New Notes

Nov. 28th, 2013 06:56 am
the_ivorytower: Art from the Magic: the Gathering card. (Default)
[personal profile] the_ivorytower posting in [community profile] worldofbalance
Things are being shaken up around here. This is where I'm storing some new notes.



Game Goals

1) I want a game in which diversity is encouraged in both players and the environment in all ways possible.
2) I want a game where each class is fun to play and unique in its way while still having a core, unifying concept so that players don't need to learn new rules for each class.
3) I want to maintain the theme about balance.

===

Ranged are strong against WARRIORS but weak against SHADOWS.
Shadows are strong against RANGED but weak against WARRIORS.
Warriors are strong against SHADOWS but weak against RANGED.

Mages do not fall into the strength and weakness categories, but instead will have their own set of triangles. They have lower HP and must gather resources to be able to cast spells, while the other three will start out with resources that will drain as they deal damage.

At character creation, the character playing a Mage will choose an elemental type (Air, Earth, Fire, Ice, Light, and Shadow) [or should I use Life/Death still?] and base themselves around that concept.

When Mages choose an element-type, they become a creature of that element, which grants them both the strengths and weaknesses of that element. This is why they are outside the triangle, and also why they often need to be protected.

Mage Core Abilities:

Analyze Terrain – You may analyze the terrain around you, determining its type, total EP, and any bonuses it might convey.

[Element] Bolt – You cast a spell based on your affinity with a certain element. This spell is free, but deals relatively little damage. Each element possesses its own special quality.

Terrain:

Terrain types are Frozen (Fire), Desert (Ice), Mountainous (Air), Plains (Earth), Burgeoning (Death), Stagnant (Life).

Terrain has generic EP anywhere from 0 – 100.

0 – Depleted: You may not draw any EP from this terrain. Depleted Terrain cannot produce an elemental of any kind.
1 to 25 – Low: The EP within this terrain is low. It will be easy to deplete. Depleting Low-EP terrain produces a minor elemental of its terrain type.
25 to 50 – Moderate: The EP within this terrain is moderate. It will be somewhat difficult to deplete. Depleting Moderate-EP terrain produces a medium elemental of its terrain type.
50 to 75 – High: The EP within this terrain is high. It will be fairly difficult to deplete. Depleting High-EP terrain produces a major elemental of its terrain type.
75 to 100 – Exploding: The EP within this terrain is extremely high. You cannot deplete this terrain artificially. Instead, it produces a powerful elemental of its terrain type automatically, and then depletes. Elementals produced in this way are challenging to defeat, and are considered Boss monsters.

Elemental Draw: You draw one of the six elements from the terrain, lowing its EP value and empowering yourself so that you might cast elemental spells. You may draw EP in the following quantities:

Minor Draw – You draw an amount of EP equal to 1d10+WILL from the terrain. Drawing EP from the terrain drains it, and you may draw no more power from it than it contains. You may not draw more than 25 EP from the terrain at any time using Minor Draw.

Moderate Draw – You draw an amount of EP equal to 3d10+WILL from the terrain. Drawing EP from the terrain drains it, and you may draw no more power from it than it contains. You may not draw more than 50 EP from the terrain at any time using Moderate Draw.

Major Draw – You draw an amount of EP equal to 5d10+WILL from the terrain. Drawing EP from the terrain drains it, and you may draw no more power from it than it contains. You may not draw more than 75 EP from the terrain at any time using Major Draw.

Warriors

Knight – Pure physical damage tank, uses strength, one-handed weapon, shield. Can rearrange front/back row.
Paladin – Uses WILL instead of strength, tends to be more reactive than active, one-handed weapon, shield.
Dark Knight – Can use HP to empower attacks, drains HP from others, can attack secondary resource, two-handed weapon.
Gladiator – Uses 2H weapon, Str based, can use finishers based on HP of target.
Lancer – Uses 2H weapon, tends to do more AOE damage and some utility.
Berserker - Dual-Wields 1H weapons, combos attack from MH -> OH -> Combined Strike

Ranged

Alchemist – Creates and uses concoctions to throw at others, often mixing them, many of these are volatile, allowing them to poison their enemies. Uses thrown weapons.
Engineer – Uses guns and explosives, more AoE, but less DOT. Possibly using attack reels/luck based attacks.
Bard – Uses Bow/Lute, arrows, ranged, uses songs/utility abilities.
Sniper – Uses Gun, bullets, ranged, more direct damage, but single-target, aim ability, can aim off the round, but if your target dies, you lose your AIM bonus, can't switch targets while aiming.
Ranger – Can use terrain for bonuses, bow, arrows.
Hurler – Specializes in picking up objects from around them and throwing them, using terrain advantage.

Shadow

Deathdealer – Can disrupt front/back row, single-target damage, poison.
Mimic – Disguises, emulates/absorbs attacks and spells.
Duellist – Uses 1H weapon, excellent single-target dps, limited AoE damage.
Earthwalker – Fights unarmed, attack + follow-through.
Mediator – Assists others in attacking or forces enemies to attack each other, adds buffs/debuffs, can command creatures that are controlled to hand over objects or leave battle.
Blackguard – Steals, mugs, distracts, deals lower damage, bribes (or leave that to mediator?)

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Libra: The World of Balance

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