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Ialdabaoth
2013-02-04, 01:35 PM
So, I've been looking at making a dead-simple version of "D&D Lite", inspired by some of the mechanics from Descent: Journeys in the Dark, Second Edition.

I would like comments on my proposed class system.

First, the basics:

Traits
A Hero or Monster has eight basic Traits.
The first four are your Combat Traits: Health, Stamina, Defense, Speed.
The next four are your Test Traits: Might, Will, Awareness, and Lore.
Your Stamina and Test Traits can range from 1 to 5, depending on your race.
Health and Speed can range from 3 to 7, and Defense can range from 0 to 4.

Each hero has two resource tracks: Wounds and Fatigue, both of which start at 0. If your Wounds are greater than your Health, you die. If your Fatigue is greater than your Stamina, you can't perform actions which cost fatigue.

Dice
There are three six-sided dice that are used for everything: one Damage die, one Accuracy die, and one Defense die. die has six faces, five of which have numbers from 1 to 5.

Damage die (red): X / 1*** / 2!** / 3** / 4!* / 5*
Accuracy die (green): ! / 1 / 2 / 3 / 4 / 5
Defense die (blue): X / 1 / 2 / 3 / 4 / 5

(on the actual dice, '*' is a heart and '!' is a lightning bolt, but some people may not be able to see those depending on available fonts)

There are two kinds of dice rolls that can be made - Attack rolls and Tests.

Attack Rolls
To make an Attack, roll the Damage and Accuracy dice together, and compare them to your target's Defense. If your target is dodging, also roll the Defense die, and add its number to the target's Defense. If either the Damage die or the Defense die rolls an 'X', you automatically miss regardless of the numbers, unless a special ability says otherwise.

If you hit, look at the number of hearts on the Damage die - this is the amount of damage you have dealt. If you rolled one or more '!', you have achieved a critical hit - each weapon has its own special effects that it achieves on a critical hit; this will be listed on the weapon card.

Tests
To make a Test, roll the Defense die and add it to one of your Traits, and compare it to a target number. If the Defense die rolls an 'X', you automatically fail regardless of the numbers.

Actions and Stances
All creatures may perform two actions per turn. Some actions are 'Stances'; a stance action has an effect that lasts until the beginning of your next turn, unless you decide to end the stance or perform another stance action.

Here are the possible actions:

Attack - make an attack against a creature.
Move - move up to your Speed.
Run (Stance) - spend one fatigue to move up to twice your Speed.
Jump (Stance) - spend one fatigue to move up to your Speed, ignoring all obstacles and rough terrain. Then end your turn.
Rest (Stance) - If you are still in this stance at the beginning of your next turn, regain one fatigue.
Defend (Stance) - add the Defense die to your Defense whenever a monster attacks you.


So, here are my eight Classes so far:

Fighter (Warrior)

Class Requirements: Might 3, Will 2
Class Equipment: Axes, Blades, Flails, Mauls, Polearms, Bows, Crossbows, Light Armor, Heavy Armor, Light Shields, Heavy Shields
Additional Training: You may gain +1 to Melee attacks for 1XP, up to your Might.

Guard (0 XP): While you are in this Stance, when a monster within reach of your melee weapon moves or attacks an ally, you may interrupt it to make a single-target melee attack against it. If your attack hits, cancel that monster's movement or attack.

Threaten (1XP): One monster within 5 spaces must pass a Will test vs. your Will +2 or flee up to its speed, then becomes Dazed.

Shield Bash (1XP): If you hit one creature with this attack while wielding a shield, the target becomes Dazed.

Parry (1XP): Spend one fatigue when an enemy makes an attack against you to roll the Defense die vs. this attack. If its attack misses, make a single-target melee attack against that creature.

Bull Rush (1XP): Spend one fatigue to enter this stance. Whenever you hit an enemy with a melee attack, push it back one space, then move to the nearest space adjacent to it.

Power Strike (1XP): Spend one fatigue to add ! and * to one attack roll.

Precision Strike (1XP): Spend one fatigue to add 3 to one attack roll.

Covering Blow (1XP): Spend one fatigue when you attack. If you hit, one ally adjacent to the target may move 2 spaces.

Charge (1XP): Spend 1 fatigue as an action to move your speed towards one target. If you reach that target, attack it with your melee weapon as part of this action, and add * to the attack roll.

Take the Hit (2XP): Spend 1 fatigue when an adjacent ally is hit by a single-target attack to swap places with that ally. The attack now targets you instead.

Come and Get It (2XP): Spend 1 fatigue to make a Will test as an action. Compare the result to the Will + range of each monster that could reach you with a move action. Each monster that you succeed against moves into the nearest adjacent space.

Piercing Strike (2XP): Spend 1 fatigue when you attack a single target with a spear or axe to replace that weapon's ! and !! effects with !: Pierce 3 and !!: Sunder.

Sweep Attack (2XP): Spend 1 fatigue when you attack to have this attack target each creature within reach.

Twin Strike (2XP): Spend 1 fatigue as an action to make an attack with each of your weapons.

Invigorating Victory (3XP): Regain 1 fatigue when an attack defeats one or more monsters.

War Marshal (3XP): Spend 1 fatigue to enter this Stance. Whenever an ally within line of sight to you attacks an enemy within line of sight to you, that attack roll gains ! and *.

Battle Cry (4XP): Spend 2 fatigue when you hit a monster with a melee attack. Each of your allies may immediately move up to their speed, then make one attack. This card does not refresh until you reach the next milestone.


Barbarian (Warrior)

Class Requirements: Might 3, Health 4
Class Equipment: Axes, Blades, Mauls, Polearms, Bows, Slings, Light Armor, Light Shields
Additional Training: You may gain +1 to Melee attacks for 1XP, up to your Might.

