spells to
launch require a 60 ( and a spending of 55 Steam ahem).)
-
With 1275 AP you can purchase 40 levels of FB worth 820 AP
20 levels of CM worth 210 AP
and 5 times 9 levels of stats worth 225 AP
So there is room for a FB increaser, 4 times from *2 to *5, each time
worth 5 AP, but to get one you must raise one class to 10th level ( so
after reaching GL 40 you may reach 250 FB).


A skill or power (s o p) requires 1 point to climb a level, but you are
somewhat limited by the domain it refers to, see below

Domain Level 1-4 5-9 10-13 14-16 17,18 19 20
s o p Level is DL+3 DL+4 DL+5 DL+6 DL+7 27 29

To a s o p Level you gain exceptional bonus based on Domain Lvl

DL 1-4 5-9 10-13 14-16 17,18 19 20
bonus +0 +1 +2 +3 +4 +5 +6

Finally you get a bonus ( or malus) based on your stat score

So, to obtain a natural +44 to a s o p you need to be 20th DL plus
having spent 29 points in the s o p plus having a +9 stat.



One thing to keep in mind here is that although at low level you can be
a dreadful fighter but a poor wizard, at high levels you are both
devastating and unbeatable...

Near the end of the game, each domain will eventually have four classes
attached to it, one Major, the second minor, the third being knowledge,
and the fourth a bonus.
Actually, each Class gives some points per level to the Domain
so that one can purchase skill levels etc :
--a Major Class gives 10 points per level
--a minor Class is worth 6 per level
--a knowledge Class but 3 per level
--a bonus Class 1 per level

As each class may attain 10th level, a given Domain can grow to
100+60+30+10 or 200 points. The stat associated with the Domain gives
an additional stat( magic included) times Domain Level increment - max
is ( +9( +6))*20) that is 300 more points.
So max points should be around 500; alignment modifies this total as
explained below...



Player's Alignment is based on AD&D i.e. nine possibilities, see
below:
<-Lawful: Empathy is doubled, Steam is halved
->Chaotic: Steam is doubled, Empathy is halved
/\Good: Music is doubled, Technics is halved
\/Bad: Technics is doubled, Music is halved
>< Neutral: Physics is doubled


a True Neutral Player may get up to 1000 points in physics, and 500
points in every other Domain; every other Player will have a limitation
in at least one Domain which will lower it to 250 points at best;
for example, Players GL 50 with +6 enhancement in each stat will look
like this:

Al LG NG LN CN
T 250 250 500 500
E 1000 500 1000 250
M 1000 1000 500 500
P 500 1000 1000 1000
S 250 500 250 1000


As is revealed, an extreme Alignment gives two weaknesses, while
a partly Neutral is very skilled in magics.

Let us now examine the 20 Classes :


Tm Archer
Tp Assassin
Ms Barbarian
Ep Bard
Me Beastfighter
Mp Druid
Ps Elementalist
Sp Farmer
Ts Fighter
Te Healer
Se Merchant
Pt Mindcrafter
Es Monk
Pe Necromancer
Em Paladin
Et Priest
Mt Ranger
Sm Thief
St Weaponsmith
Pm Wizard

Say your first Class is Farmer (Sp) , then you pick Elementalist (Ps) , followed by
Beastfighter (Me) , and Paladin (Em) , i tell you there's no fifth Class for you to
take and you're limited to GL 40 with no great skill in Technics, i.e.
no M nor m in T.


Now it's time to take a look at the classes themselves :

(it seems to be easier to understand any class by means of the minor
Domain associated with it...)

Archer : the Archer is a musician, a sort of artist and his skills are
therefore associated in as doing the least damage to anything not in
lock, while anyone crossing the eye of an archer is as quickly dead as
if blasted by Superman's hot searing infrared superior sight.

Assassin : ever heard about Kenshiro from Hokuto ? well, an assassin is
the perfect killer, for he knows about physics in the realm of living
body tissue..

Fighter : well, what the heck does a fighter look like nowadays?
Easy, man, it's the most common army dreamer that you ever dreamed of,
i.e. using technology/equipment/tools as an extension of his body....

Healer : a healer is the equivalent of a rabbi, that is to say using
his understandings of the relations interacting with the line of life
of his subject to give him breath back...

okay, this is it for the technicians; empaths follow :

Bard : a bard is a jack-of-all-trades because he knows physics - that
is, he develops powers- when it is appropriate to enhance his
relationship with his milieu; so he may learn about any spell, although
it is not him who would dare decide what to learn at the appropriate
time, of course.

Monk : a monk is a monk a la Caine from 70's Kung Fu TV series, that is
always at work to help eternity; in terms of play let's assume that
they have access to all the metapsionics/metamagics, that is all cheats
allowed by the rules .......

