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<blockquote data-quote="Lanliss" data-source="post: 7818595" data-attributes="member: 6801219"><p>Here's a summary of the mechanics I will be focusing on as my foundation.</p><p></p><p><strong>Perks</strong></p><p></p><p>The classes will come in three varieties, with 2 subcategories in each. The main categories will be Magical, Martial, and Kinetic(working name, actual name tbd). Each class type will come in long and close range varieties. By default, characters will be limited to two classes, restricting their specialization options, but not reducing their general ability too much because of the general perk system described below.</p><p></p><p>Classes and races will have unique Perks, with tiers of abilities within them. For example, a fire magic user could invest points in the Fireball perk. First level would give, for example sake, a 1st level Fireball ability, doing XdY damage in a 10 foot radius. Further levels would increase range or damage of the spell. A character could invest in as many separate Perks as they like, but will best increase their power by putting more points in perks they have. This will be the difference between "jack of all trades" builds versus mastery builds.</p><p></p><p>outside of these class specific perks will be numerous General perks that characters can invest in depending on the classes they have chosen. So, a perk for a disarming attack may say it requires a Close range character, meaning any melee fighter of any class type can take this perk for a few points. Likewise, any magical class would be able to invest the ability to make basic magical items, such as a simple enchanted stone that will deal fire damage on a hit. The split between classes means that characters with specific specializations will still be able to feel special and unique, but not locked into their choices in a way that they can't branch out to create more specific archetypes. </p><p></p><p>Further, in these General perks would be ones with tags such as "Magical, Long range" to create enchanted ammunition. This means a wizard could create fire arrows for the ranger, or a Long range Martial Assassin could make their own enchanted ammo, as an extension of their focus on long range damage.</p><p></p><p><strong>Training</strong></p><p></p><p>I intend for different perks to provide different levels of training in skills. Imagine it something like a proficiency bonus, except you can get Trained, Professional, and Expert in a skill. Obviously, an expert tracker will have better bonuses than someone simply trained in it. This will mean that people can invest in skills over the course of their character, mimicking real progression as they choose to train themselves in particular skills.</p><p></p><p><strong>Stats</strong></p><p><strong></strong></p><p>Only an early idea, but i'd like for the majority of skill points to come from perks as well. For example ,certain perks would come with a +1 to intelligence or Dexterity, etc. By default, characters would start with only a little bit above average in their skills, though I'm still deciding what average will be, and picking perks which increase these would be the primary form of increasing stats. Those perks would also have less going for them otherwise, and usually be related to the skill they are increasing, so as to prevent picking all the best skills to increase stats, and still getting a bunch of cool powers to go with them.</p><p></p><p><strong>Survival</strong></p><p></p><p>I want survival to be a major part of the world. Not necessarily tracking food and water, as those will be in abundance, but navigating terrain, finding places and people. I think that "points of light" is a good description of the setting, in that the majority of the world will be dangerous wilderness, and the adventurers will be traveling from one point of civilization to another. For this, I would need to figure out how to build good survival encounters, and what rules would be essential to this style of play. It's one point I haven't started on yet.</p><p></p><p><strong>Crafting</strong></p><p></p><p>I'd like for characters to have the option to increase their power through making better equipment, either crafting themselves or contracting crafters from towns and such. I need to make tiers of equipment, figure out what materials the players would need to collect to achieve these weapons, and set up helpful tips on how to personalize the system for when a player wants a custom weapon. This will range from simple things like crafting a hammer for good bludgeoning damage, to complex things like a quiver that will automatically poison your arrows for a while and needs to be refueled with venom from animals.</p><p></p><p>These are the majority of my primary goals of design, and should give a bit of an idea of the kind of project I'm working on.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7818595, member: 6801219"] Here's a summary of the mechanics I will be focusing on as my foundation. [B]Perks[/B] The classes will come in three varieties, with 2 subcategories in each. The main categories will be Magical, Martial, and Kinetic(working name, actual name tbd). Each class type will come in long and close range varieties. By default, characters will be limited to two classes, restricting their specialization options, but not reducing their general ability too much because of the general perk system described below. Classes and races will have unique Perks, with tiers of abilities within them. For example, a fire magic user could invest points in the Fireball perk. First level would give, for example sake, a 1st level Fireball ability, doing XdY damage in a 10 foot radius. Further levels would increase range or damage of the spell. A character could invest in as many separate Perks as they like, but will best increase their power by putting more points in perks they have. This will be the difference between "jack of all trades" builds versus mastery builds. outside of these class specific perks will be numerous General perks that characters can invest in depending on the classes they have chosen. So, a perk for a disarming attack may say it requires a Close range character, meaning any melee fighter of any class type can take this perk for a few points. Likewise, any magical class would be able to invest the ability to make basic magical items, such as a simple enchanted stone that will deal fire damage on a hit. The split between classes means that characters with specific specializations will still be able to feel special and unique, but not locked into their choices in a way that they can't branch out to create more specific archetypes. Further, in these General perks would be ones with tags such as "Magical, Long range" to create enchanted ammunition. This means a wizard could create fire arrows for the ranger, or a Long range Martial Assassin could make their own enchanted ammo, as an extension of their focus on long range damage. [B]Training[/B] I intend for different perks to provide different levels of training in skills. Imagine it something like a proficiency bonus, except you can get Trained, Professional, and Expert in a skill. Obviously, an expert tracker will have better bonuses than someone simply trained in it. This will mean that people can invest in skills over the course of their character, mimicking real progression as they choose to train themselves in particular skills. [B]Stats [/B] Only an early idea, but i'd like for the majority of skill points to come from perks as well. For example ,certain perks would come with a +1 to intelligence or Dexterity, etc. By default, characters would start with only a little bit above average in their skills, though I'm still deciding what average will be, and picking perks which increase these would be the primary form of increasing stats. Those perks would also have less going for them otherwise, and usually be related to the skill they are increasing, so as to prevent picking all the best skills to increase stats, and still getting a bunch of cool powers to go with them. [B]Survival[/B] I want survival to be a major part of the world. Not necessarily tracking food and water, as those will be in abundance, but navigating terrain, finding places and people. I think that "points of light" is a good description of the setting, in that the majority of the world will be dangerous wilderness, and the adventurers will be traveling from one point of civilization to another. For this, I would need to figure out how to build good survival encounters, and what rules would be essential to this style of play. It's one point I haven't started on yet. [B]Crafting[/B] I'd like for characters to have the option to increase their power through making better equipment, either crafting themselves or contracting crafters from towns and such. I need to make tiers of equipment, figure out what materials the players would need to collect to achieve these weapons, and set up helpful tips on how to personalize the system for when a player wants a custom weapon. This will range from simple things like crafting a hammer for good bludgeoning damage, to complex things like a quiver that will automatically poison your arrows for a while and needs to be refueled with venom from animals. These are the majority of my primary goals of design, and should give a bit of an idea of the kind of project I'm working on. [/QUOTE]
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