Rage (0 XP): Enter this Stance when you are wounded to gain +1 Speed and +* to each attack roll for each wound you have suffered.

Threaten (1XP): One monster within 5 spaces must pass a Will test vs. your Will +2 or flee up to its speed, then becomes Dazed.

Charge (1XP): Spend 1 fatigue as an action to move your speed towards one target. If you reach that target, attack it with your melee weapon as part of this action, and add * to the attack roll.

Power Strike (1XP): Spend one fatigue to add ! and * to one attack roll.

Earth-Shattering Rage (1XP): Suffer one wound while Raging to give one melee attack !!: Sunder in addition to its normal Sunder effect. The attack ignores Ironskin.

Surging Rage (1XP): Suffer one wound while Raging to give one melee attack "push the target back 1 space per wound you have suffered, then move into the nearest space adjacent to the target" in addition to its normal effects.

Bloodthirsty Rage (1XP): Suffer one wound while Raging to give one melee attack !: regain one wound or fatigue per wound you inflict, in addition to its normal ! effect.

Thundering Rage (1XP): Suffer one wound while Raging to move up to your Speed. You may pass through any enemy figure during this move. After moving, make one attack with your melee weapon that targets each creature you passed through or adjacent to.

Burning Rage (1XP): Suffer one wound while Raging to give one melee attack "if you hit, make another attack with this weapon" in addition to its normal effects.

Ambush (2XP): Spend 1 fatigue to move up to your speed into line of sight of a monster that does not currently have line of sight to you, then make an attack against it as part of this action. This attack gains ! and *.

Come and Get It (2XP): Spend 1 fatigue to make a Will test as an action. Compare the result to the Will + range of each monster that could reach you with a move action. Each monster that you succeed against moves into the nearest adjacent space.

Sweep Attack (2XP): Spend 1 fatigue when you attack to have this attack target each creature within reach.

Twin Strike (2XP): Spend 1 fatigue as an action to make an attack with each of your weapons.

Invigorating Victory (3XP): Regain 1 fatigue when an attack defeats one or more monsters.

Tough it Out (3XP): Suffer one wound when a monster declares an attack against you to ignore the effects of that attack if it hits.

Death Rage (4XP): Suffer two wounds to enter this Stance. You gain +1 Speed and add ** to each attack roll per wound you have suffered, and add ! to each attack roll per two wounds you have suffered. You cannot die while in this Stance. This card does not refresh until you reach the next milestone.

Fang (2XP): You gain Fang the Wolf as a Familiar. Fang has 3 health, 1 armor, 2 defense, and 5 speed, and has the Stealth and Tread abilities. Fang may make a melee attack as an action, with Pierce 1, !: +*, and !!: Bleed.


Thief (Scout)

Class Requirements: Defense 2, Awareness 2
Class Equipment: Blades, Flails, Crossbows, Slings, Light Armor
Additional Training: You may gain +1 to Melee or Ranged attacks for 1XP, up to your Awareness.

Hide in Shadows (0 XP): Enter this Stance to remove your figure from the board and replace it with a position marker. As an action, a monster may test Awareness vs. your Defense + the range to the marker; if they succeed, you must end this stance. When you end this stance, place your figure up to your Speed away from your position marker, then remove your position marker.

Sneak Attack (1 XP): When you make an attack, if another hero is adjacent to the target, the attack gains ! and *.

Acrobatics (1XP): Enter this stance as an action to jump up to your Speed. You may Jump over enemy figures, and do not end your turn by Jumping.

Sure-Footed (1XP): Enter this Stance as an action, then move up to your speed. You ignore difficult and treacherous terrain while moving.

Dodge (1XP): Spend one fatigue when an attack targets you to roll the Defense die vs. that attack. If the attack misses you, you may move up to your Speed.

Loot from Shadow (1XP): Spend one fatigue while you are Hiding in Shadow to pick up one item or open one treasure chest within your Speed spaces from your position marker. If the chest triggers a trap, immediately cancel your Hide in Shadows stance and place yourself in the chest's space.

Redirect (1XP): Spend one fatigue when an attack misses you or an adjacent ally to cause that attack to target an enemy within 3 spaces instead. The attack gains a bonus to Accuracy equal to your Awareness.

Tumble (1XP): Enter this Stance to add your Awareness to your Defense.

Ambush (2XP): Choose a monster that you do not have line of sight to, then move up to your Speed. If you have line of sight to that monster after moving, you may make an attack against it. This attack gains ! and *.

Hobbling Strike (2XP): Spend one fatigue when you make an attack with a Blade, Bow or Crossbow to give that attack "!: Immobilize" and "!!: Stun and Bleed", instead of its normal ! and !! effects.

Disarm Trap (2XP): Spend one fatigue when you would be targeted by a Trap to make an Awareness test vs. 6+. If you succeed, cancel the Trap's attack and remove that Trap from the board.

Catch your Breath (2XP): If you begin your turn while Hiding in Shadow, regain one fatigue.

Trick Shot (2XP): Spend one fatigue when you make a ranged attack to chose a space within your Awareness spaces that you have line of sight to. This attack originates from that space.

Clever Ruse (3XP): Spend one fatigue to make a single Will test, then compare the result to the Will +3 of each monster within 5 paces. For each monster that you succeed against, move that monster up to its Speed in any direction, then that Monster becomes Dazed.

Gang Up (3XP): Spend one fatigue when you achieve !! on an attack against a single target to allow each ally within reach to immediately make a melee attack against that target.

Move in Shadow (3XP): If you are Hiding in Shadow, you may move your position marker whenever you could move your figure.

Backstab (4XP): If you are Hiding in Shadow, you may choose a monster and roll the attack dice as an action. If you would hit, you may end your Hide in Shadow stance to complete that attack. This attack gains Pierce 5, *** and !!. If you perform the attack, this card does not refresh until you reach the next milestone.

