Tengu
2008-07-04, 07:05 AM
I've had this idea in my mind for quite a time now - it will be easy to convert the world of Disgaea games into the rules of fourth edition DND, and, more importantly, it's a game system that will do justice for them. I currently have very little written so far, which is why I'm posting stuff here and not in Homebrew.
So, this is what I want to implement:
Races
There will be three player races at the start. Demons will be the default race and their stats will roughly match these of humans (modified and maybe strenghtened since humans will still have their racial feats). Humans will be the rough equivalent of half-elves, because that's what humans are in Disgaea - tough and spirited. Angels will have a bonus to two out of three from Dex, Wis and Cha, and probably start proficient with bows, but I don't know what else to give them yet.
Classes
Implementing most Disgaea classes will be fairly easy:
Fighter - Fighter (duh)
Brawler - Two-Weapon Ranger
Healer - modified Cleric (no deity-specific Channel Divinity, can use staves as an implement for casting)
Mage - Wizard, with the option of specialising in an element - all your spells deal damage from this element, and maybe you get the Heroic-level damage frat for this element for free
Thief - Rogue, modified to have the ability to steal stuff (and stats, temporarily) in combat instead of sneak attack
Archer - modified Archery Ranger (because Archery is a suboptimal choice for a ranger, and I don't want that)
Gunner - ditto, but different from the Archer
Magic Knight - modified Swordmage (which means this class won't be released in some time)
Samurai - I'm not sure. Paladin? Fighter with the Kensei paragon path?
Ninja - Rogue with improved combat (more weapon proficiencies, can use rogue powers will all weapons) at the cost of skills
Scout/Geomancer - probably a paragon path, available for all classes - discounting geopanel abilities Scout is a Gunner and Geomancer either a multiclassed Mage or a Healer who actually uses damage-dealing abilities
Beastmaster - I have no idea, but would like to see them implemented
Iron Knight - a paragon path for Fighter?
Majin, EDF Soldier, Angel - I probably won't implement these as classes, seeing that they simply represent strong warriors of their respectable races
Paragon Paths and Epic Destinies
Apart from the paragon paths I mentioned earlier... I am not sure what else to add. Prism Ranger, maybe?
From epic destinies, we will have at least two: Overlord and Defender of Earth!
Feats
All races will have their own racial feats, of course - humans will have the feats from 4e, but it will take more work for the other races. I'm pondering a high-tier feat that lets you fly for these two, as well as, for all races this time, a feat that lets you use Cha instead of Wis for abilities and powers (in the world of Disgaea, common sense is not so common), although I'm not sure would that be balanced.
Powers
Here I'd like to modify as little as possible. Powers will be mostly refluffed to represent canon Disgaea techniques - but if there's none that are good to represent this or that tech, making new powers in 4e is easy enough to add them. There will also be powers that let you add an individual touch to your character.
Items
I will add at least two new weapons - martial Gauntlet and superior Gun (probably in a one-handed Light and two-handed Heavy variations). Armor will be refluffed in some way, because when have you seen a heavily-armored Disgaea character last time? Healing potions will also be refluffed into candy. I'm pondering introducing drinks that restore your use of encounter (and daily, at high levels) powers.
Monsters
All the Disgaea monsters must be introduced, starting of course with Prinnies! Since both Disgaea and 4e use something resembling a tier system for their creatures, this part might seem like a lot of work but will actually be pretty easy. Over time, some monsters might become player races (Prinny? Catgirl?).
New Rules
Here, I want to capture as many elements that make Disgaea innovative, but at the same time limit the cheese potential - because it might be intentional in a computer game, but doesn't work well for a cooperative RPG:
Group attacks - if you attack an adjacent opponent with a basic attack, allies adjacent to you can (after passing a roll) attack him too
Combo attacks - further attacks on one opponent without anyone making any other actions in between increase in accuracy
Geo Panels - this requires no explanation if you've played Disgaea
Lifting and Throwing - I'm not sure what should the throwing distance depend upon. Character class? Throwing an enemy into another enemy will not increase their level, unlike in the computer games. I'm pondering should 3-d attacks be possible
Item World - enter an item, fight monsters inside, increase its strength and make it possible to transfer its special abilities into another item! These rules will require very careful planning, or else they might result in super-overpowered gear
Reincarnation - it will not make you more and more powerful each time you reincarnate, but it lets you completely rebuild your character from scratch (you start at level 1, but since your allies are higher level, you will catch up over time fairly quickly). I'm pondering should there be a minimal level at which is this possible
Master/Pupil, Dark Assembly, Felonies, Special Bar - I'm pondering should I implement any of those, and how. Suggestions?
