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| #1jimprofitNov 25, 2008 5:26:50 | ![]() It's an idea I've been tinkering with. And seems like it would do great in D&D sense I don't have to justify anything with pseudo-science and be like "It's magic okay?!". Granteed even magic has some rules.. So here's what I got so far.. Classes: Generic warrior and generic expert from unearthed arcana. Not alot of class selection, but there's no need. The majority of customization comes with selecting feats, skills, and abilities. You can't purchase class abilities with bonus feats as before. Instead, every level you earn class ability points called ADAM. ADAM: The amount of ADAM you get per level to spend on class abilities is equal to your wisdom score. Differant abilities cost different amounts of ADAM, and most have a tree. (Like the rage tree, the hexblade's curse tree, the sneak attack tree..) Plasmids: Another major difference is that inorder to cast spells, the PCs will need to inject themselves with a special drug called plasmids. (Injection takes a full-round action) Plasmids obviously have a level as the spell-level. Sometimes plasmids are so powerful, that the player can go into shock. Though no set rules are made, if a PC were to abuse plasmids he should face consequinces. Needing to make fort and will saves to overcome shock and bodily harm. (Possibly becoming confused, sickened, fatigue, or even suffering hallucinations..) Caster Level: A plasmid's caster level is determined by your intelligence score. Spell DC: The DC for spell's is determined by your charisma score+the spell's level. EVE: You need mana to cast plasmids. This mana is called EVE. Everyone can naturally produce EVE. Your amount of EVE is equal to your charisma score+cha mod at first level, then for each additional level you gain an additional amount of EVE equal to your charisma modifier. Noone can have less then zero EVE. (As negative numbers just annoy me as they defy physics) Playable Races: I'm actually want to take out humans from the equasion and explore the different races and the sortof conflict they have to suffer through living together. Unlike bioshock, this would takeplace on land. Because if it didn't. Creature encounters would be minimal. (As they'd be within the city and not many fishies could get to them, now could they?) Freaky animals (which is where they draw out the chemical compounds to make ADAM and produce EVE potions) and undead will play the biggest role. Undead are the side-effect of plasmid abuse and sometimes just over exposure to the stuff. As if drug addicts weren't annoying enough. Now their corpses are flailing their arms shrilling about their baby's momma lol! AC Replaced With Reflex Save: This is something I've also played around with. The idea of mixing Mutants&Masterminds toughness save with weapons that "always hurt". Ingame you could dodge, but out of game HP is nearly always lost. How this works is a weapon (or a spell)'s damage is also it's "attack die". This "attack die" is compared to your reflex save. The remainder is subtracted from your HP total. This would improve evocations, as like fireball will now always deal 10d6 damage. (and let's face it, your reflex save can't be high enough to prevent too much of it!) but evocations were really only popular for newbies. They're not the most dangerous spells in artilery.. Weapons would have to be buffed a little to compensate. So base attack bonus is how they're buffed. When consulting a weapon's "damage" imagine "attack" and "damage" are one and the same, and stack. So a level 20 warrior has a +20 BaB. Uses a club, so thats 20+1d6 the opponent's going to have to meet on his reflex save to avoid damage. Combine that with attack modifiers from stats, feats, magic items, whatever. And you won't even need the fireball.. Because damage will be delivered much more swiftly. There's no need for massive damage, and infact, first level would entitle a bonus amount of HP equal to con-score. (So low level characters don't die instantly..) Craft: Craft will play a big part in making weapons, plasmids, etc. You'll need craft potion feat to make more advanced plasmids and some of the better EVE tonics. Hack: A new skill, hacking. (Intelligence based) Is great sense this game will incoporate pseudo-technology. Hacking represents not only using these computers, but being able to tap into the mainframe. Why pay good money for that bazooka when you can hack into the system for free? More sophisticated weapons: There will be guns, and supply will equal demand. Guns are more deadly then crossbows, so the whole market scheme of weapons is going to change. And may even change more depending on where you are. This won't just be Andrew Ryan's dream. Different places will have different laws... Weapons Break: That's technically Fallout 3, but weapon's worth is also determined by the fact weapons more easily break under this system. Wearing down to nothing everytime they're used. Crafting can make the transition easier and save you money in the long run.. Melee Weapons Hurt Bad: Remember how I said attack/damage bonuses stack? Well, I meant every word.. See, when you shoot a crossbow, it's your BaB+crossbow damage+dexterity mod. So melee weapons get to add their strength mod TWICE! Ofcourse, this still pales in comparison to a good plasmid. But plasmids cost money and are detrimental to your health.. So from time to time you might want to think about holstering a sword to your side.. Armor Now Bonus HP: Armor is tricky. It doesn't wear and tear with use, it just takes the brunt for you. That's how it wear and tears.. Armor also has it's flaws, reducing dexterity bonus. (Even when it