Post by Boaster on Apr 10, 2009 15:07:49 GMT -6
This is a thread catalog of ideas that I, Mantera, think should be considered for LOM2. As an RPG, each character has a race, class and faith. Every race/class/faith combination has a unique character title and will come with unique traits. Some skills may be shared, but at varying skill level.
Story Briefing
When Certain Races and Faiths interact, they may generate a unique Race (such as Elf of Order is a Half Elf).
Some Race and Class combinations will be off limits (i.e. Giant Thief).
Well, I would say that race effects stat modifiers, base and by level. Therefore a Barbarian Wizard of (Any race) would yield him poor mana/wisdom/intelligence but excellent physical stats. So in a sense, it would be self defeating to be a Barbarian spellcaster.
To me, I would prefer no cap on race-to-class-to-faith combinations.
Certain races would have their statistical bonuses, while certain faiths would have their inherited bonuses.
I.e. A Giant would have +2 base Strength and +2 base Constitution and -4 base Dexterity racial modifiers.
I.e. Worshiping Air would endow +2 base Dexterity.
I.e. Warrior Class allows for +4 health per level, rather than +2.
Thus an Air Giant would not be so crippled with his -4 Dexterity modifier. Giants wouldn't make for good Thief class characters.
I would have to re-generate a list of Race bonuses and Faith endowments, so that certain combinations offset and such.
[EDITS]
A rough rudimentary table of racial bonuses:
Primary Stats: Affected by Faith, Race and/or Class. These stats influence combat stats (secondary stats), combat abilities, feats and spells.
Secondary Stats: Affected by Primary stats, equipment and/or level.
Tertiary Stats: Stats unaffected by Level or Primary Stats. Based expressly on Equipment, Race and/or Class.
Class/Race/Faith Limitations:
Amazons are humans unique to Water.
Archons are humans unique to Order.
Barbarians are humans unique to Chaos.
Race/Faith fusions:
Character Stats
All characters start out with 50 combined stats.
Level bonuses based on class:
While idealy certain Race/Faith combinations will yield poor class types, they can still exist and thrive. The Race/Faith bonuses are to help steer players towards generalized combos. On paper, any Faerie Warrior does not look ideal, but may yet still hold cunning.
More to come.…
Story Briefing
An age has passed since the fall of Balkoth and his master Golgoth, the God of Death. In the time since, peace befell the lands of Urak. Ancient differences were bent and bowed for rising demand for trades. Battles were seldom witnessed, except largely in part by Barbarian tribes unwilling to accept peace, renegade bands feasting on weak villages and in glorious arenas built by Archons and those of the Barbarians who found compromise. With these few exceptions, there was peace.
In the rebuilding process, many left their native homes to rebuild anew. Many with little knowledge in the building homes out of habitats, many used their surroundings. Dwarves who once settled the soft grounds of the valleys moved into humid and dank caves, as well as the frosty dry cliffs at the ends of the world. Golgothans, human and Elf, crippled from the loss of their once sovereign Lord and master were run into hiding, where many did not emerge for generations.
The allied War Parties of the Eldren, Amazons, Giants, Faeries and Archons who were stationed in each others lands found themselves more permanent homes during the rebuilding process. Culture, ideas and even faith bled into each of the difference races. Even War Parties stationed in different lands build villages and outposts to monitor their ancient enemies. Over many years, contact, conflict and even trade were inevitable.
Peace was no longer an ideal in Urak, it was met. That is until Golgoth recruited the sadistic, pessimistic and outcasts. Golgoth recruited these with promise of power over life and death. Slowly but surely, Golgoth's cult following regrew in the shadows of the lands. Ritualistic killings and rumors of the re-emergence of Golgoth as a major God fueled his return.
The cult, on the brink of becoming a major faith once again, negotiated under the tables and in secret with the leaders of the elemental and 3 remaining spiritual faiths. Bartering with the sure bet that Urak could not continue without the never dying population. Reluctantly, the faiths bestowed the recognition of the cult as the new Death, but were quickly dismissed to the swamps of old. One of the terms of recognition is that the new Death could not have a leader and all agents of Death must act independently.
With the power and recognition as a faith once again, Golgoth endowed a new figure head to succeed the once mighty Balkoth. And the circle of time began to flow through familiar territory, once again.
In the rebuilding process, many left their native homes to rebuild anew. Many with little knowledge in the building homes out of habitats, many used their surroundings. Dwarves who once settled the soft grounds of the valleys moved into humid and dank caves, as well as the frosty dry cliffs at the ends of the world. Golgothans, human and Elf, crippled from the loss of their once sovereign Lord and master were run into hiding, where many did not emerge for generations.