Mata and Kata (1XP): You gain Mata and Kata the Ferrets as Familiars. Each has 2 health, 0 armor, 4 defense, and 6 speed. Each can carry one item or potion.

Boggs (1XP): You gain Boggs the Rat as a Familiar. Boggs has 2 health, 0 armor, 2 defense, and 3 speed. Boggs has Awareness 5, and may activate milestones and make Awareness tests as a hero.


Ranger (Scout)
(will enter later)

Sorcerer (Mage)
(will enter later)

Summoner (Mage)
(will enter later)

Sage (Healer)

Class Requirements: Will 3, Lore 2
Class Equipment: Mauls, Orbs, Staves, Robes
Additional Training: You may gain +1 to Magic attacks for 1XP, up to your Will.

Lay on Hands (0 XP): When a resting ally begins its turn adjacent to you, that ally heals one wound.

Armor (1 XP): As an action, spend one fatigue or exhaust a Yin Earth item to enter this Stance. You or an ally within 3 spaces gains Armor 3.

Strength (1 XP): As an action, spend one fatigue or exhaust a Yang Earth item to enter this Stance. You or an ally within 3 spaces gains +2 Might and ** to each attack.

Endure (1 XP): As an action, spend one fatigue or exhaust a Yin Water item to enter this Stance. You or an ally within 3 spaces ignores burn, freeze, poison, and stun.

Clear (1 XP): As an action, spend one fatigue or exhaust a Yang Water item remove all conditions from yourself or one ally within 3 spaces.

Invigorate (1 XP): As an action, spend one fatigue or exhaust a Yin Wood item to allow you or an ally within 3 spaces to recover one fatigue.

Cure (1 XP): As an action, spend one fatigue or exhaust a Yang Wood item to allow you or an ally within 3 spaces to heal two wounds.

Fog (1 XP): As an action, spend one fatigue or exhaust a Yin Water item to enter this Stance. You or an ally within 3 spaces gains +3 Defense.

Windwalk (1 XP): As an action, spend one fatigue or exhaust a Yang Water item to enter this Stance. You or an ally within 3 spaces gains the Fly ability.

Truestrike (1 XP): As an action, spend one fatigue or exhaust a Yin Fire item to enter this Stance. You or an ally within 3 spaces gains +3 to Accuracy for each attack.

Haste (1 XP): As an action, spend one fatigue or exhaust a Yang Fire item to grant yourself or an ally within 3 spaces two additional actions.

Blessing (2XP): While you are in this Stance, allies within 3 spaces gain * and +2 Accuracy to each attack.

Bane (2XP): Spend one fatigue as an action to allow your or an ally within 3 spaces to make a single-target attack. That attack gains Pierce 5 and ignores Undying and Ironskin.

Protection (2XP): Spend one fatigue as an action to enter this Stance. You and all allies within 3 spaces gain Ironskin.

Sanctuary (2XP): Spend one fatigue as an action to enter this Stance. You and all allies within 2 spaces gain +1 Armor and +2 Defense.

Revive (3XP): As an action, spend two fatigue to revive an adjacent dead hero. That hero heals all wounds and recovers all fatigue, and you become Dazed and Stunned.

Moment of Glory (4XP): As an action, spend two fatigue to enter this Stance. You and all allies within line of sight gain +2 Defense and +1 Armor, and gain ** and +2 Accuracy to each attack. This card does not refresh until the next milestone is reached.



Paladin (Healer)

Class Requirements: Will 3, Might 2
Class Equipment: Blades, Flails, Mauls, Polearms, Light Armor, Heavy Armor, Light Shields, Heavy Shields
Additional Training: You may gain +1 to Melee attacks for 1XP, up to your Will.

Fearless (0 XP): You and all adjacent allies ignore the Fear ability.

Lay on Hands (1 XP): When a resting ally begins its turn adjacent to you, that ally heals one wound.

Challenge (1XP): When a monster begins its turn that could reach you with a Move action, you may force it to make a Will test vs. your Will +4. If it fails, it must immediately move to a space adjacent to you, then make one attack against you, and then end its turn.

Guard (1 XP): While you are in this Stance, when a monster within reach of your melee weapon moves or attacks an ally, you may interrupt it to make a single-target melee attack against it. If your attack hits, cancel that monster's movement or attack.

Shield Bash (1XP): If you hit one creature with this attack while wielding a shield, the target becomes Dazed.

Parry (1XP): Spend one fatigue when an enemy makes an attack against you to roll the Defense die vs. this attack. If its attack misses, make a single-target melee attack against that creature.

Covering Blow (1XP): Spend one fatigue when you attack. If you hit, one ally adjacent to the target may move 2 spaces.

Smite (1XP): Spend 1 fatigue when you make an attack to give the attack Sorcery 2, and ignore the target's Ironskin and Undying abilities. This attack additionally gains ! and * against Undead and Infernal monsters.

Battle Hymn (1XP): Spend 2 fatigue as an action to have each ally within 3 spaces recover one fatigue.

Take the Hit (2XP): Spend 1 fatigue when an adjacent ally is hit by a single-target attack to swap places with that ally. The attack now targets you instead.

Blessing (2XP): While you are in this Stance, allies within 3 spaces gain * and +2 Accuracy to each attack.

Bane (2XP): Spend one fatigue as an action to allow your or an ally within 3 spaces to make a single-target attack. That attack gains Pierce 5 and ignores Undying and Ironskin.

Protection (2XP): While you are in this Stance, you and all allies within 3 spaces gain Ironskin.

Invigorating Victory (3XP): Regain 1 fatigue when an attack defeats one or more monsters.

War Marshal (3XP): Spend 1 fatigue to enter this Stance. Whenever an ally within line of sight to you attacks an enemy within line of sight to you, that attack roll gains ! and *.

