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Elder Scrolls Oblivion RPG

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Post by Spiritcurse Tue May 25, 2010 7:44 pm

it's possible to split up - the players leaving the main party will go into a different channel and leave the first one, so they don't know what's happening. And also, you all start at level 1. Go try to get Umbra at level 1.

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Post by Tzeentch Wed May 26, 2010 1:46 am

Nailz: Umbra stats: http://www.uesp.net/wiki/Oblivion:Umbra_(person)#Details
394HP with 55 AR.. GG

Crits:
i posted at early morning so didnt do the mechanics of spell crits in my head, they are pretty OP. i agree on limiting it to either Damage or Time.

Bladed crits sound good.

Blunt seams a little overpowered compared to bladed.
The "daze" was meant to be an all encompassing word to cover the opponent recoiling from the hit. I do like the idea of breaking limbs, its what i had in mind for blunt, but you would need to buff Bleed in order for it to be fair.

Hand to Hand needs something unique, the thing is that H2H has significantly less damage than others but i has more versatility in the way of damaging fatigue and that the power attacks contain a stun and a disarm.

Vampirism power could be easily solved by just extending the time needed to become powerful, even i felt that the few days to hit max level was a bit too quick on the PC, perhaps.

Caught disease into vampire, 1 week (Various effects you listed during this time)
Level 1 to level 2; 2 days, Missing a feed will cost you a day as well as a Minor debuff.
level 2 to level 3; a week, Mising a feed will cost you 2 days as well as a debuff.
level 3 to level 4; 2 weeks, Missing a feed will cost you a week as well as a large debuff.
level 4 to level 5; 2 months, Missing a feed will not cost you anything, however a large debuff will begin to stack and will become fatal.

This way it also shows the player getting used to their vampirism.
Along with things like high level vampires loosing their humanity since they have to be fueled by blood, however abstinence at low levels will prevent this. (fuck yeah, grimdark)
Also: Lower level vampires would need less blood than a higher level.

Werewolves sound good.


A note on will tests, why not use the willpower stat? why Int?

Another idea for fleshing out mercantile.
When trying to barter on an item, take a personality test if you pass your mercantile skill determines how much discount or markup you can get away with, a critical pass will cause your mercantile skill to count as being 50 points higher for this meeting with the NPC.
(i did originally say "counts as being 99 (or 100?)" but what if you already had 99 mercantile?)
0-24 every point gives +1% price variance.
25-49 every point gives +0.75% price variance.
50-74 Every point gives +0.5% price variance.
75-99 Every point gives +0.25% price variance.
The effects for 100 mercantile is up to the DM. (as in i dont know what to put here)

99 Mercantile would give a total of 60% price variance which seems fair to me. Oh, and by Price Variance, i mean when buying you get discount, when selling you can markup.


Last edited by Tzeentch on Wed May 26, 2010 6:01 am; edited 3 times in total

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Post by Tzeentch Wed May 26, 2010 5:21 am

Coming Soon: Cursed Spirit the Role Playing Game. ;D
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Post by Nailz94 Wed May 26, 2010 6:12 am

Umbra rocks. The easiest way to beat the arena.
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Post by Spiritcurse Wed May 26, 2010 7:32 am

Because I forgot the willpower stat existed Very Happy

For blunt, maybe dazed on a strike, stunned on a head strike, and then roll again. A second critical failure will break the limb.

There is no level 5 vampirism, unless you've added that to allow the debuff to stack there. I assume my method of reducing levels will be changed to taking you days back along the scale? Maybe 1 pint takes you 1 day back (so if you feed daily, you'll eventually go down, and killing enough people by blood drain does it quite quickly).

Thank you for the werewolves bit, although I doubt anybody will have it for some time.

I'll have to see an algorithm for the mercantile, though at first glance it looks good.
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Post by Tzeentch Wed May 26, 2010 8:34 am

Sorry i was working on it behind the scenes too.

My modified vampirism idea is this:

Once you have become a vampire (after the initial week) the disease is effecting you, but not 100%. you will need to feed on blood to stay alive, however if you feed all the time you will feel your hunger growing along with your power as the disease takes control of your system, the only way to stop your self turning into a blood fueled killing machine is to abstain from feedings, however you will still need to feed in order to stay alive, a deadly balancing act.

Basically if your character has vampirism it would work like this;
1st night: Feed
2nd night: If you feed you will move to stage 2 vampirism, or you can decide to NOT feed and weather the debuff you will stay at level 1.

i put in level 5 vampirism to allow for the stacking debuff, its essentially the last stage of vampirism, your character would be easily identified as a vampire you would be incredibly powerful but hunted forever, there is no way back from this level.