The allied War Parties of the Eldren, Amazons, Giants, Faeries and Archons who were stationed in each others lands found themselves more permanent homes during the rebuilding process. Culture, ideas and even faith bled into each of the difference races. Even War Parties stationed in different lands build villages and outposts to monitor their ancient enemies. Over many years, contact, conflict and even trade were inevitable.
Peace was no longer an ideal in Urak, it was met. That is until Golgoth recruited the sadistic, pessimistic and outcasts. Golgoth recruited these with promise of power over life and death. Slowly but surely, Golgoth's cult following regrew in the shadows of the lands. Ritualistic killings and rumors of the re-emergence of Golgoth as a major God fueled his return.
The cult, on the brink of becoming a major faith once again, negotiated under the tables and in secret with the leaders of the elemental and 3 remaining spiritual faiths. Bartering with the sure bet that Urak could not continue without the never dying population. Reluctantly, the faiths bestowed the recognition of the cult as the new Death, but were quickly dismissed to the swamps of old. One of the terms of recognition is that the new Death could not have a leader and all agents of Death must act independently.
With the power and recognition as a faith once again, Golgoth endowed a new figure head to succeed the once mighty Balkoth. And the circle of time began to flow through familiar territory, once again.
When Certain Races and Faiths interact, they may generate a unique Race (such as Elf of Order is a Half Elf).
Some Race and Class combinations will be off limits (i.e. Giant Thief).
Well, I would say that race effects stat modifiers, base and by level. Therefore a Barbarian Wizard of (Any race) would yield him poor mana/wisdom/intelligence but excellent physical stats. So in a sense, it would be self defeating to be a Barbarian spellcaster.
To me, I would prefer no cap on race-to-class-to-faith combinations.
Certain races would have their statistical bonuses, while certain faiths would have their inherited bonuses.
I.e. A Giant would have +2 base Strength and +2 base Constitution and -4 base Dexterity racial modifiers.
I.e. Worshiping Air would endow +2 base Dexterity.
I.e. Warrior Class allows for +4 health per level, rather than +2.
Thus an Air Giant would not be so crippled with his -4 Dexterity modifier. Giants wouldn't make for good Thief class characters.
I would have to re-generate a list of Race bonuses and Faith endowments, so that certain combinations offset and such.
[EDITS]
A rough rudimentary table of racial bonuses:
Race | Modifier |
Archon (Human) | No bonus/penalty. |
Amazon (Human) | -1 Strength, +1 Dexterity. |
Barbarian (Human) | +10% Elemental Resistance, -2 Wisdom. |
Centaur | +2 Combat Speed, -2 Wisdom. |
Dwarf | +2 Strength, +1 Constitution, -2 Dexterity, -1 Movement Speed. |
Elf | -1 Strength, -2 Constitution +2 Dexterity, +1 Movement Speed. |
Faerie | -2 Strength, -2 Constitution, +2 Dexterity, +2 Movement Speed. |
Giant | +2 Strength, +2 Constitution, -4 Dexterity. |
Gnome | +2 Intelligence, -2 Strength. |
Goblin | +2 Dexterity, -2 Intelligence |
Halfling | +1 Dexterity, +1 Stealth, -2 Wisdom. |
Lizard | +1 Strength, +1 Dexterity, -2 Wisdom. |
Orc | +2 Strength, -2 Intelligence. |
Troll | -2 Dexterity, +2 Constitution. |
Minotaur | +4 Constitution, -2 Dexterity, -2 Wisdom. |
Faith | Modifier |
Air | +2 Dexterity. |
Chaos | +2 Constitution. |
Death | +1 Strength, +1 Wisdom. |
Earth | +1 Strength, +1 Constitution. |
Fire | +2 Strength. |
Life | +1 Dexterity, +1 Wisdom. |
Order | +2 Wisdom. |
Water | +1 Constitution, +1 Wisdom. |
Race | Air | Chaos | Death | Earth | Fire | Life | Order | Water |
Archon | +2 Dex | N/A | +1 Str, +1 Wis | +1 Str, +1 Con | +2 Str | +1 Dex, +1 Wis | +2 Wis | N/A |
Amazon | -1 Str, +3 Dex | N/A | +1 Dex, +1 Wis | +1 Dex, +1 Con | +1 Str, +1 Dex | -1 Str, +2 Dex +1 Wis | N/A | -1 Str, +1 Dex, +1 Con, +1Wis |
Barbarian | +10% Ele. Res, +2 Dex, -2 Wis | +10% Ele. Res, +2 Con, -2 Wis | +10% Ele. Res, +1 Str, -1 Wis | +10% Ele. Res, +1 Str, +1 Con, -2 Wis | +10% Ele. Res, +2 Str, -2 Wis | +10% Ele. Res, +1 Dex, -1 Wis | N/A | N/A |
Centaur | +2 Combat Spd, +2 Dex, -2 Wis | +2 Combat Spd, +2 Con, -2 Wis | +2 Combat Spd, +1 Str, -1 Wis | +2 Combat Spd, +1 Str, +1 Con | +2 Combat Spd, +2 Str | +2 Combat Spd, +1 Dex, -1 Wis | +2 Combat Spd, | +2 Combat Spd, +1 Con, -1 Wis |
Dwarf | +2 Str, +1 Con, -1 Combat Spd | +2 Str, +3 Con, -2 Dex, -1 Combat Spd | +3 Str, +1 Con, -2 Dex, +1 Wis, -1 Combat Spd | +3 Str, +2 Con, -2 Dex, -1 Combat Spd | +4 Str, +1 Con, -2 Dex, -1 Combat Spd | +2 Str, -1 Dex +1 Con, +1 Wis, -1 Combat Spd | +2 Str, +1 Con, -2 Dex, +2 Wis, -1 Combat Spd | +2 Str, +2 Con, -2 Dex, +1 Wis, -1 Combat Spd |