Duel of Honor (4X): Spend 1 fatigue as an action to force an adjacent monster to test its Will vs. your Will +4. If it succeeds, refresh this card. If it fails, that monster may only attack you and you may only attack it until one of you is dead. Your attacks against it gain ! and Sorcery 4, and ignore Undying and Ironskin. When either you or the monster end a move more than 3 spaces away from the other, that creature suffers 3 wounds. This card does not refresh until the next milestone is reached.

SamBurke
2013-02-04, 03:36 PM
This is a very, very, interesting idea. I'd like to see more of it, when the rules are a little more complete.

Jenfrag
2013-02-04, 07:46 PM
Really interesting. I'll be waiting for more updates later, don't forget to add the remaining classes, okay? ;)

Ialdabaoth
2013-02-05, 12:51 AM
Update: All the Thief's cards are in.

Ialdabaoth
2013-02-05, 01:28 AM
Also, a bit about the DM's side of the game.

Like Descent, this game is designed to allow the DM to "pull out all the stops" - the DM can (and should!) play a completely adversarial game against the hero players.

The DM has a deck of cards, much like a Magic deck. This deck contains Monster cards, Trap cards, Event cards, and Power cards. The DM also controls the dungeon map.

For each area of the dungeon, place one Milestone marker somewhere in the dungeon, flipped to the DM-controlled (red) side. The heroes' goal is to kill all the monsters in that area, reach that milestone, and flip it to the hero-controlled (white) side.

Monster cards, of course, summon monsters. There are many different kinds of monsters, each with its own stats. There are two kinds of monsters: Minions and Lieutenants. Lieutenant monsters are tougher than minions, and get additional abilities.

A monster has a Threat Level, from 1 to 5. Each area of the dungeon gets a number of minion monsters whose total Threat is equal to twice the number of heroes.

For each area of the dungeon, you may upgrade one minion monster to a lieutenant by adding treasure to the room. Each 100 GP worth of gold or potions that you place in the room lets you upgrade one Threat worth of minion into a master. Each copper treasure chest that you place in the room lets you upgrade two Threat, each silver treasure chest lets you upgrade three Threat, and each gold treasure chest lets you upgrade four Threat.

Play proceeds with all the heroes taking their turns, then the DM takes his turn. On his turn, the DM draws cards from his deck until his hand size equals the number of heroes, then gains one Threat per hero. Threat is used to play cards from the DM's deck; each monster, event, trap or power has a certain amount of Threat required to play it.

In addition to Threat, the DM gains XP whenever he kills a hero. He gains one XP per skill card that hero possessed, which he may spend when summoning monsters from his deck to upgrade those monsters into lieutenants.

If you wish to play a team vs. team competitive game, you can have one DM player hold the cards and accumulate the threat, and let another DM player control the monsters. You could even assign different groups of monsters to different DM players, if you wish.

SamBurke
2013-02-05, 09:47 AM
Oooooh. That's a very interesting mechanic...


Question: How do you "draw" the cards from your abilities? What's the limit on that?

Ialdabaoth
2013-02-05, 11:28 AM
Oooooh. That's a very interesting mechanic...


Question: How do you "draw" the cards from your abilities? What's the limit on that?

Each hero player always has access to all their feat cards, but some of them cost Fatigue (or even Wounds) to activate.

The DM has a hand size equal to the number of heroes, and always draws up to their hand size at the start of each turn.

Makensha
2013-02-05, 11:38 AM
Could you explain the XP system in relation to characters?

Ialdabaoth
2013-02-05, 01:41 PM
Sure. Characters gain XP in the following situations:

1 XP: The group reaches a Milestone
+1 XP: You personally activate the Milestone glyph.

1 XP: You open a Copper treasure chest.
2 XP: You open a Silver treasure chest.
3 XP: You open a Gold treasure chest.

Killing a Master monster gives the party XP equal to its Threat Level, while minion monsters don't give XP at all (but you have to clear them out to activate a Milestone glyph, so you could technically count them as part of the Milestone XP ). The hero who dealt the killing blow gets half the XP (round up), and the remainder is distributed as that player sees fit. (This is to make sure "non-combatant" build Sages and Thieves still get decent XP for helping).

A given quest will have between one and four Milestones, depending on how much time the players want to devote to the game (figure on about half an hour per Milestone, plus about ten minutes per Milestone per hero player). Between each Milestone should be about (heroes x 2) worth of XP in treasures and master monsters.

If a hero dies before reaching the end of a quest, they immediately lose half of all unspent XP they've accumulated so far (round the loss up). Another hero may revive them by using a healing potion or other appropriate item or feat, so they can keep going and try to gain more XP.

So, a well-played hero should count on about 1 to 6 XP per Milestone, or up to 10+ XP per Milestone if they're hogging all the loot and stealing all the kills.

Heroes can only spend their XP between quests. XP can be spent on the following:

1 XP: Gain +1 to your attack rolls with one type of class weapon (Melee, Ranged, or Magic). This cost goes up by 1 each time you buy this option, so the third time you buy a +1, it costs you 4 XP. You can have a total number of +1 bonuses equal to your primary Class trait.

1 - 4 XP: Get a new Feat card. Pay the number in the corner of the Feat card, and you now know that Feat.

1 - 4 XP: Get a Familiar card. Pay the number in the corner of the Familiar card, and that Familiar joins you as a minion.

In general, a player should "max out" at around 35 to 40 XP. At some point, I'll make a collection of "Paragon" or "Epic" tier feat cards, so players can keep getting cool stuff past this point.

Ialdabaoth
2013-02-05, 11:28 PM
Update: Paladin and Sage are posted.

Some base background info: Right now, I'm using Descent's monsters, but my own magic system.