involves reflex saves!) But it can also soakup alot of damage.. Armor will seem more practical then the little extra dex mod. When a fireball's hurling your way, you'll want the full plate's +200hp over your +3 dexterity bonus. You can always buy more armor. Slapstick Alignment: I could have alot of fun with this, and yet explore character concepts all the same. Obviously bioshock was highly political. And I'm proposing very different ideologies going at it. The world is a big place, and full of many ideas. Some you ain't going to like. There actually is three categories of alignment. Moral alignment: Which are "dickery", "pushover", You could be the nicest guy in the world, but do you actually get **** done? Or you could be a douchebag everybody hates.. And probably will.. lol! It might say something about your personality but it doesn't truly express you as a person.. Social alignment: Which are "Stupidity" and "Smart ass". Arrogance is nothing to be ashamed of. If you want to blow up a building "just case", be my guest. But it's definitely going to make you "stupid" alignment. Smartguys think ahead, and longterm. It could be said smartguy leans "lawful". But not nesscaraly. You're more then capable of being lawful-stupid. This shows how you interact with others and how you effect the world around you.. And finally.. Political alignment: Leff-tard and Right-hand. Kind of when for insulting terms on purpose if you hadn't noticed.. We already put alignments for how you act, and the sortof actions you take. Now we've got to see what drives you. You fighting to bring plasmids under the universal healthcare plan? How about lifting that one weapon limit on your body law? |
| #2jimprofitNov 25, 2008 17:28:41 | Technology: I wanted to emphasize more on steampunk, and as such, I should meation it. What we've come to take for granteed now, will be emphasized as brilliant acheivements in magishock. Afterall, technology is not bound by the same rules as magic. You can't dispell a cellphone.. Technology will have a more early 1900s looks about it. Plastic will not be a common commodity. Computers, radios, etc, will be made out of brass or some other soft metal.. Cellphones, will be made out of glass. A glass casing that you can see the chips and everything through. To illustrate the precise beauty and majesty of technology. There may be some socieities that scoff at "alchemy". Which is what the work of pasmids will be wholly referred to as. Alchemy is the result of either wanting to play God, or get close to Him. Both the dreams of madmen.. Critical Hits: I did not explore this earlier, so now I shall. Critical hits don't exist. You either take damage or you don't from a saving throw. There's also no multiplyer of damage. Sense attack/damage are pretty much one and the same.. Weapons might be somewhat difficult to balance, as there's only three variables. How much they add to attack How much they cost And how easily they wear and tear to nothingness.. Vending Machines: Vending machines have always intreauged me. Especially ones that could sell weapons. Some of the more freedom oriented societies will sport plenty of them. (And generally weapons are less costly/risky to make then plasmids, so they're cheaper.. But not too much cheaper as there's a high demand for weapons because alot of people don't feel safe using plasmids..) Hacking into the vending machines for different weapons will have a different DC depending on how expensive the weapon is. Going to try to make it more eletronic based. You have to imagine in your heads how they would look through the bullet proof looking glass. Not the typical springed nooks that hook around a candybar. Someone with the telekinesis plasmid could easily manipulate that. Or a magehand plasmid with some precision could takeout more lighter weapons. No, hacking will require finnease and patience.. And these machines latch the weapons tight for any pirates who'd want to get out of paying.. Crime and Punishment: Some countries suck, and some really suck. This game I'd want to emphasize them exploring different countries and seeing the effects different laws/ideologies have on the people. Ressurection Pods: I'd cut out the more broken spells like wish or ressurection. But having more then one life is possible. You have to pay for a reservation in the ressurection pods though. ![]() Very expensive! Ressurection pods are an offshoot of alchemy. Pretty much in the same category as "magic". Because of this, hacking a ressurection pod isn't much of an option. (Though if there's a vending machine selling plasmids, you could hack that..) However, some depraved individuals have dispelled ressurection pods. Ruining business and leaving people for dead who cannot ressurect.. Save or dies a tad nerfed: I did this because I understand a player's distrought just getting killed at a moment's notice. But I also want to make them think about combat, and accept that sometimes **** happens.. As such, save or dies are a bit less random, but still very dangerous. For example, the bodak's gaze attack will now require a will saving throw DC 11. If they can't make that save, they die. I think will fits better for this particular ability, and the DC is low enough that even mundane characters could make it. If you can't make the DC 11, you deserve to die. Sometimes, like Finger of Death. Will require three fortitude saves DC the spell's level+charisma score or die. You have to make atleast one successful save. (It's unlikely you'll fail all three) The reason this particularly spell gives you such good odds is even if you succeed you still might take damage. Infact, it's pretty much garanteed.. (BaB+3d6+1 per caster level) |