I know most people would just feed every night with this system, but the time limit and chance to miss a feed are what slows it down, if people are roleplaying characters then feeding becomes a moral choice since if they feed they become worse, but if they do not they will die.

(note, if you do not feed at on Night 1 you will get the debuff but you wont reverse the effects (as in you wont go back to human), the disease is in your system all ready)

The idea behind this is to add role play centric debuffs as well as combat debuffs to balance it out. The idea is that you should want players to NOT want vampirism, or atleast if they get it they have the option to "take one for the team" by having a large feed and taking on the burden of higher levels.
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Post by Spiritcurse Wed May 26, 2010 2:40 pm

Seems okay, I'll have to see how it plays out first. The appearance would also degrade over time, with a level 1 looking normal but with red eyes, and slowly more monstrous as you go up the levels.
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Post by Spiritcurse Wed May 26, 2010 9:54 pm

I've revised the main rules to cover what we've discussed, for your reading pleasure.
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Post by Nailz94 Thu May 27, 2010 5:58 am

I play the game with the difficulty slider on -100

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Post by Tzeentch Sat May 29, 2010 9:20 pm

personally, once your get the legion codex Properly named and finished you should rename the forums "Cursed Spirit" and make a homebrew rpg.

An idea, or rule perhaps, to stick with is:
Attributes are what you test against.
Skills determine the results.

it Seams to work well for alot of actions some are more dubious, but are obviously there to balance out the attributes.

i might begin work on each stat if it sounds good to you using UESP as a base.
Since we have
Speachcraft & Vamprism sorted, i wouldnt mind taking a look at your werewolf rules.

Just going to test some ideas for initiative here for a sec:
(Fists are 1.5 speed weapons)
Speed X WepSpd
K'Sharr: Speed 60 x WepSpd 1.5 = 90 (H2H)
.....Bert: Speed 40 x WepSpd 0.7 = 28 (blunt)
....Isha: Speed 30 x WepSpd 1.0 = 30 (Pure mage) (also what speed!?)
Maisma: Speed 65 x WepSpd 1.0 = 65 (marksman/sneak) (There is no speed for bows!)
this _seams_ to be a fair equation however it boosts H2H rather high. and doest fit with the whole "make it easy~" approach.

Perhaps a different system for tagging weapons is needed, perhaps
"Slow-1, Normal+0, Fast+1, V-Fast+2"

Since the WepSpd's are:
Fists: 1.5 (V-Fast)
Daggers: 1.4 (V-Fast)
Short Swords 1.2 (Fast)
Longswords: 1.0 (Normal)
Katana: 1.0 (Normal)
Cutlas: 1.0 (Normal)
Bow: N/A (Normal)
Claymore: 0.8 (Slow)
Mace: 0.9 (Normal)
War Axe: 1.1 (Normal)
Battle Axe: 0.8 (slow)
War Hammers:0.7 (slow)

Then test initiative as "First digit of speed +/- Equipment bonus" since then i can factor in armor easily.
V-Heavy-4, Heavy-3, Normal-2, Light-1, V-Light-0.

0-40 weight: V-Light
41-80 Wt: Light
81-100: Normal
101-140: heavy
141-160 V-heavy

lets see how that works out
Ksharr: 6+2-0=8 (fists + leather vest)
bert 4-1-2=1 (war hammer full steel)
isha 3+2-0 = 5 (fists, unarmoured)
Maisma 6+0-0 = 6 (Bow, full chainmail)

hmm, perhaps that works better?

well, what do you think ?


Last edited by Tzeentch on Sat May 29, 2010 10:45 pm; edited 1 time in total
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Post by Nailz94 Sat May 29, 2010 10:04 pm

Actually I've never noticed the difficulty slider.
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Post by Spiritcurse Sun May 30, 2010 8:31 pm

The second one seems nicer. If I were programming this, I'd use the first, but this is a P&P game. Too complicated, and I doubt most people could be arsed.
Maybe base magery speed on the complexity of the spell compared to skill level? Fluff-wise, that makes good mages cast easy spells faster than bad mages, due to experience. So, normal for spells your level, fast for those one below, and very fast for those two levels below? Obviously, this is a change from the game for balance reasons. The actual game didn't have this as it was PvE, and single player. Not to mention real-time.

As for skills determining the results, what exactly does this mean? And what would the advantage be of bringing skills up, other than a minor increase? I'd be tempted to use [Skill/5] on a d20, and then a bonus from the attribute, putting the focus on training for specialists, and attributes for generalists, which seems more likely.

Work on the stats and such as you wish, and that goes for anyone. I'm sure we can figure out something balanced and reasonable.