Elf | -1 Str, -2 Con, +4 Dex, +1 Combat Spd. | -1 Str, +2 Dex, +1 Combat Spd. | +2 Dex, -2 Con, +1 Wis, +1 Combat Spd. | +2 Dex +1 Combat Spd. | +1 Str, +2 Dex, -2 Con, +1 Combat Spd. | -1 Str, +3 Dex, -2 Con, +1 Wis, +1 Combat Spd. | -1 Str, +2 Dex, -2 Con, +2 Wis, +1 Combat Spd. | -1 Str, +2 Dex, +1 Wis, +1 Combat Spd. |
Faerie | ||||||||
Giant | ||||||||
Gnome | ||||||||
Goblin | ||||||||
Halfling | ||||||||
Lizard | ||||||||
Orc | ||||||||
Troll | ||||||||
Minotaur |
Primary Stats: Affected by Faith, Race and/or Class. These stats influence combat stats (secondary stats), combat abilities, feats and spells.
Strength | Each point of base starting Strength grants +1 base melee Attack Power. Every 2 points of Strength beyond adds 1 Attack. Every 10 points of Strength improves corresponding physical combat related feats/abilities. |
Dexterity | Each point of base starting Dexterity grants +1 base Armor and +1/2 Ranged Attack and +1/2 Attack & Hit recovery. Every 2 points of Dexterity beyond adds 1 Armor. Every 3 points of Dexterity beyond adds +1 Ranged Attack and +1 Attack and Hit Recovery bonus. Every 10 points of Dexterity improves corresponding physical combat related feats/abilities. |
Constitution | Each point of base starting Constitution grants +2 maximum health and +1/3 base Health recovery. Every point of Constitution beyond grants Warriors +2 Health, +1 otherwise, and every 5 points of Constitution grants +1 Health Recovery. |
Wisdom | Each point of base starting Wisdom grants +2 maximum mana for wizards, +1 otherwise and grants +1/3 mana recovery. Every 2 points of Wisdom beyond grants +1 mana and every 5 points of Wisdom grants +1 Mana Recovery. |
Intelligence | Each point of base starting Intelligence grants +1 Spell Power. Every 2 points of Intelligence beyond grants +1 Spell power. |
Secondary Stats: Affected by Primary stats, equipment and/or level.
Attack | Influenced by Strength and Weapon Bonuses. A character's ability to strike versus enemy's Armor. |
Armor | Influenced by Dexterity and Equipment Bonuses. A character's ability to defend versus enemy strikes. |
Ranged Attack | Influenced by Dexterity and Equipment Bonuses. A character's ability to strike, in ranged combat, versus enemy's armor. |
Attack Recovery | Influenced by Dexterity and Equipment Bonuses/Penalties. This is the time it takes for a character to recover from Attacking an enemy. A character cannot attack again until he/she has recovered. |
Hit Recovery | Influenced by Dexterity and Equipment Bonuses/Penalties. This is the time it takes for a character to recover from being Hit by an enemy. A character can do nothing until he/she has recovered. During this recovery time, the character has a -50% Armor penalty. |
Spell Power | Influenced by Intelligence and Equipment Bonuses/Penalties. Determines the maximum Spell Level a character can cast. For each point of Spell Power below the Level of the Spell, the spell's duration and/or effects are reduced 33%. Spell Power above the Level of a Spell yield no bonuses, unless specified. |
Health | Influenced by Constitution and Equipment Bonuses/Penalties. Determines how much damage can be endured before being killed. Suffering more damage than health leads to death. Suffering more damage than twice the maximum health leads to total annihilation (no resurrection). |
Mana | Influenced by Wisdom and Equipment Bonuses/Penalties. The capacity to cast spells or use specialized combat commands. |
Health Recovery | Influenced by Constitution and Equipment Bonuses/Penalties. The character's ability to recover lost health per 12 seconds. When moving or engaged in combat, the recovery time is 18 seconds. |
Mana Recovery | Influenced by Wisdom and Equipment Bonuses/Penalties. The character's ability to recover lost mana per 12 seconds. When moving or engaged in combat, mana recovery time is 18 seconds. |
Stamina | Influenced by Base Constitution and Equipment Bonuses/Penalties. The number of seconds a character can run/charge before being exhausted. When Stamina drops to zero or less, while running, a character will stop walking. When Stamina drops below zero, a character will suffer the "Exhausted" physical condition, which halves combat speed until Stamina full recovers. Stamina is recovered at a rate of 1 Stamina per second. When moving or engaged in combat, Stamina is recovered at a rate of 1 Stamina per three seconds. |
Tertiary Stats: Stats unaffected by Level or Primary Stats. Based expressly on Equipment, Race and/or Class.