In my system, most magic is elemental, and follows one of five elements x two alignments:

Yin Earth (Petrification)
Yang Earth (Shatter)
Yin Water (Freezing)
Yang Water (Acid)
Yin Wood (Poison)
Yang Wood (Life)
Yin Air (Lightning)
Yang Air (Wind)
Yin Fire (Light)
Yang Fire (Heat)

Some magic buffs and attacks are 'unaligned', but most fall under one of those ten elemental alignments. For example, a buff that gives you +Armor will usually be Yin Earth, while a buff that gives you +Damage will usually be Yang Earth. A buff that gives you movement speed might be Yang Air, one that gives you haste would be Yang Fire, one that gives you +Accuracy would be Yin Fire, one that clears status conditions would be Yang Water, and healing would be Yang Wood.

Ialdabaoth
2013-02-06, 12:35 AM
Next, a word on Potions. There are five basic kinds of Potions in the game (although more could certainly be added). It costs one action to drink a potion, or one action to feed a potion to an adjacent ally.

Health Potion - Heal 3 wounds. If you feed this potion to a dead ally, they revive, but heal only one wound.

Vigor Potion - Recover all fatigue.

Haste Potion - suffer one wound, and then immediately gain 3 additional actions.

Invisibility Potion - you always roll the Defense die vs. each attack. At the beginning of each turn, roll the Defense die. On a miss, discard this effect.

Stoneskin Potion - you have Armor 5 and Ironskin. Discard this effect after you are hit by an attack.

SamBurke
2013-02-06, 10:43 AM
This system keeps getting cooler and cooler...

Would you be playtesting it sometime?

Makensha
2013-02-06, 11:01 AM
So are there character cards that you assign a class to, or how does character creation work?

Ialdabaoth
2013-02-06, 12:46 PM
So are there character cards that you assign a class to, or how does character creation work?

By default, yes. Although you can also create your own character as follows:

1. Choose Traits - You have 9 BP to spend on Traits. Each Trait has three levels, each with its own BP cost:

Health - 4 (0 BP) / 5 (1 BP) / 6 (3 BP)
Stamina - 2 (0 BP) / 3 (1 BP) / 4 (3 BP)
Defense - 1 (0 BP) / 2 (1 BP) / 3 (3 BP)
Speed - 4 (0 BP) / 5 (1 BP) / 6 (3 BP)
Might - 2 (0 BP) / 3 (1 BP) / 4 (3 BP)
Will - 2 (0 BP) / 3 (1 BP) / 4 (3 BP)
Awareness - 2 (0 BP) / 3 (1 BP) / 4 (3 BP)
Lore - 2 (0 BP) / 3 (1 BP) / 4 (3 BP)

You can also purchase "trait packages", which cost 5 BP:

Health 6 / Might 4 (5 BP)
Stamina 4 / Will 4 (5 BP)
Defense 3 / Speed 6 (5 BP)
Defense 3 / Awareness 4 (5 BP)
Will 4 / Lore 4 (5 BP)

If you want to get started in a hurry, the following 9-point packages are optimized for various Classes:

Fighter or Barbarian (9 BP) - Health 6, Might 4, Stamina 4, Will 3, Defense 2, Awareness 2, Speed 4, Lore 2.

Thief or Ranger (9 BP) - Health 4, Might 2, Stamina 3, Will 2, Defense 3, Awareness 4, Speed 6, Lore 2.

Paladin (9 BP) - Health 6, Might 3, Stamina 4, Will 4, Defense 2, Awareness 2, Speed 4, Lore 2.

Summoner (9 BP) - Health 3, Might 2, Stamina 4, Will 4, Defense 2, Awareness 3, Speed 4, Lore 3.

Sorcerer or Sage (9 BP) - Health 2, Might 2, Stamina 4, Will 4, Defense 2, Awareness 2, Speed 4, Lore 4.

2. Choose Race - You may pick any of the following Races. Each Race has two sets of stat increases, and two abilities, labeled "Side 1" and "Side 2". Modify your Traits from step 1 by the Side 1 racial modifiers and write them on Side 1 of your character card, then modify your Traits from step 1 again, this time by the Side 2 racial modifiers, and write them on Side 2 of your character card. Then write the Side 1 and Side 2 racial abilities on your card.

Human
Side 1 modifiers: +1 to any one Trait.
Side 1 ability: Flip to re-roll one or more dice on any one roll.
Side 2 modifiers: +1 to any one Trait.
Side 2 feat: Flip when a milestone is reached.

Dwarf
Side 1 modifiers: +1 Health, +1 Will, -1 Speed
Side 1 ability: Flip this card when you would be Poisoned to cancel the Poison effect.
Side 2 modifiers: +1 Health, +1 Might, -1 Speed.
Side 2 feat: Flip when a milestone is reached.

Elf
Side 1 modifiers: +1 Speed, +1 Awareness, -1 Might
Side 1 ability: You may flip this card when you would miss an attack roll to re-roll any number of dice in that roll.
Side 2 modifiers: +1 Speed, -1 Might
Side 2 ability: +1 to all Attack rolls. Flip this card when a milestone is reached.

Halfling
Side 1 modifiers: +1 Defense, +1 Awareness, -1 Health
Side 1 ability: You may flip this card when an attack would hit you to re-roll one or both attack dice from that attack.
Side 2 modifiers: +2 Defense, +1 Awareness, -1 Health, -1 Might
Side 2 ability: Flip when a milestone is reached.

Pixie
Side 1 modifiers: +1 Stamina, Fly ability, -1 Health
Side 1 ability: You may flip this card when an attack would hit you to cause that attack to miss, then teleport up to twice your Speed away.
Side 2 modifiers: +1 Defense, Fly ability, -1 Health
Side 2 ability: Flip when a milestone is reached.

Centaur
Side 1 modifiers: +1 Health, +1 Speed, -1 Defense
Side 1 ability: You may flip this card as an action to move up to your speed, then make one melee attack.
Side 2 modifiers: +1 Health, +1 Speed, -1 Defense
Side 2 ability: Flip this card after resting, instead of regaining fatigue.

