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:

  1. Destruction   - The sphere of Destruction handles offensive     spells.
  2. Restoration   - The sphere of Restoration handles healing     spells
  3. Enchantment   - Enchantment, both objects and mobiles
  4.  Alchemy   - Handles Herbalism, potions, all that good stuff
  5. Mysticism   - Mysticism handles basic magical aptitude
  6. Light Weaponry  - Light Weaponry controls light weapons,     daggers, maces, scimitars, short-swords, etc.
  7. Heavy Weaponry  - Heavy Weaponry controls heavy weapons, war-    hammers, long-swords, spears, polearms, etc.
  8. Hand to Hand   - Handles Fisticuffs combat modifiers
  9. Stealth   - Handles Thieving skills, like pickpocket,     sneaking, etc
  10. Acrobatics   - Handles movement, and cool thief skills like     dodge, parry, climb walls, movement speed, etc

 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.