Paladin : a paladin is always at the right place at the dramatically
right time; like a cat he is attracted by strange vibrations which
always bring forth lots of change in a country. If you know about Star
Wars RPG then you know what happens when you use the force at the right
time : you gain force points, and a paladin has a --healing skill-- to
his moral.

Priest : priests ( and it is a discovery to me) bring light at the face
of the world when the time has come, so they have to be free upon the
choice of developing any skill available in the game.

now let us appreciate the living ears of the universe :

Barbarian : no, the barbarian is not a ruthless brute. He is a savage,
a primitive one with lots of endurance, as red as Conan himself...
well, if you ever considered the american red skins as either savage or
primitive, you never heard about barbarians anyway. Happy with nature
beings, uncaring of any threat and always on the road.

Beastfighter : beastfighters use their near perfect sociability to
wreak havoc in the heart of chaotic evil beings, using lots of gestures
actually.

Druid : druids are the guardians of planet earth; they have total
disrespect only for themselves. High level druids have a broad range of
terraforming powers, along with shapechanging facilities, which takes
them away from mortals.

Ranger : theorically, a ranger is a policeman, no more, no less.

---to be continued---

#22

Dark_Stryke

Apr 05, 2010 22:28:37
To quote a popular meme "...What is this I don't even..."

I was laughing hard through most of this. It's like uglyvan's brain was fused with a computer in a freak lab accident, and now the two halves are fighting for domination through the medium of web forums.

I have every confidence that this is the perfect RPG, or would be, if any human being could understand it.
#23

oldguygaming

Apr 05, 2010 23:50:40
Herein lies the answer to infinite knowledge...  if you can only decipher its message.
#24

bone_naga

Apr 06, 2010 11:32:36
(obviously this thread has very limited use)




#25

OskarOisinson

Apr 19, 2010 23:14:44
This is probably the funniest thread I've read. I feel like you're playing a (im)practical joke on the DnD community.
#26

uglyvan

Jun 09, 2010 4:21:05
résumé du topic

there are three realms of power:

1 (worth 1x) The Martial realm of Power
2 (worth 2x) the Arcane realm of Power
3 (worth 4x) the Divine realm of Power

1: Martial levels and names:

10/7/spec Ninja Brute  stat: Presence
9/6/spec Monk,crit Ninja Assassin  stat: Intuition
8/+5/spec Samuraï,crit Monk,norm Ninja Ninja  stat: Constitution
7/+4/spec General,crit Samuraï,norm Monk, fail Ninja Monk  stat: empathy
6/+3/spec Fighter,crit General,norm Samuraï,fail Monk Samuraï  stat: survival instinct
5/+2/spec Soldier,crit Fighter,norm General,fail Samuraï General  stat: tactics
4/+1/spec Rogue, crit Soldier, norm Fighter, fail General Fighter  stat: dexterity
3/+0/crit Rogue, norm Soldier, fail Fighter Soldier  stat: memory
2/-1/norm Rogue, fail Soldier Rogue  stat: strength
1/-2/fail Rogue Thief stat: swiftness

2: Arcane levels and names:

10/7/spec Ruler Druid  stat: empathy
9/6/spec Wizard, crit Ruler Wanderer  stat: survival instinct
8/+5/spec Musician, crit Wizard, norm Ruler Ruler  stat: tactics
7/+4/spec Writer, crit Musician, norm Wizard, fail Ruler Wizard  stat: swiftness
6/+3/spec Courtisan, crit Writer, norm Musician, fail Wizard Musician  stat: dexterity
5/+2/spec Cook, crit Courtisan, norm Writer, fail Wizard Writer  stat: intuition
4/+1/spec Janitor, crit Cook, norm Courtisan, fail Writer Courtisan  stat: presence
3/+0/crit Janitor, norm Cook, fail Courtisan Cook  stat: constitution
2/-1/norm Janitor, fail Cook Janitor  stat: strength
1/-2/fail Janitor Groom  stat: memory

3: Divine levels and names:

10/7/spec Cleric Demon  stat: swiftness
9/6/spec Paladin, crit Cleric Priest  stat: memory
8/+5/spec Warlord, crit Paladin, norm Cleric Cleric  stat: survival instinct
7/+4/spec Cavalier, crit Warlord, norm Paladin, fail Cleric Paladin  stat: intuition
6/+3/spec Lord, crit Cavalier, norm Warlord, fail Paladin Warlord  stat: empathy
5/+2/spec Drunker, crit Lord, norm Cavalier, fail Warlord Cavalier  stat: dexterity
4/+1/spec Peasant, crit Drunker, norm Lord, fail Cavalier Lord  stat: strength
3/+0/crit Peasant, norm Drunker, fail Lord Drunker  stat: constitution
2/-1/norm Peasant, fail Drunker Peasant  stat: tactics
1/-2/fail Peasant Coward  stat: presence