I have been seriously considering writing a homebrew RPG system for some time - as most of you know, I intend to go into computer game development, and writing an RPG will help with that. When this is finished, anyone feel like helping me write and playtest?
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Post by Nailz94 Sun May 30, 2010 8:38 pm

We should do this at Fanboy.
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Post by Spiritcurse Sun May 30, 2010 8:45 pm

Do what? Run the game, make the game, or begin work on my homebrew thing? By the way, name of this site won't change, unless I get donations. When I do, I'm buying an actual domain name. No more .darkbb crap.
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Post by Tzeentch Mon May 31, 2010 10:46 am

well Attribuites are strength, agility, int, willpower
skils are: blunt, block, mercantile

with renaming i meant move the Legion codex (if it ever gets finished) into a single sub forum and create one for the game.
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Post by Spiritcurse Mon May 31, 2010 2:26 pm

Aye, I get that bit. I'm less tired now, I understand it now.

Will do, if and when it finishes.
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Post by Tzeentch Mon May 31, 2010 4:13 pm

I do like the idea about having spells speed depending of if theyre more or less complex, but we'll see how it turns out, since we want this to be relatively easy

im specializing in more out of combat actions than in combat ones however as shown by my little initiative musing i would dabble there.

Firstly, we need to flesh out what each Skill does, then work on combat from there. Once we have that down, the rest should slot into place easier.

We're working on this rather sporadically.

Current list of attributes/skills that need work:
Strength:
Blade*(Sc)
Blunt
H2H*(Tz)

Endurance:
Armourer*(Tz)
Block > Done by Spiritcurse
Heavy Armor

Speed:
Athletics
Acrobatics
Light armor*(Tz)

Agility:
Security
Sneak > Done by Spiritcurse
Marksman *(Tz)

Personality*(Tz)
Mercantile > Done by Tzeentch
Speech craft*(Tz)
Illusion*(Sc)

Intelligence
Alchemy*(Tz)
Conjuration
Mysticism*(Sc)

Willpower
Alteration*(Sc)
Destruction
Restoration

*(xx) = means tagged to be worked on
> Done by XX = has already been posted however we may get around to redoing if people dont like it.

I may have a couple of friends join for this project they've expressed interest when i showed them my vampirism work
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Post by Spiritcurse Mon May 31, 2010 5:22 pm

I've tagged what I'm doing.

Block seems to me like it should involve Speed, Agility, Block skill, the attackers margin of success and an equipment bonus. So... (By the way, modifier = first digit of the stat/skill)
Take your block modifier, and add the lower of your agility modifier and your speed modifier. This represents how you need agility to move the shield, and speed to do so in time. Adding the lower helps minimise ridiculousness when you're using high level players, and if a player decides to focus on one or the other.
The equipment bonus to the roll should be something simple, so +1 for an improvised thing such as a bin lid or plank, +2 for a light shield, +3 for a heavy shield, +4 for a tower shield. Of course, to balance this, there should be penalties for using a shield, possibly attack penalties? I'll work on this when I do blade.
So, after this, take away half of your opponents margin of success, rounded up, and then roll. Score under or equal to, and you manage to block. Otherwise, you get hit.

So, working out the maths for this -
Harry swings at Mark with a sword, after a particularly insulting remark regarding the promiscuity of Harry's mother. He rolls a 10, passing by 2. Mark lifts up his shield, and tries to block it, despite knowing he deserves it, to be honest. He has a speed of 68, an agility of 52, a block skill of 54 and a light shield. This means 5, from his agility, +5, from his block skill, +2, for the shield, for a total of 12. Harry passed by 2, so Mark needs a 11 or less to block.
He does so, and decides to slap some sense into Harry, using a club. He needs a 10 to hit, and rolls a 9, passing by 1. Harry snatches up a chair, trying to block the mace. He has an agility of 43, a speed of 40, a block skill of 61, and an improvised shield. So that's 4+6+1, for a total of 11. Harry also needs a 10 or less, because Mark passed by 1.

So, this seems that quite high level character are not too likely to block, but that's good, keeps the game moving. Blocking in real life tend to be seen as a second option, behind getting out of the way, so that brings me neatly onto my second topic. Dodging.

Dodging also relies on the lower of your agility modifier and your speed modifier, and uses your acrobatics modifier as it's main skill. Also seems like it should include the weapons reach, for close combat weapons. So...
Take the lower of your speed modifier and your agility modifier, and add your acrobatics modifier. If you are dodging a ranged attack, assume the arrow has a reach of 1.
Now for the tricky bit. Subtract (10x(weapon reach-1)) from your roll. If this means you are subtracting a negative number, do not treat it as 0. Subtract the negative (so, add the number) as normal. This represents the ease of dodging a small weapon, and the difficulty of dodging a large weapon.
Subtract your encumbrance level from this number, and then roll against this.