Combat/Movement Speed | Influenced by Equipment, Race and Mount. Number of yards a character can travel walk in 10 seconds. Maximum is 9 yards in 10 seconds, minimum is 1 yard in 10 seconds. Running triples the rate of travel, to a maximum of 27 yards per 10 seconds and drains stamina. Before a character can begin running, the character must walk for at least 3 seconds. Before a character can charge, the character must walk for at least 1 second. |
Sight Radius | The distance, in a radius of yards, a character can detect hostile and "Stealthed" characters. |
Missile Range | Influenced solely on Ranged Weapon and Equipment Bonuses/Penalties. The maximum range, in yards, that a character can hurl a projectile to strike an enemy. An attacking character will always move to within range of a target, if it is out of range, to attack the target. Missile Range varies for each Ranged Weapon. |
Stealth | Influenced solely on Race, Class and Equipment. The character's ability to blend in with the environment and move quietly to avoid being detected by enemy sight. Stealth equals how many yards away your character can be before being detected, without a Scout/Detection check. A Stealth value of 3 means you can be 3 yards away without being detected by sight or sound, without a hostile character making a Scout/Detection Check. |
Luck | Increases the chance to perform feats, abilities by 1%. May also increases effectiveness of spells. |
Class/Race/Faith Limitations:
- Giants may not be Thieves.
- Minotaurs may not be Thieves.
Trolls may not be Thieves.- Trolls may only be Elemental.
- Lizards may only be Elemental.
- Archons cannot worship Chaos or Water.
- Amazons cannot worship Chaos or Order.
- Barbarians cannot worship Order or Water.
Amazons are humans unique to Water.
Archons are humans unique to Order.
Barbarians are humans unique to Chaos.
Race/Faith fusions:
- Order Elf = Half Elf.
- Chaos Elf = Half Elf.
- Water Elf = Half Elf.
- Life Elf = Eldren.
- Death Elf = Golgothan.
- Air Dwarf = Storm Dwarf.
- Chaos Dwarf = Mountain Dwarf.
- Death Dwarf = Dark Dwarf.
- Earth Dwarf = Hill Dwarf.
- Fire Dwarf = Red Dwarf.
- Life Dwarf = Spirit Dwarf.
- Order Dwarf = White Dwarf.
- Water Dwarf = Aqua Dwarf.
- Air Lizard = Storm Lizard.
- Earth Lizard = Rock Lizard.
- Fire Lizard = Flame Lizard.
- Water Lizard = Amphibion (Not to be confused with Amphibian).
- Air Giant = Storm Giant.
- Chaos Giant = Colossus.
- Death Giant = Dread Giant.
- Earth Giant = Stone Giant.
- Fire Giant = Flame Giant.
- Life Giant = Spirit Giant.
- Order Giant = Titan.
- Water Giant = Tidal Giant.
Character Stats
All characters start out with 50 combined stats.
Class | Strength | Dexterity | Constitution | Intelligence | Wisdom |
Warrior | 15 | 12 | 13 | 5 | 5 |
Thief | 9 | 16 | 10 | 8 | 7 |
Mage | 7 | 8 | 7 | 14 | 14 |
Level bonuses based on class:
Class | Strength | Dexterity | Constitution | Intelligence | Wisdom |
Warrior | +1/level | +1/2 lvls | +1/level | +1/5 lvls | +1/5 lvls |
Thief | +1/2 lvls | +1/level | +1/2 lvls | +1/3 lvls | +1/3 lvls |
Mage | +1/5 lvls | +1/2 lvls | +1/5 lvls | +1 level | +1 level |
While idealy certain Race/Faith combinations will yield poor class types, they can still exist and thrive. The Race/Faith bonuses are to help steer players towards generalized combos. On paper, any Faerie Warrior does not look ideal, but may yet still hold cunning.
More to come.…