in fact, there are only 7 levels from each of the three realms, with a variation from +2 to -1 (based on realm level's sub-level, from .1 to .20);
realms' TRUE levels are therefore -1 to +5, but can vary between -2 and +7; for easier reference we rename those ten increments levels 1 to 10; but remember that unless you bear a .20 in your realm's TRUE level (which translate to "always +2" or 100% +2), the actual (figurative) level you reach varies at each of your actions; nethertheless, abilities respondig to a given figurative level and level name are not too far away in between each level gap: that is to say if you have level 5 in Divine Power, you generally act like a Cavalier, sometimes dropping to Lord and sometimes gaining abilities from Warlords and Paladins;

actually there's an issue in how you declare what you want to do in the next round:
1° you might want to say "my character will try to lay on hands my fallen comrade"
2° you better say: "I wanna use a healing power to help an ally" then roll for actual level of your healing power; likewise, clerics should gain access to Raise Dead while Priests could Resurrect; Raise the Dead should be a level 9 Divine Power and Resurrect a level 10 Divine Power...
ohhff I wanted to say Paladins may reach Level 9 on a spec roll (+2) while Clerics will reach Level 9 on a crit (+1) roll; and Clerics will reach Level 10 on a spec roll (and resurrect would be a Level 10 Divine Power); of course, a high level Cleric will resurrect with ease...
#27

uglyvan

Jun 09, 2010 5:20:37
well I now think previous post is actual loss of time; it will be easier to rule four power levels for each one of a realm's TRUE 7 levels;
so a given character class will have four power levels for each of it's abilities...
namely failure, normal use, critical use and special power score.
#28

uglyvan

Jun 09, 2010 6:30:31
so let's try this way:

edit: 7 Monk
edit: 6 Ninja
5 Samuraï
4 General
3 Fighter
2 Soldier
1 Rogue

7 Ruler
6 Wizard
5 Musician
4 Writer
3 Courtisan
2 Cook
1 Janitor

7 Cleric
6 Paladin
5 Warlord
4 Cavalier
3 Lord
2 Drunker
1 Peasant


Well, silly of me, I thought I was a Brute; in fact I am a King (.20) of the Rogues (so I always look like a Fighter, using Strength all the time or so)
I am also a good Cook, and new to the Warlord class (so .1 or .2)

well my poor mother is Soldier/Janitor .20/Peasant
I told her to become Drunker and to take her time in making dinner, plus learning martial arts
#29

uglyvan

Jun 09, 2010 11:24:58
then, each class would be linked to a skill:

dealing with fear using Ki:

7 Monk       acrobatics
6 Ninja       stealth
5 Samuraï  dungeoneering
4 General   bluff
3 Fighter    athletics
2 Soldier    bureaucratics*
1 Rogue     thievery


dealing with energy using Mana:

7 Ruler           history  
6 Wizard        arcana lore
5 Bard            religion
4 Writer          culture*
3 Courtisan    insight
2 Cook              cooking*
1 Janitor         cleansing*


dealing with breathing using Chi:

7 Cleric      healing
6 Paladin   perception
5 Warlord  streetwise
4 Cavalier  diplomacy
3 Lord       intimidate
2 Drunker  endurance
1 Peasant  nature lore

*new skills

Bureaucratics: you are good in sorting data
Culture: you know well what people like the most
Cooking: you are a good fellow to have; one always gets well feed at your table
Cleansing: you know how to leave no trace
#30

starfire311

Jun 10, 2010 22:27:16

now for FASERIP compatibility:

 1 1   Shift-0        -3
  2 2
  3 3  Feeble        -2
  4 4
  5 5   Poor           -1
  6 6
  7 7  Typical        +0
  8 8
  9 9
10 10
12 11
14 12
15 13
16 14
18 15 Good           +1
20 16
21 17 Excellent      +2
24 18
25 19 Remarkable  +3
28 20
30 21 Incredible     +4
32 22
35 23 Amazing       +5
36 24 Monstrous    +6
40 25 Unearthly      +7
42 26 Shift X           +8
48 27 Shift Z           +9
49 28 Class 1000  +10
56 29 Class 3000  +11
64 30 Class 5000  +12

(this time again thanks Tom)




you forgot shift Y
#31

uglyvan

Jul 01, 2010 21:02:22
... or, perhaps:

1-42 constitution
1-42 dexterity
1-42 empathy
1-42 intuition
1-42 memory
1-42 presence
1-42 strength
1-42 survival instinct
1-42 swiftness
1-42 tactics

each made of two 1-10 sub-stats with values labelled like

 1  disabled
 2  weak
 3  mediocre
 4  fair
 5  good
 6  superb
 7  epic
 8  legendary
 9  godly
10 cosmic