So, what do you think? Anything you would like to see, anything that I have forgotten? Before I start the project for real I'd like to see how much interest is there in it. All input is appreciated!
So, this is what I want to implement:
Races
There will be three player races at the start. Demons will be the default race and their stats will roughly match these of humans (modified and maybe strenghtened since humans will still have their racial feats). Humans will be the rough equivalent of half-elves, because that's what humans are in Disgaea - tough and spirited. Angels will have a bonus to two out of three from Dex, Wis and Cha, and probably start proficient with bows, but I don't know what else to give them yet.
Classes
Implementing most Disgaea classes will be fairly easy:
Fighter - Fighter (duh)
Brawler - Two-Weapon Ranger
Healer - modified Cleric (no deity-specific Channel Divinity, can use staves as an implement for casting)
Mage - Wizard, with the option of specialising in an element - all your spells deal damage from this element, and maybe you get the Heroic-level damage frat for this element for free
Thief - Rogue, modified to have the ability to steal stuff (and stats, temporarily) in combat instead of sneak attack
Archer - modified Archery Ranger (because Archery is a suboptimal choice for a ranger, and I don't want that)
Gunner - ditto, but different from the Archer
Magic Knight - modified Swordmage (which means this class won't be released in some time)
Samurai - I'm not sure. Paladin? Fighter with the Kensei paragon path?
Ninja - Rogue with improved combat (more weapon proficiencies, can use rogue powers will all weapons) at the cost of skills
Scout/Geomancer - probably a paragon path, available for all classes - discounting geopanel abilities Scout is a Gunner and Geomancer either a multiclassed Mage or a Healer who actually uses damage-dealing abilities
Beastmaster - I have no idea, but would like to see them implemented
Iron Knight - a paragon path for Fighter?
Majin, EDF Soldier, Angel - I probably won't implement these as classes, seeing that they simply represent strong warriors of their respectable races
Paragon Paths and Epic Destinies
Apart from the paragon paths I mentioned earlier... I am not sure what else to add. Prism Ranger, maybe?
From epic destinies, we will have at least two: Overlord and Defender of Earth!
Feats
All races will have their own racial feats, of course - humans will have the feats from 4e, but it will take more work for the other races. I'm pondering a high-tier feat that lets you fly for these two, as well as, for all races this time, a feat that lets you use Cha instead of Wis for abilities and powers (in the world of Disgaea, common sense is not so common), although I'm not sure would that be balanced.
Powers
Here I'd like to modify as little as possible. Powers will be mostly refluffed to represent canon Disgaea techniques - but if there's none that are good to represent this or that tech, making new powers in 4e is easy enough to add them. There will also be powers that let you add an individual touch to your character.
Items
I will add at least two new weapons - martial Gauntlet and superior Gun (probably in a one-handed Light and two-handed Heavy variations). Armor will be refluffed in some way, because when have you seen a heavily-armored Disgaea character last time? Healing potions will also be refluffed into candy. I'm pondering introducing drinks that restore your use of encounter (and daily, at high levels) powers.
Monsters
All the Disgaea monsters must be introduced, starting of course with Prinnies! Since both Disgaea and 4e use something resembling a tier system for their creatures, this part might seem like a lot of work but will actually be pretty easy. Over time, some monsters might become player races (Prinny? Catgirl?).
New Rules
Here, I want to capture as many elements that make Disgaea innovative, but at the same time limit the cheese potential - because it might be intentional in a computer game, but doesn't work well for a cooperative RPG:
Group attacks - if you attack an adjacent opponent with a basic attack, allies adjacent to you can (after passing a roll) attack him too
Combo attacks - further attacks on one opponent without anyone making any other actions in between increase in accuracy
Geo Panels - this requires no explanation if you've played Disgaea
Lifting and Throwing - I'm not sure what should the throwing distance depend upon. Character class? Throwing an enemy into another enemy will not increase their level, unlike in the computer games. I'm pondering should 3-d attacks be possible
Item World - enter an item, fight monsters inside, increase its strength and make it possible to transfer its special abilities into another item! These rules will require very careful planning, or else they might result in super-overpowered gear
Reincarnation - it will not make you more and more powerful each time you reincarnate, but it lets you completely rebuild your character from scratch (you start at level 1, but since your allies are higher level, you will catch up over time fairly quickly). I'm pondering should there be a minimal level at which is this possible
Master/Pupil, Dark Assembly, Felonies, Special Bar - I'm pondering should I implement any of those, and how. Suggestions?
So, what do you think? Anything you would like to see, anything that I have forgotten? Before I start the project for real I'd like to see how much interest is there in it. All input is appreciated!