Encumbrance table is as follows (Thanks Tzeentch Smile)
0-40: V-Light: 0
41-80: Light: 1
81-100: Normal: 2
101-140: Heavy: 3
141-160 V-Heavy: 4

To explain the weapons reach thing in more detail, I'll put it below.
Daggers -4
Shortsword/Waraxe -2
Club -1
Longsword/Katana/Cutlass/Mace/Arrow +0
Elven war axe +1
Battle Axe +2
Claymore/Warhammer +3
Subtract this number from your dodge, so an attack with a dagger adds 4 to your dodge, and an attack with a Battle Axe subtracts 2.


Last edited by Spiritcurse on Fri Jun 04, 2010 4:13 pm; edited 1 time in total (Reason for editing : niceness)
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Post by Tzeentch Mon May 31, 2010 5:48 pm

Hmm...

Looking a little complex using lots of different attributes. (perhaps stick to speed? +/- Equipment modifier of course)

id like to keep the 3 stats per attribute it keeps the stats "balanced" IMO

it'd be allright to swap them around, but giving agi more stats than endurance would lower the number of players who want to stack endurance.
(although in saying this it would be nice to go back to morrowind style, with Long and short blade being two different skills. but that can come later)

Agility to bethesda is dexterity to most people
where as speed to bethesda is agility to most.

an idea i have for blocking that im trying to polish up but it goes along the lines of
"call block"
>you block the attack
>Roll endurance test (possibly modified by weapon weight?)
>if you fail endurance, the attack is blocked but you are stunned (basically you miss a turn, cannot block next round)

>if you pass you are free to do what you want next round, of course critical pass can give various things like you catch them off guard or something.

however a block counts as a full action so you cannot attack and block. (thats where Shield bash, one of the 25/50/75/100 perks comes in to play)

this suits better with the test against attribute thing, but its up to you.
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Post by Spiritcurse Mon May 31, 2010 7:58 pm

Well, it'd be quite easy once you've done your creation, you'd write down your default block and dodge (what it'd be if the attacker passed by 0), and work with that.

Agreed, I won't be moving the foci, just the rolls themselves. Plus, limiting reasons to focus on endurance is good, makes it harder to tank.

Bugger that, I'm going of what it says. Speed is fast-ness, as far as I care.

Good idea, maybe have it as stunned unless you pass by 2 or more? Critical pass maybe makes your opponent roll to keep the weapon in hand?

Not sure about actions yet, maybe have it so you have 1 move, 1 action and 1 reaction? So reaction would be a block/dodge or a trigger as in "I want to fire as soon as they get close", or "I'm waiting for my ally to get into position, then casting a fireball". Basically, a move during your turn, 1 action during your turn, 1 action not during your turn.
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Post by Spiritcurse Fri Jun 04, 2010 5:20 pm

Sneaking relies on distance, direction, light, noise and weight.

For every multiple of your target's Intelligence in yards you are away from your target, add 1 to your effective skill. If there are multiple targets, determine for the shortest distance away from any of them, unless it makes a difference who spots you.

If you are behind your target, add 1 to your roll if it is dark for your opponent, or 2 if it is not. This is because most creatures rely more on their hearing when they cannot see, and tend to be more alert. If you are to one side, add 1 if it is not dark. If you are in front, subtract 2 if it is dark, or 3 if it is not.

In very bright light, make no change.
In bright light, subtract 2.
In normal light, subtract 1.
In bad light, make no change.
In very bad light, add 1.
In pitch darkness, add 2.
These should be adjusted according to the spotter's natural light level. For example, a Khajit naturally can see well in bad light, so they count bad light as normal light, normal light as bright light, and so on.

Noise should be estimated by the GM, but as a guideline, silence is worth +2, walking is 0, and talking is worth +2. Subtract your encumbrance level from this, to find your sneak roll.

Roll equal to or under your sneak skill, and your opponent rolls against their Intelligence. Should the sneaker pass by more, or the defender fails, they are not detected. Otherwise, they are detected. If not seen, the defender knows direction and rough distance.
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Post by Nailz94 Fri Jun 04, 2010 6:16 pm

On tonight?
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Post by Great Unclean One Fri Jun 04, 2010 8:06 pm

Should be, however IRC is O_O
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Post by Spiritcurse Fri Jun 04, 2010 9:44 pm

Bugger, shall we try again some other night? Before Friday, that is.
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Post by Tzeentch Sat Jun 05, 2010 5:09 am

GUC, if your talking about mibbit being retarded, its been like that for the past few days, it looks like you might be needing your own client.
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Post by Nailz94 Sat Jun 12, 2010 9:16 pm

We playin' tonight?
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Post by Spiritcurse Mon Jun 21, 2010 12:30 pm

It's been too long. I'm getting some shit done on this. Who's with me?
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