Orc
Side 1 modifiers: +1 Health, +1 Might, -1 Lore
Side 1 ability: You may flip this card to give one attack ** and !.
Side 2 modifiers: +1 Health, +1 Might, -1 Lore, -1 Will
Side 2 ability: +* to all attack rolls. Flip this card when a milestone is reached.

Tiefling
Side 1 modifiers: +1 Lore, +1 Will, -3 Health
Side 1 ability: Flip this card when you would be killed to heal all wounds and recover all fatigue.
Side 2 modifiers: +1 Will, +1 Stamina, -2 Health
Side 2 ability: +! to all attack rolls. Flip this card when a milestone is reached.

3. Choose Class - choose a Character Class, and draw that deck's Class card and base (0 XP) Feat card.

4. Choose Equipment - you have 300 coins to purchase equipment with.

5. Start adventuring!

Ialdabaoth
2013-02-08, 02:37 PM
Playtested last night; the game currently seems slightly skewed in favor of the Dungeon Master, if played as a competitive heroes-vs-DM dungeon crawl.

The first tweak I'm considering is giving everyone one more wound and one more fatigue; this is as simple as changing the rule from "you die once you have Wounds equal to your Health" to "you die once you have more Wounds than your Health", and changing the fatigue rule equivalently.

Ialdabaoth
2013-02-13, 12:09 AM
so, question:

Right now, I have completed cards for about 30 monsters, 8 classes, 7 races, and over 100 items, all layed out in Photoshop.

Would someone be willing to make art for me? I have all the layout and symbols done, I just need pictures for actual creatures and equipment. I will credit, of course, and I could even reimburse if I wind up Kickstarting.

Ialdabaoth
2013-02-15, 01:17 PM
Update: Here's a sample of what I have so far.

http://farm9.staticflickr.com/8519/8476864530_ff209068f7_z.jpg

http://farm9.staticflickr.com/8387/8475803065_5f87dde996_z.jpg

http://farm9.staticflickr.com/8095/8475858397_8f808607c8_z.jpg

http://farm9.staticflickr.com/8092/8475813749_2f947a8077_z.jpg

http://farm9.staticflickr.com/8506/8475788385_c877d46ee6_z.jpg

SamBurke
2013-02-15, 01:40 PM
Those are really professional looking... nice.

Ialdabaoth
2013-02-15, 03:35 PM
Those are really professional looking... nice.

Yeah, but right now all the equipment pictures are placeholders ripped from Dragon Quest VII. I need good original art. :)

SamBurke
2013-02-15, 04:32 PM
Yeah, but right now all the equipment pictures are placeholders ripped from Dragon Quest VII. I need good original art. :)

If you're going to sell it, I suppose so.

What sort of "feel" are you going for? Because I recommend not trying to look like a MtG or similar games. They've already got established art styles. I'd go with something new. Stick figures, or pulp fiction, or such.

Ialdabaoth
2013-02-15, 10:50 PM
If you're going to sell it, I suppose so.

What sort of "feel" are you going for? Because I recommend not trying to look like a MtG or similar games. They've already got established art styles. I'd go with something new. Stick figures, or pulp fiction, or such.

I'd really like, if possible, a JRPG feel - possibly chibi/SD.

SamBurke
2013-02-15, 11:01 PM
I'd really like, if possible, a JRPG feel - possibly chibi/SD.

I'd play that... maybe look on DeviantArt, or check out the Arts section of this forum?

Ialdabaoth
2013-02-20, 04:39 PM
I'd play that... maybe look on DeviantArt, or check out the Arts section of this forum?

*nod* I'll definitely look into that. In the meantime, I now have a completed set of weapons, monsters, races, and classes!

Google doc spreadsheet here:
Basic Dice Mechanics (https://docs.google.com/spreadsheet/ccc?key=0AtLZS-9Ti47_dFVfVVo0UV9PZVF5QXo5bUpHVFVXSVE#gid=0)

Conditions (https://docs.google.com/spreadsheet/ccc?key=0AtLZS-9Ti47_dFVfVVo0UV9PZVF5QXo5bUpHVFVXSVE#gid=5)

Equipment (https://docs.google.com/spreadsheet/ccc?key=0AtLZS-9Ti47_dFVfVVo0UV9PZVF5QXo5bUpHVFVXSVE#gid=1)

Monsters (https://docs.google.com/spreadsheet/ccc?key=0AtLZS-9Ti47_dFVfVVo0UV9PZVF5QXo5bUpHVFVXSVE#gid=2) (currently using Descent monster names; this will change later)

Character Classes (https://docs.google.com/spreadsheet/ccc?key=0AtLZS-9Ti47_dFVfVVo0UV9PZVF5QXo5bUpHVFVXSVE#gid=3)

Character Races (https://docs.google.com/spreadsheet/ccc?key=0AtLZS-9Ti47_dFVfVVo0UV9PZVF5QXo5bUpHVFVXSVE#gid=4)

Ialdabaoth
2013-02-22, 05:54 PM
So, a problem I'm currently experiencing:

Character advancement happens WAY too quickly. a hero can easily become overwhelming after only a few decent quests.

A decent "slay this dragon" quest will have one dragon (5 XP), one gold-level treasure (3 XP), two copper-level treasures (1 XP each), and at least two mini-bosses - let's say a Beastman war-chief (2 XP) and a Naga (3 XP). This will be divided into three milestone glyphs (1 XP each).

That's a single night of questing, which will grant 18 Experience, in addition to the 3XP per party member for reaching the quest's three milestones.

If one single person kills the Dragon, Naga and Beastman, that person will get 9 XP, which is one third of the XP that most classes need to max out completely on Feats.