Martial Realm

10 Brute      presence
 9 Assassin  intuition
 8 Monk       empathy
 7 Ninja       constitution
 6 Samuraï  survival instinct
 5 General   tactics
 4 Fighter    dexterity
 3 Soldier    memory
 2 Rogue     strength
 1 Thief       swiftness

when using a Thief ability you use your swiftness score
when using a Rogue ability you use swiftness or strength, whichever is lowest
when using a Soldier ability, you use swiftness or strength or memory, whichever is lowest
etc

example:

11 constitution
14 dexterity
 6  empathy
 9  intuition
16  memory
16 presence
18 strength
15 survival instinct
19 swiftness
12 tactics


 6 Brute      presence
 6 Assassin  intuition
 6 Monk       empathy
11 Ninja       constitution
12 Samuraï  survival instinct
12 General   tactics
14 Fighter    dexterity
16 Soldier    memory
18 Rogue     strength
19 Thief       swiftness

Arcane Realm:

 6 Druid           empathy
 9 Barbarian    survival instinct
 9 Ruler           tactics
 9 Wizard        swiftness
 9 Bard            dexterity
 9 Writer          intuition
11 Courtisan     presence
11 Cook            constitution
16 Janitor         strength
16 Groom         memory

Divine Realm:

 6 Demon       swiftness
 6 Priest         memory
 6 Cleric         survival instinct
 6 Paladin      intuition
 6 Warlord     empathy
11 Cavalier    dexterity
11 Lord          strength
11 Drunker    constitution
12 Peasant    tactics
16 Coward     presence

#32

uglyvan

Jul 01, 2010 21:45:02
the FASERIP table:

 1    1  Shift-0  spell level -3 (major hindrance)
 3    3  Feeble  spell level -2 (minor hindrance)
 5    5  Poor     spell level -1 (cosmetic hindrance)
 7    7  Typical  spell level  0 (cantrips)
12  15 Good    spell level  1
16  20 Excellent  spell level 2
18  25 Remarkable spell level 3
20  30 Incredible  spell level 4
22  36 Amazing    spell level 5
24  42 Monstrous spell level 6
25  49 Unearthly  spell level 7
26  54 Shift-X       spell level 8
28  60 Shift-Z       spell level 9*
30  64 CL 1000  spell level 10
36  81 CL 3000  spell level 11
42 100 CL 5000 spell level 12

*example read:
Ad&d stat 28, sub1 x sub2 = 60, FASERIP eqv is Shift-Z, spell level of abilities is level 9
#33

uglyvan

Jul 03, 2010 12:48:48
CORNE

C = Strength x Constitution
O = Dexterity x Intuition
R = Presence x Survival Instinct
N = Tactics x Empathy
E = Swiftness x Memory

here we've got ten stats; furthermore these stats can be cut in two for a twenty sub-stat combo:

Strength = Athletics x Physical Cohesion
Constitution = Endurance x Cleansing
Dexterity = Combat Reflexes x Reach
Intuition = Insight x Thievery
Presence = Intimidate x Leadership
Survival Instinct = Streetwise x Dungeoneering
Tactics = Bluff x Diplomacy
Empathy = Nature Lore x Religion
Swiftness = Speed Factor x Initiative
Memory = Arcana Lore x History

for the most these sub-stats come from DnD 4 skills; here are unreferenced defines:

Physical Cohesion gives Damage Reduction
Cleansing means you leave no trace; in effect it is equivalent to high stealth combined with high toxins resistance
Combat Reflexes gives general Fighter Level
Reach lets you dive deeper and deeper within an opponent's defenses like in Champions's Find Weakness Talent
Leadership is like Ad&d 2.9's sub-stat of Charisma
Speed Factor gives general speedness value: you get to act every n segments (a round is 10 segments long)
1 act every 10 segments
2                  9
3                  8
4                  7
5                  6
6                  5
7                  4
8                  3
Initiative is something I dunno about; perhaps it lets you manage different fights at the same time; I only know that with a good init you have the opportunity to act first against your opponent(s); is also very important to spellcasters; well this is all basic knowledge of that sub-stat, so mine score would be weak (2) (as with other Ad&d players' score; this time again Wizards win the contest - I speak "Wizards" for they're supposed to be what they claim to be, eh? )

perhaps Initiative gives you the opportunity to manage your opponent on a successful Initiative check by taking 10 even under Combat Mode...
#34

uglyvan

Jul 03, 2010 13:17:53

alternative method to calculate your 10 stats:

BASE is the highest of your 20 sub-stat scores ( a sub-stat ranges 1-10/disabled--->cosmic)
to generate a given stat, add up both sub-stats with a bonus equal to your BASE.

BASE  (stats range)
 1             3-3     disabled
 2             4-6     weak
 3             5-9     mediocre
 4            6-12    fair
 5            7-15    good
 6            8-18    superb
 7            9-21    epic
 8           10-24   legendary
 9           11-27   godly
10          12-30   cosmic