MoleMage
2015-06-27, 03:51 AM
Greetings to my fellow Playgrounders. Over the last couple of months I have been off-and-on putting together a tactical RPG system because I am sometimes bored and enjoy toying with new game system ideas. This one has gotten a little farther than others and less far than others still, but it is far enough along that I am not ashamed to show what I have so far (see Google Site below):
https://sites.google.com/site/molemagegame/
So, I am just stopping by to ask for some feedback and maybe assistance from my fellow playgrounders. You can leave comments here or in the suggestions section of the Google Site as you like. I realize that parts of it are spotty (I haven't developed any of the classes beyond Base Class yet), but here are some of my "working on" notes.
Archetypal Classes: I'd like to have these finished before starting a playtest. Here are some descriptors of what I'm going to do with those in the near future.
Footman: Defensive front-line fighter.
Cavalier: Mobile mounted fighter. Can move after attacking.
Scoundrel: Melee rogue, can move without breaking Hide, daggers get more reliable sneak attacks.
Archer: Ranged rogue, bows get improved accuracy and longer range.
Wizard: Blaster mage, gets Effect Multipliers based on wielded gear.
Glyphbinder: Support mage, sets up field effects based on wielded gear.
Iconic Classes: Distant, but I have some ideas.
Skills: I need more variety in skills for base classes as well as coming up with skills for iconic classes.
Gear: I need more gear fleshed out.
Squad EXP: I haven't developed experience mechanics for individuals or for the squad mechanic (currently marked by strikethrough) yet. This is priority but not expected to be exceedingly difficult.
https://sites.google.com/site/molemagegame/
So, I am just stopping by to ask for some feedback and maybe assistance from my fellow playgrounders. You can leave comments here or in the suggestions section of the Google Site as you like. I realize that parts of it are spotty (I haven't developed any of the classes beyond Base Class yet), but here are some of my "working on" notes.
Archetypal Classes: I'd like to have these finished before starting a playtest. Here are some descriptors of what I'm going to do with those in the near future.
Footman: Defensive front-line fighter.
Cavalier: Mobile mounted fighter. Can move after attacking.
Scoundrel: Melee rogue, can move without breaking Hide, daggers get more reliable sneak attacks.
Archer: Ranged rogue, bows get improved accuracy and longer range.
Wizard: Blaster mage, gets Effect Multipliers based on wielded gear.
Glyphbinder: Support mage, sets up field effects based on wielded gear.
Iconic Classes: Distant, but I have some ideas.
Skills: I need more variety in skills for base classes as well as coming up with skills for iconic classes.
Gear: I need more gear fleshed out.
Squad EXP: I haven't developed experience mechanics for individuals or for the squad mechanic (currently marked by strikethrough) yet. This is priority but not expected to be exceedingly difficult.