Here is an entirely reasonable thing to happen for a three-player party, with a Fighter, Thief, and Sage:

The Fighter takes on all the boss monsters, while the Thief sneaks through and grabs the treasure, disarms the traps and flips the milestone markers. The Sage keeps the other two alive, and buffs their attacks when necessary.

First, the Fighter wipes out the beastmen. Killing the Beastman chieftain grants 2 XP; by the rules, half (round up) goes to the Fighter, since he landed the killing blow. So the Fighter gets 1 XP, and decides to give the Sage the other XP. Then, the Thief flips the milestone marker, earning 1 XP, and earning everyone in the party 1 XP for reaching a milestone.

Fighter - 2XP, Thief - 2XP, Sage - 2XP

Next, the Fighter wipes out the Naga and her minions, while the Sage buffs and the Thief sneaks around to grab the copper treasure chest and flip the milestone. The Naga grants 3 XP; 2 goes to the fighter and 1 goes to the Sage. The Thief gets 1 XP for the chest and 1 XP for the milestone, and then everyone gets 1 XP for reaching the milestone.

Fighter - 6XP, Thief - 5XP, Sage - 5XP

Finally, they reach the dragon's den. The Sage starts buffing the Fighter, while the Thief sneaks past to get at the loot (1 copper + 1 gold treasure). The Fighter kills the dragon, which grants 5 XP; 3 goes to the Fighter and 2 go to the Sage. Then the Thief grabs the gold chest (3 XP) and the copper chest (1 XP), and lets the Sage flip the last milestone (1XP). Everyone gets 1 XP for reaching the last milestone.

Fighter - 10XP, Thief - 10XP, Sage - 9XP.

All from clearing out a single dragon's nest.

Currently, 27 XP is all that is needed to buy every feat in your Class.

Makensha
2013-02-22, 08:39 PM
Then triple all the costs, and see where to go from there.

Ialdabaoth
2013-02-22, 11:08 PM
Then triple all the costs, and see where to go from there.

That's my current intuition, but it does mean that the numbers get bigger - I was enjoying working with lower numbers, but it kinda makes precision tweaking impossible.

Ialdabaoth
2013-07-06, 05:30 PM
Coming back to this after several long cycles of playtesting.

Would anyone be interested in doing artwork for this project?

Philemonite
2013-07-07, 08:22 AM
It is a bit confusing, but I find it very interesting. Can I use it as inspiration for a system I'm making?

Grinner
2013-07-07, 08:29 AM
Coming back to this after several long cycles of playtesting.

Would anyone be interested in doing artwork for this project?

You might try asking around the Arts and Crafts subforum.

Ialdabaoth
2013-07-07, 12:38 PM
It is a bit confusing, but I find it very interesting. Can I use it as inspiration for a system I'm making?

Sure! Cross-pollination would be appreciated, too ;)

Philemonite
2013-07-07, 12:43 PM
Sure! Cross-pollination would be appreciated, too ;)

I'm trying to make something that combines The Last Remnant squad combat, 4e combat roles and card based combat. I will send you a link when I post something. Right now it's just one big mess.

Ialdabaoth
2013-07-07, 04:31 PM
Update: I now have icon art for all 8 character classes. Behold!


http://fc03.deviantart.net/fs70/i/2013/190/c/5/class_icons_by_hentaidi-d6cf4hu.png


I'm not happy with the Thief icon yet, but I'm afraid my meager art skills are failing me.

Edit: damnit... how do I set width on an image in bbcode? [img=800x145] won't work.

Philemonite
2013-07-08, 08:16 AM
I wanna play this so bad.:smalltongue:

You are right, Thief icon is lacking a bit more detail. Sorry, but I really can't think of anything to add right now.

You might wanna spoiler the picture.

Ialdabaoth
2013-07-08, 11:24 PM
I wanna play this so bad.:smalltongue:

You are right, Thief icon is lacking a bit more detail. Sorry, but I really can't think of anything to add right now.

You might wanna spoiler the picture.

Yep, thanks for the suggestion.

I'll probably try for a more ornate cloak, and see how that goes.

I should have all the Class/Feat and Equipment/Treasure cards done soon; that doesn't make for a playable game, but it's something.

JBPuffin
2013-07-08, 11:55 PM
This seems similar in some bizarre way to Heroica - it's like a board game you can edit as you wish or something like that. I like it.

As a result, I'd like to see more classes - or at least options for something like multi-classing - but that's my first response to all class-based systems.

Ialdabaoth
2013-07-09, 01:36 AM
This seems similar in some bizarre way to Heroica - it's like a board game you can edit as you wish or something like that. I like it.

As a result, I'd like to see more classes - or at least options for something like multi-classing - but that's my first response to all class-based systems.

Honestly, I think multi-classing would be problematic for this game. It's supposed to be relatively fast and iconic; allowing people to mix-and-match feats from different classes might lead to too much min-maxing and breaking a few silos.

Ialdabaoth
2013-07-09, 06:16 PM
Update: cleaned up the class icons a little. Now working on monster type icons:


http://fc03.deviantart.net/fs70/i/2013/190/1/f/monster_icons_by_hentaidi-d6cqxis.png

Current monsters are:

Mercenary
Cultist (2 XP)
Sorcerer (2 XP)
Assassin (3 XP)
Medusa ( 3 XP)
Giant (4 XP)
Ogre (4 XP)

Infernal
Hellhound (2 XP)
Chaos Beast (5 XP)
Demon Lord (5 XP)

Undead
Zombie (1 XP)
Skeleton (1 XP)
Shade (2 XP)
Vampire Spawn (3 XP)
Vampire Lord (4 XP)

Feral
Flame Ant (2 XP)
Giant Spider (2 XP)
Werewolf (2 XP)
Blood Ape (3 XP)
Manticore (3 XP)
Wendigo (4 XP)
Troll (4 XP)

Draconic
Fire Drake (5 XP)
Wyvern (5 XP)
Naga (5 XP)
Ice Wyrm (5 XP)
Basilisk (5 XP)

Construct
Golem (4 XP)

Philemonite
2013-07-10, 03:47 AM
I will repeat what I said, you should put your pictures in spoilers since they are too wide to fit on the screen.

