Vandagard: The Darkness
Purpose: To outline of Vandagard: The Darkness's player and game structure to the point I can sit down and begin coding it.
Overview: Vandagard is a fantasy role playing game, designed to be both
fun, and extensive. There is no real end, instead players continue
to play their family line forever, allowing for truely generational
play.
Section I: Player Advancement
Abstract:
Players will advance in an ad-hoc style leveling system, whereby there are multiple spheres of influence, each containing their own level and attributes. The player's Overall level will be determined by the total spheres levels added together.
Technical Player Additions:
ch->train - Training points
ch->sphere[10][2] - Sphere levels/Experience/
ch->learning - Learning points
ch->practice - Skill learning points
skill_table - Update: Skill sphere
Spheres:
There will be 10 total spheres of influence, each with a total of 20 levels to gain, for a grand total of 50 player levels. (gained once every 4 levels) This could be increased depending on the needs of the players and how far along I get. If a sphere is natural, they will receive no penalties to usage of skills in that sphere.
Advancement:
Advancement through the levels is determined by experience points. For every damage point the player inflicts (destruction, weapons) or any skill used (non-combat) the player gains experience in that sphere. When a player gains a Sphere level, they also gain a small amount of 'learning' points, which can be used to buy new skills at various teachers around the game world.
Every 4 sphere levels, the player gains a true level. A true level when gained, adds a small bonus to the players Hitpoints and Mana, as well as gives them some training points to increase their physical statistics.
The experience needed to gain a sphere level is (1000 * (2*slvl)). Every player begins with level 0 in all spheres, unless their class gives them a 1 level bonus to that sphere.
To begin a new sphere, the player must spend 2 levels worth of Training points (gained on a true level) to begin learning their new sphere.
List of Spheres:
Skills:
Skills will encompass the various skills found in stock rom, as well as a multitude of others of my own imagination. Every skill MUST be within a sphere of influence, lest it cannot be used.
Attributes:
There will be Five determining attributes to each player:
Strength - Melee/Weapon attacks, carry weight
Intelligence - Magic know-how. (determines mana)
Wisdom - Magic Control (determines effects)
Dexterity: - Physical nimbleness, speed, finesse
Constitution: - Physical hardiness. Hit points, fatigue
Classes:
The default classes will be rather basic in their naming convention, as every character created will in turn be much different than anyone else's depending on what skills they choose, and how they play their character, however, this will be the list of stock classes, their natural spheres, and starting attributes.
|
Name: |
Start HP: |
Start Mana: |
Sphere I: |
Sphere II: |
Sphere III: |
Prime Stat: |
|
Warrior |
25 |
0 |
Heavy Weap |
Light Weap |
+5 Practice |
Strength |
|
Thief |
17 |
0 |
Light Weap |
Stealth |
Acrobatics |
Dexterity |
|
Wizard |
10 |
35 |
Destruction |
Enchantment |
Mysticism |
Intelligence |
|
Cleric |
14 |
15 |
Restoration |
Mysticism |
Hand to Hand |
Wisdom |
|
Barbarian |
30 |
0 |
Heavy Weap |
Acrobatics |
+1 Con |
Constitution |
|
Enchanter |
15 |
20 |
Light Weap |
Enchantment |
+1 Int |
Intelligence |
|
Rogue |
19 |
0 |
Heavy Weap |
Light Weap |
Stealth |
Dexterity |
|
Ranger |
18 |
5 |
Light Weap |
Stealth |
+1 Con/+1Dex |
Constitution |
|
Knight |
22 |
5 |
Heavy Weap |
Restoration |
+1 Wisdom |
Strength |
Races:
There will be several races in the world of Vandagard, all unique and different with their own natural tastes and place in the world. The race's bonus HP affects how much extra hitpoints to give the class when they start. Same goes for bonus mana. The race's natural sphere effects how fast, and how effective skills of that sphere work for that race. Any other bonus, such as bonus stats, experience, etc work just as they say.
Natural sphere learning bonus is 5% above normal.
Natural sphere skill/spell usage works 5% better. (fireballs do 5% more damage)
|
Name: |
Bonus HP: |
Bonus Mana: |
Natural Sphere: |
Other Bonus: |
|
Human |
0 |
0 |
none |
Experience * 1.10 |
|
High Elf |
0 |
5 |
Enchantment |
+1 Intelligence |
|
Wood Elf |
5 |
0 |
Acrobatics |
+1 Dexterity |
|
Dark Elf |
2 |
3 |
Destruction |
+1 Intelligence |
|
Orc |
10 |
0 |
Heavy Weaponry |
+3 Strength, -2 Int |
|
Dwarf |
7 |
0 |
Heavy Weaponry |
+1 Strength, +1 Con |
|
Halfling |
0 |
0 |
Stealth |
+3 Dexterity |
|
Gnome |
3 |
2 |
Alchemy |
+1 Wisdom |
Factions:
NPC to PC relationships depend heavily on faction ratings. A faction is any group of NPCs/PCs in the game, such as a religion, a township, or ideals, like Nobility, Commoners.
Faction ratings are on a scale of -1 to 100. -1 meaning there has been no previous contact with anyone of that faction, 0 being extremely hated and will be attacked on sight, 100 being something of a leader in that faction, or having alot of renown with them.
List of Factions:
Many more will be added as they come up, or are needed.