If your monster types aren't set you could add celestial and fey. I might think of something else if you need more types.

Ialdabaoth
2013-07-10, 05:57 AM
I will repeat what I said, you should put your pictures in spoilers since they are too wide to fit on the screen.

If your monster types aren't set you could add celestial and fey. I might think of something else if you need more types.

Sorry; they were spoiled. Not sure when that changed.

I'll need to think about Celestial and Fey; for the "default setting", they're not quite appropriate, since a celestial creature would never be on the monsters' side, and I'm not sure if this setting has a real distinction between 'fey' and 'infernal'.

Philemonite
2013-07-10, 06:02 AM
Sorry; they were spoiled. Not sure when that changed.

I'll need to think about Celestial and Fey; for the "default setting", they're not quite appropriate, since a celestial creature would never be on the monsters' side, and I'm not sure if this setting has a real distinction between 'fey' and 'infernal'.

I don't think you can fit pixies and other similar creatures in infernal group. Actually, you could, but it doesn't make much sense to me.:smalltongue:

Ialdabaoth
2013-07-10, 06:04 AM
I don't think you can fit pixies and other similar creatures in infernal group. Actually, you could, but it doesn't make much sense to me.:smalltongue:

Fair ;) But pixies and such are hero-races. A pixie that "goes bad" is an Imp.

Philemonite
2013-07-10, 06:14 AM
I never actually considered them as "heroes" or "villains". As nature creatures they are neutral.

Ialdabaoth
2013-07-10, 06:26 AM
I never actually considered them as "heroes" or "villains". As nature creatures they are neutral.

Aha, got it.

I'm explicitly looking at this from a 'game' perspective though, where things are either heroes or monsters.

From a setting perspective, here's the basic run-down:

The world is split into three worlds - the Material World, the Spirit World, and the Celestial Court. (in D&D terms, these would be the Prime Material, the Feywild+Elemental Planes, and the Astral Sea).

The Spirit World, in its natural state, is a beautiful but terrifying vista of fey wilderness. It is naturally responsive to the will of sentient creatures, so it will tend to 'mirror' what is on the corresponding Prime Material, but more fancifully - amplifying the hopes and fears and dreams of the creatures on our side of the skein.

There are two ways the Spirit World can be corrupted.

An excess of yin energy, caused by despair, hopelessness, disease, hunger, and mass death, can cause the Spirit World to twist into a haunt, where the memories and personalities of dead mortals can become trapped as ghosts, doomed to live out their lives desperately craving the warmth and vitality of the living.

Likewise, an excess of yang energy, caused by greed, lust, ambition, and unbridled desire, can cause the Spirit World to twist into an inferno, where the subconscious whims of mortals can birth demons to tempt their souls with damnation.

Ialdabaoth
2013-07-11, 08:07 PM
Question: would it be spammy to post all the character class and equipment cards? Each one is 750 pixels wide x 1050 pixels tall; there are currently 18 cards per class x 8 classes = 144 class cards, and about 50ish equipment cards.

Philemonite
2013-07-12, 02:10 AM
Maybe use arts and crafts section and link to it?

Ialdabaoth
2013-08-10, 05:54 PM
Maybe use arts and crafts section and link to it?

Eh, I feel like it's not really appropriate for the arts section; it's really more mechanics than art, even though it's cards.


Also: It's been awhile, but here's my current classes laid out (dropbox image galleries; use the < and > buttons to navigate through all 18 feat cards):

Fighter (https://www.dropbox.com/sh/n67lb6a9trjrlnj/MiwNviYp07?lst#lh:null--Fighter.psd)

Barbarian (https://www.dropbox.com/sh/tl2sscydyc6jx25/aLKhRCNL5_?lst#lh:null--Barbarian.psd)

Ranger (WIP) (https://www.dropbox.com/sh/4y6307hz7kjci6l/QZ-7t-_ax8?lst#lh:null--Ranger.psd)

Thief (https://www.dropbox.com/sh/2t0s26tu7xpw5sq/6K2gVBXgZ0?lst#lh:null--Thief.psd)

Sorcerer (WIP) (https://www.dropbox.com/sh/owqe1g7aobam2z1/AygRs4RKjM?lst#lh:null--Sorcerer.psd)

Summoner (no link yet) (#)

Paladin (https://www.dropbox.com/sh/yuy0a6z7hfvtvgl/8_PfQaNPsT?lst#lh:null--Paladin.psd)

Sage (https://www.dropbox.com/sh/ai0rd8x45tszqkh/MH-PzOrQHj?lst#lh:null--Sage.psd)

What I really need to figure out at this point, is what goes in the bottom quarter of the Class card.


And here's some equipment cards:

Basic Equipment (WIP) (https://www.dropbox.com/sh/3icv9sc6fezy9pd/283w2OV7TC?lst#lh:null-Acolyte's%20Robes.psd)

Orichalcum (Copper) Treasures (https://www.dropbox.com/sh/hkatwzr1mxs2565/XkfItNY1IB?lst#lh:null-Boots%20of%20Stability.psd)

Mithral (Silver) Treasures (https://www.dropbox.com/sh/robk7aql063fc2l/_B4ejHqe_l?lst#lh:null-Cloak%20of%20Invisibility.psd)

Adamantine (Gold) Treasures (https://www.dropbox.com/sh/aztd7akn7xr2kwp/aoo4FFAHhj?lst#lh:null-Adamantine%20Plate.psd)

Philemonite
2013-08-11, 05:27 AM
It looks good, I like it.

If I can post my crappy writing there, you can post your cards.